Information processing device, information processing method, and program

The information processing device addresses the challenge of quest order uncertainty by recommending quests based on criteria like reward relationships and player possessions, enhancing player engagement and motivation.

JP2026042902APending Publication Date: 2026-03-11MIXI INC
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2026-01-06
Publication Date
2026-03-11

AI Technical Summary

Technical Problem

Existing systems do not effectively guide players on the optimal order to play multiple quests in computer games, leading to decreased motivation due to uncertainty and complexity.

Method used

An information processing device that determines and presents a recommended play order for quests based on predetermined criteria, such as reward relationships, player possessions, quest duration, and player preferences, to enhance player engagement.

Benefits of technology

The recommended play order increases player motivation by optimizing quest progression and reward acquisition, making gameplay more efficient and enjoyable.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide an information processing device, an information processing method, and a program capable of improving a player's motivation for quest play. [Solution] The information processing device has a reception unit that receives from the player a specification of a quest to be played from among a plurality of quests that can be played in any order, a determination unit that determines the order in which the quests included in the plurality of quests will be played based on predetermined criteria, and a presentation unit that presents the determined order of play to the player.
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Description

[Technical Field]

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

[0002] BACKGROUND ART Conventionally, in computer games such as online games, there have been known games in which a player selects an arbitrary quest from various quests prepared in the game and plays the selected quest.

[0003] For example, Patent Document 1 discloses an information processing device that, when selecting a quest, which is the unit of play in a game, can switch between displaying a window presenting a gift quest and a window presenting a normal quest, making it easier for the user (player) to select a quest. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Publication No. 2019-188132 Summary of the Invention [Problem to be solved by the invention]

[0005] However, Patent Document 1 only makes it easier for players to select gift quests with high rewards. Therefore, when there are multiple playable quests (especially when there are many), the player does not know in what order to play the quests, which may decrease the player's motivation to play the quests.

[0006] Therefore, an object of the present invention is to provide an information processing device, an information processing method, and a program that can increase a player's motivation for quest play. [Means for solving the problem]

[0007] An information processing device according to one aspect of the present invention has a reception unit that receives from a player a specification of a quest to be played from among a plurality of quests that can be played in any order, a determination unit that determines the order in which the quests included in the plurality of quests will be played based on predetermined criteria, and a presentation unit that presents the determined order of play to the player. [Effects of the Invention]

[0008] According to one aspect of the present invention, by presenting the order in which quests are to be played to the player, the player's motivation for playing quests can be increased. [Brief explanation of the drawings]

[0009] [Figure 1] 1 is a schematic configuration diagram of an information processing system including an information processing device according to an embodiment of the present invention. [Figure 2] FIG. 10 is a diagram illustrating an example of a quest list screen. [Figure 3] FIG. 10 is a diagram showing an example of a play order display screen. [Figure 4] FIG. 2 is an explanatory diagram of functions of an information processing device according to an embodiment of the present invention. [Figure 5] FIG. 10 is a diagram showing an example of player information. [Figure 6] FIG. 10 is a diagram showing an example of character information. [Figure 7] FIG. 10 is a diagram showing an example of quest information. [Figure 8] FIG. 2 is a diagram showing an information processing flow according to an embodiment of the present invention. [Figure 9] 10 is a flowchart showing the flow of a play order determination process (1). [Figure 10] 10 is a flowchart showing the flow of the play order determination process (2). [Figure 11] 10 is a flowchart showing the flow of the play order determination process (3). [Figure 12]10 is a flowchart showing the flow of the play order determination process (4). DETAILED DESCRIPTION OF THE INVENTION

[0010] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS An information processing device, an information processing method, and a program according to the present invention will be described in detail below with reference to preferred embodiments shown in the accompanying drawings. It should be noted that the embodiment described below is merely an example given to facilitate understanding of the present invention and is not intended to limit the present invention. That is, the present invention may be modified or improved from the embodiment described below without departing from the spirit of the present invention. Furthermore, it goes without saying that the present invention also includes equivalents thereof.

[0011] Furthermore, the examples of screens described in this specification and the drawings are merely examples, and the screen configuration and design, content of the displayed information, and GUI (Graphical User Interface), etc. can be freely designed according to the system design specifications and the player's preferences, etc., and can be changed as appropriate.

[0012] <About the game according to this embodiment> The communication system shown in Figure 1 (hereinafter referred to as information processing system S) is a communication system that includes an information processing device (hereinafter referred to as server 10) according to one embodiment of the present invention, and provides a game to a user (hereinafter referred to as a player) who is a player of the game.

[0013] A game is content that a player plays by operating a player terminal 12 while viewing a game screen on the player terminal 12 for game play, and in this embodiment, it is an online game (electronic game) provided using the information processing system S. Online games include browser games that use a web browser, social games provided on SNS (Social Networking Service), games that can be played by downloading dedicated application software such as mobile games, and regularly updated online games such as play-by-web (PBW). The genre (classification) of games is not particularly limited.

[0014] In this embodiment, when a player performs an operation for playing a game on the player terminal 12, the player terminal 12 receives data for progressing the game distributed from a server computer of the game provider, i.e., the server 10. The player terminal 12 outputs video and audio corresponding to the received data, and the player progresses through the game while checking the output video and audio. The player terminal 12 also transmits data indicating the player's operation to the server 10, and the server 10 transmits data for progressing the game corresponding to the player's operation. Such data transmission and reception between the server 10 and the player terminal 12 is repeated until the player finishes playing the game.

[0015] In the game, players play game units called quests. A quest is played with the goal of clearing it (in other words, meeting the clearing conditions). In this embodiment, multiple quests are set, each with different content (e.g., attributes, difficulty level, enemy characters that appear, clearing conditions, clearing rewards, etc.). Quests are categorized into multiple categories, such as quests that are always available, quests that are held according to a preset schedule for each day of the week or time (quests with a set playable period), and quests that have special play conditions (e.g., level XX or higher). Each quest has one or more stages prepared according to the difficulty level. Therefore, when selecting a quest to play, a player selects any quest from multiple quests. If the selected quest has multiple stages prepared, the player selects the stage according to the desired difficulty level. When a player clears a quest, the player can obtain a game object (game content) or the like associated with the cleared quest as a clearing reward. The game object obtained as a clearing reward for a quest can be used in subsequent quests.

[0016] In a game, a player acquires (obtains) and possesses (holds) game objects, which they then use or consume. A game object is an in-game object that a player can use to progress through the game, including quest play, and includes, for example, a character or item in the game.

[0017] Characters include playing characters operated by the player and sub-characters (e.g., enemy characters or auxiliary characters) that are not operated by the player but move automatically according to the game settings, etc. The appearance of the characters is not particularly limited, and may be, for example, living things such as people, animals, and plants, machines such as vehicles and robots, non-machine objects, fictional characters such as monsters, or other characters similar to these. In the following, playing characters will be simply referred to as characters unless otherwise specified.

[0018] Each character (including enemy characters) has its own personality, and each character is assigned a name, attributes, appearance, and various parameters that indicate their abilities (values ​​related to level, stamina, attack power, special abilities, etc.). These parameters are indicators that affect the progress of the game, and include those expressed numerically, those expressed as ranks written in letters such as "A, B, C...", and those expressed by indicators such as gauges. Furthermore, some parameters change as the game progresses, while others remain constant and unchanging regardless of the progress of the game. Hereinafter, unless otherwise specified, parameters that change as the game progresses will be simply referred to as parameters.

[0019] The parameters of each character increase or decrease depending on the type of quest cleared using that character, the number of times the quest is cleared, the time period during which the quest is played, etc. In the game, parameters can be changed (strictly speaking, improved) by using, for example, an enhancement item or an enhancement character. In this embodiment, multiple parameters are set for each character, and each character has parameters for items that are common to all characters.

[0020] Items are used (consumed) by players and include supplies that help or hinder players in the game, as well as payment (in-game currency) that can be exchanged for other items or characters or consumed to play quests.

[0021] A player plays a quest using a specified character. When playing a quest, the player selects two or more characters from those available for quest play on a deck creation screen (not shown) and creates a deck that includes the selected characters. Characters that can be included in a deck, i.e., characters available for quest play, include characters owned by the player, characters that can be borrowed from other players, and characters that are available for a limited time. Note that other players include players who have mutually recognized each other (hereinafter referred to as friends). For example, player A can borrow a character owned by friend player B when creating a deck.

[0022] A deck is a team / group consisting of n characters designated by the player before the start of a quest. The number of characters comprising a deck, n, is a natural number greater than or equal to 2 and is not particularly limited. A leader can also be designated from among the characters included in the deck. For example, if a newly acquired character is designated as the leader, recommended deck members can be automatically created. In other words, a combination of characters that are compatible with the character designated as the leader based on the character's attributes, etc., can be automatically created and displayed on a deck organization screen (not shown).

[0023] Each quest is associated with a character or item (hereinafter referred to as a specific game object) that provides an advantageous effect to the player when used during play. Advantageous effects include, for example, making the quest easier to complete or increasing the amount of rewards earned for completing the quest. Specifically, this includes cases where the attributes of a specific game object are the same as or compatible with the attributes of the quest, making the quest easier to complete, or cases where the attributes of a specific game object are easier to complete because they neutralize obstacles placed in the quest or reduce or neutralize damage from enemy characters that appear in the quest (anti-abilities).

[0024] Furthermore, a specific game object may include a specific related game object that is not exactly the same as the specific game object but has some kind of relationship with the specific game object. Specifically, the specific related game object may be a game object before or after the specific game object grows, a game object that can be combined with the specific game object, or a variation of the specific game object. This includes game objects with different features (such as facial expressions, hairstyles, postures, clothing, or equipment), or game objects that have been given special specifications such as time-limited or region-limited versions (for example, a Christmas version or an Okinawa version).

[0025] While a player can freely select a quest to play from among the playable quests, in this embodiment, the player can also be presented with, for example, a play order of quests that is easiest for the player to play from among the multiple playable quests, i.e., a play order of quests recommended for each player. Here, a playable quest refers to a quest that is within the playable period if the quest has a set playable period, or a quest for which the player meets the play conditions if the quest has set special play conditions. Note that the play order of the quests presented is merely an example recommended to the player, and the player is not necessarily required to play them in the presented play order.

[0026] "Notification" refers to informing the player of the determined play order of quests. Specifically, during game play, a play order display screen G2 (described later) or the like is displayed on the screen of the player terminal 12. At this time, quests for which game objects such as characters possessed by the player are set as rewards for completion may be displayed in a distinguishable manner, for example, by being grayed out. Notification is not limited to display, and may also be made by audio or the like. Even outside of game play, notification may be made each time, for example, when a time-limited quest is started and a new play order is determined, or when a predetermined period specified by the player (described later) has arrived, by displaying a dialog box on the screen of the player terminal 12, or the like (push notification).

[0027] The order in which the quests are presented to the player is determined for each player based on, for example, the following predetermined criteria. (a) Based on the relationship between the reward for completing the quest and the specific game object, the order of play is determined so that the first quest, for which a specific game object associated with the second quest is awarded as a reward for completing the quest, comes before the second quest. Specifically, the play order is determined so that Quest B (corresponding to the first quest), which will be awarded a specific game object associated with Quest A (corresponding to the second quest) as a reward for completing Quest A, comes before Quest A. If the player plays in accordance with this play order, they can obtain the game object that can be used as the specific game object in Quest A as a reward for completing Quest B before playing Quest A. (b) determining the order of play based on the particular game objects that players possess; Specifically, the play order is determined so that quests associated with game objects possessed by the player as specific game objects come before other quests. By playing in this play order, the player can prioritize quests that are compatible with the play style based on the game objects possessed by the player and that are easy for the player to play. Note that if a player possesses multiple game objects, the play order of the quests may be determined based on the number of specific game objects possessed that are associated with each quest, etc. (c) Determine the order of play based on the game objects that the players do not own. Specifically, the play order is determined so that quests in which game objects not yet possessed by the player are associated as completion rewards precede other quests. By playing according to this play order, the player can clear the quests and obtain game objects that the player does not yet possess as completion rewards. Note that, at this time, the play order may not include quests in which game objects possessed by the player are associated as completion rewards, and the play order may be determined from quests in which game objects not yet possessed by the player are associated as completion rewards. (d) Determine the order of play based on the duration of the quests. Specifically, if a playable period is set for a quest, the play order is determined so that quests whose playable period ends earlier come before quests whose playable period ends later. By playing according to this play order, players can play quests efficiently and reduce the number of quests whose playable period ends before they can be played. (e) The order of play is determined based on the relationship between the predetermined period designated by the player and the playable period of the quest. Specifically, the play order is determined by giving priority to quests whose playable period falls within the predetermined period specified by the player over other quests. For example, if the player specifies 8:00 AM to 9:00 AM and 5:00 PM to 6:00 PM as the predetermined period, a quest whose playable period is 5:00 AM to 10:00 AM will be placed before a quest whose playable period is 3:00 PM to 8:00 PM, and a quest whose playable period is 10:00 AM to 3:00 PM will not be included in the play order. By following this play order, the player can efficiently play quests within the predetermined period specified by the player.

[0028] The order in which quests are played may be determined by any one of the conditions (a) through (e) above, or by combining the conditions (a) through (e) as appropriate. Furthermore, the player's intentions may be reflected when determining the order in which quests are played. For example, the player may specify a quest attribute and then determine the order from among the quests that fall within that attribute. Alternatively, the player may switch between quests (cancel and rearrange) until the order is as desired by the player. Furthermore, the player may specify the first quest to be played, and the order of subsequent quests to be played may be based on that first quest. Furthermore, the player may specify a quest that the player absolutely wants to play, and the recommended order for playing quests may be determined by including that specified quest somewhere in the order.

[0029] The players to whom the play order is presented may be all players, but may also be limited to players who have not played the game for a predetermined period of time, for example, players for whom a predetermined period of time has passed since their last login to the game (dormant players), or new players who have just started playing the game or players with little gaming experience (beginner players).

[0030] Here, the transition of the screen displayed on the player terminal 12 when presenting the player with the order in which quests are to be played will be described with reference to Figures 2 and 3. Figures 2 and 3 show examples of screens displayed on the player terminal 12 operated by the player during game play.

[0031] First, as shown in FIG. 2, when selecting a quest, a quest list screen G1 is displayed on the player terminal 12. The quest list screen G1 displays a plurality of quests that the player can play, i.e., quest icons 51, arranged side by side. Each quest icon 51 displays the quest title, difficulty level, enemy character (character associated as a reward for clearing the quest), and the like, so that the player can recognize the content of the quest. When the player selects the quest to play by tapping or otherwise specifying the quest from among these quest icons 51, the screen transitions to a quest difficulty selection screen (not shown) and then to a quest play screen (not shown), where quest play begins. Note that quests that are outside the playable period or that do not satisfy the play conditions may be hidden so that the player cannot select them, or the quest icons 51 may be displayed in a special manner, such as grayed out or with a lock-like design, to distinguish them from other playable quests. In addition, the quest list screen G1 displays a play order display button 52 for displaying the recommended play order of the quests. When the player taps this play order display button 52 or the like to request the presentation of the play order of the quests, the screen transitions to the play order display screen G2 shown in Figure 3.

[0032] 3, the play order display screen G2 is composed of a details display area 53 and a play order display area 54. The details display area 53 displays details of the quest, such as the character recommended to be set as the deck leader when playing the quest, or the character associated as a reward for clearing the quest (an enemy character granted when cleared). The play order display area 54 displays the play order of the quest determined based on predetermined conditions.

[0033] Additionally, the play order display screen G2 displays category tabs 55 for selecting the category of quests to be displayed on the play order display screen G2, and selection buttons 56 for selecting the quest to be played. In this embodiment, quests are classified into a plurality of categories (e.g., α, β, γ), and a recommended play order for the quests is determined for each category. For example, if category α includes four quests, quests A to D, a recommended play order for the quests in category α (the order of quests B, C, A, D) is determined. Similarly, for categories β and γ, a recommended play order for the quests included in categories β and γ, respectively, is determined.

[0034] On the play order display screen G2, the player first taps the category tab 55 or the like to select a category in which the play order of quests will be displayed. For example, when the player operates the category tab 55 to select category α, the play order of quests A to D included in category α, i.e., the recommended play order of quests (the order of quests B, C, A, and D), is displayed on the play order display screen G2 (strictly speaking, in the play order display area 54 on the play order display screen G2). Next, the player performs a right (or left) swipe operation or the like to switch the quest information displayed in the details display area 53 to the quest that comes after (or comes before) the quest displayed in the play order display area 54 in the play order. That is, the details display area 53 displays quest details, such as characters associated as a reward for clearing the quest whose display has been switched by the swipe operation or the like. Then, when the player taps the select button 56 or the like to select a quest to play, the screen transitions to the play screen of the quest currently displayed in the details display area 53, and quest play begins. When transitioning to the quest play screen, the player may go through a quest difficulty selection screen (not shown).

[0035] Furthermore, when a player clears all quests in a category, the player can obtain a special clear reward (complete reward) associated with that category. For example, when a player clears all quests A to D included in category α, the player can obtain the game objects set as the clear rewards for each of quests A to D, and can also obtain a special game object (e.g., a powerful character with high parameters) as the complete reward set for category α. Note that the condition for obtaining the complete reward is to clear all quests in the category, but this may also include clearing the quests in an order different from the presented play order, or may be limited to clearing the quests in the presented play order. Furthermore, the condition for obtaining the complete reward is not limited to clearing all quests in the category, but may also be achieving a predetermined state for all characters associated with the clear rewards for each quest in the category (e.g., achieving a predetermined value for a predetermined parameter by collecting and combining a predetermined number of the characters).

[0036] <Configuration of the information processing device and player terminal according to this embodiment> Next, the configurations of an information processing device and a player terminal 12 according to one embodiment of the present invention will be described. The information processing device according to this embodiment is configured by a computer for distributing game data, specifically a server computer (hereinafter referred to as server 10). The server 10 is an example of a computer, and as shown in FIG. 1, is communicatively connected to a plurality of player terminals 12 via a network 14, and together with the player terminals 12, forms an information processing system S for a game. The network 14 is a communication line network consisting of, for example, the Internet or a mobile communication network, and may include a LAN (Local Area Network), a WAN (Wide Area Network), an intranet, Ethernet (registered trademark), etc.

[0037] In the information processing system S of this embodiment, the server 10 and the player terminals 12 cooperate with each other in the above-described configuration to progress the game. Specifically, part of the game progress processing is performed on the server 10 side, and part of the graphics processing and the like is executed on the player terminals 12. For example, the server 10 side executes a program including certain rules, logic, and algorithms. Meanwhile, the player terminals 12 side synchronize with the server 10 and progress the game according to the same rules, logic, and algorithms as the program executed on the server 10.

[0038] The server 10 is an example of an "information processing device" of the present invention, and is a computer that executes various information processing related to the progress of the game, such as generating and transmitting and receiving data necessary for the progress of the game. More specifically, in this embodiment, the server 10 is an SNS server. The server 10 may be configured with a single computer or multiple computers distributed in parallel. The server 10 may also be a server computer for an ASP (Application Service Provider), SaaS (Software as a Service), PaaS (Platform as a Service), or IaaS (Infrastructure as a Service). In this case, a series of information processing steps related to the progress of the game (excluding input and display of information) are executed by the server 10, and therefore, the player terminals 12 only need to input information to be transferred to the server 10 and display information distributed from the server 10.

[0039] As shown in FIG. 1, the server 10 has, as hardware devices, a processor 21, a memory 22, a communication interface 23, and a storage 24, which are electrically connected via a bus 25. In addition, the server 10 has installed thereon, as software, an operating system (OS) and a dedicated program for processing information related to the game. These programs correspond to the "program" of the present invention. When the processor 21 operates in accordance with the above program, the server 10 functions as the information processing device of the present invention and executes a series of processes related to the progress of the game. The program of the present invention may be acquired by reading it from a computer-readable recording medium, or may be acquired (downloaded) via a network 14 such as the Internet or an intranet.

[0040] The processor 21 may be configured by a CPU (Central Processing Unit), MPU (Micro-Processing Unit), MCU (Micro Controller Unit), GPU (Graphics Processing Unit), DSP (Digital Signal Processor), TPU (Tensor Processing Unit), or ASIC (Application Specific Integrated Circuit), etc.

[0041] The memory 22 may be configured by semiconductor memories such as a ROM (Read Only Memory) and a RAM (Random Access Memory).

[0042] The communication interface 23 may be configured by, for example, a network interface card, a communication interface board, etc. The standard of data communication by the communication interface 23 is not particularly limited, and examples include communication by a wireless LAN based on Wi-fi (registered trademark), communication by a 3G to 5G or later generation mobile communication system, or communication based on LTE (Long Term Evolution).

[0043] Storage24 supports flash memory, HDD (Hard Disc Drive), SSD (Solid State Drive), FD (Flexible Disc), MO disk (Magneto-Optical disc), CD The storage 24 may be configured by a Compact Disc (CD), a Digital Versatile Disc (DVD), a Secure Digital card (SD card), a Universal Serial Bus memory (USB memory), or the like. The storage 24 may be built into the server 10 or may be attached to the server main body in an external format. The storage 24 may also be configured by an external computer (for example, a database server) communicably connected to the server main body. Note that a distributed ledger technology such as a blockchain may be used as a technology for recording various data in order to avoid unauthorized data tampering, etc.

[0044] The server 10 distributes information necessary for the progress of the game to each player, and also collects and stores information from each player. The information stored by the server 10 includes information about each player (e.g., player identification information and information about game play history, etc.) and information about the game (e.g., character information, quest information, etc.). The server 10 also executes various other information processes related to the progress of the game.

[0045] The player terminals 12 are client terminals operated by players to play the game, and are configured, for example, by personal computers, smartphones, mobile phones, tablet terminals, game consoles, television sets capable of inputting information, wearable terminals, etc. Note that, for convenience of illustration, four player terminals 12 are shown in FIG. 1, but of course, in reality, there will be as many player terminals 12 as there are players playing the game.

[0046] The player terminal 12 receives data for game progression from the server 10, displays images (video) represented by the data on the display of the player terminal 12 or on a display device such as a TV connected to the player terminal 12, and outputs audio from a speaker or the like. That is, in this embodiment, the player terminal 12 functions as a display unit and an audio output unit. For example, in addition to a quest play screen (not shown), the player terminal 12 displays a quest list screen G1 and a play order display screen G2 as shown in FIGS. 2 and 3.

[0047] Furthermore, the player terminal 12 accepts operations performed by the player while playing the game, and transmits information corresponding to the operation content to the server 10. For example, the player performs a quest designation operation on the player terminal 12 to designate a quest to play from among playable quests, and transmits quest designation information based on the quest designation operation to the server 10. In addition to the above operations, the player also performs operations on the player terminal 12, such as a play order request operation to request the display of the order in which quests are played, a period designation operation to designate a predetermined period, a deck organization operation to organize a deck, and a play operation to play a quest.

[0048] <Functions of the information processing device according to one embodiment of the present invention> The configuration of the server 10, which is an information processing device according to this embodiment, will now be described from a functional perspective. As shown in Fig. 4, the server 10 has a memory unit 30, an information acquisition unit 31, a display control unit 32, a determination unit 33, an assignment unit 34, a parameter change unit 35, and a game progression unit 36. Of these, the memory unit 30 is realized by the memory 22 or the storage 24, and the other functional units are realized by cooperation between the hardware devices constituting the server 10 and programs installed on the server 10. Note that when the server 10 is made up of multiple computers, the above functions may be distributed so that each of the multiple computers performs a different function. Each functional unit will be described in detail below.

[0049] (Storage part) The storage unit 30 stores information necessary for playing the game, specifically, information about the player, information about characters that the player can use in quest play, information about quests, and the like.

[0050] As shown in FIG. 5, information about players (player information) is stored for each player, with various pieces of information linked to identification information (such as an identification ID or a game account name) that identifies each player. For example, player information items include the total game play time, the player's rank, characters owned, items owned, game progress such as status and completion history, and identification information of other players who are friends with the player. In addition, the player information may include information other than the above, such as the player's personal information such as contact information, login history (game play date and time, last login date and time, and number of game plays), payment history, total amount charged, etc.

[0051] As shown in FIG. 6, information about characters that a player can use in quest play (character information) is stored for each character, with various information linked to identification information (such as an identification ID) that identifies each character. For example, items of character information include the character name, attributes, appearance, abilities (parameters related to level, stamina, attack power, special abilities, etc.), and identification information indicating quests that will produce advantageous effects. Here, each parameter indicating ability includes a current value as well as an initial value and an upper limit value. Furthermore, information other than the above, such as identification information indicating the player who owns the character and identification information indicating a quest associated with the character as a reward for completing the character, may also be included in the character information.

[0052] As shown in Fig. 7, information about quests (quest information) is stored for each quest, with various information linked to identification information (such as an identification ID) that identifies each quest. For example, items in the quest information include the quest name, attributes, difficulty level, playable period, the type and number of enemy characters that appear in the quest, identification information indicating specific game objects (specific characters) that exert advantageous effects, and information about rewards for clearing the quest (for example, identification information indicating game objects associated as rewards for clearing the quest). Information other than the above, such as information about play conditions, may also be included in the quest information.

[0053] (Information acquisition department) The information acquisition unit 31 also corresponds to the "reception unit" of the present invention, and acquires information (data) based on operations performed by the player on the player terminal 12 while playing the game, by communicating with the player terminal 12. The information acquired by the information acquisition unit 31 includes quest designation information based on a quest designation operation for the player to designate a quest to play from among playable quests, play order request information based on a play order designation request operation, period designation information based on a period designation operation, deck composition information based on a deck composition operation, and play operation information based on play operations. In addition to the above information, the information acquired by the information acquisition unit 31 also includes information based on various selections, designations, instructions, requests, commands, permission or denial, registration, and other input operations performed by the player at each stage of the game.

[0054] (Display control unit) During the game, the display control unit 32 controls the player terminal 12 of the player to display information for progressing the game on the screen of the player terminal 12. Specifically, the display control unit 32 generates display data for displaying the results of information processing by the game progression unit 36 ​​(quest play status), which will be described later, and transmits the generated display data to the player terminal 12 via the network 14.

[0055] The display control unit 32 also corresponds to the "presentation unit" of the present invention, and generates display data for displaying the play order of quests determined by the determination unit 33 described below, and transmits the generated display data to the player terminal 12 via the network 14. For example, while the player is selecting a quest to play, the display control unit 32 causes the player terminal 12 to display a screen (play order display screen G2) or the like that reflects the results of information processing by the determination unit 33. At this time, the display control unit 32 may distinguishably display quests that are associated as completion rewards with game objects possessed by the player and quests that are associated as completion rewards with game objects not possessed by the player.

[0056] (Decision section) The determination unit 33 executes information processing to determine the order in which quests are played based on predetermined criteria.

[0057] Specifically, the determination unit 33 executes the following information processing. (a) The order in which the quests are played is determined based on the relationship between the specific game object and the reward for completing each quest. That is, the order in which the quests are played is determined so that a first quest, which is awarded a specific game object associated with a second quest as a reward for completing the quest, comes before a second quest. (b) The order of play is determined so that a quest to which a game object possessed by a player is associated as a specific game object precedes other quests. (c) The order in which the quests are played is determined so that a quest that is associated with a game object that the player does not possess as a reward for completing the quest is placed before other quests. (d) Determine the order in which quests are played so that quests whose playable period ends first come before quests whose playable period ends later. (e) The order in which quests are played is determined by giving priority to quests whose playable period falls within a predetermined period designated by the player over other quests.

[0058] (Given part) The granting unit 34 grants a clear reward associated with each quest to a player who has satisfied the clear conditions set for each quest, i.e., to a player who has cleared the quest. Specifically, the granting unit 34 associates the game object granted as the clear reward with the player and stores it in the player information in the storage unit 30.

[0059] (Parameter change section) The parameter change unit 35 changes the parameter settings of characters that the player can use in quest play, depending on the progress of the game, etc. For example, while playing a quest using a certain character, or after clearing that quest, the parameter change unit 35 changes the parameter settings of that character (more specifically, the current state or current value, etc.) to reflect the results of execution of processing by the game progression unit 36, which will be described later. Furthermore, when a certain character is strengthened, the parameter change unit 35 changes the parameter settings of that character. Note that parameter setting changes made by the parameter change unit 35 are not limited to those that improve or enhance the current settings, but also include those that worsen or lower the current settings.

[0060] (Game Progression Department) The game progression unit 36 ​​executes information processing necessary for the progression of the game, and specifically progresses the game based on various information acquired by the information acquisition unit 31. For example, the game progression unit 36 ​​moves a character in response to player operations during a quest that the player is playing, and performs effects and the like in response to player operations.

[0061] The above has described the configurations of the server 10 and the player terminal 12. Generally, the server 10 and the player terminal 12 have various functions other than those described above, but here, only the characteristic functions that produce the effects in the information processing system S of the present invention will be described, and illustrations and descriptions of other known functions will be omitted.

[0062] <Information processing flow according to one embodiment of the present invention> Next, the flow of information processing (hereinafter referred to as information processing flow) executed in the information processing system S configured as described above will be described with reference to Figures 8 to 12. The information processing flow employs the information processing method of the present invention and is realized by using the information processing system S functioning as a computer system. In other words, each step in the information processing flow corresponds to a component of the information processing method of the present invention. Note that the information processing flow described below is merely an example, and unnecessary steps may be deleted, new steps may be added, or the order in which steps are performed may be changed, without departing from the spirit of the present invention.

[0063] (Information processing flow) First, a basic information processing flow relating to the progress of the game will be described. This information processing flow starts when a player logs into the game, and progresses, for example, along the flow shown in FIG.

[0064] 8, first, the server 10, which is a computer, selects playable quests for each player (S101), and then presents a list of playable quests to the player by displaying information indicating the contents of the selected quests on the player terminal 12 through communication with the player terminal 12 operated by the player (S102). Specifically, a quest list screen G1 such as that shown in FIG. 2 is displayed on the player terminal 12.

[0065] Next, when the server 10 acquires play order request information through communication with the player terminal 12 operated by the player and determines that a play order request has been received from the player (S103: YES), it executes a play order determination process (S104). Details of the play order determination process will be described later. After determining the play order of the quests in the play order determination process, the server 10 communicates with the player terminal 12 operated by the player, and displays information indicating the determined play order of the quests on the player terminal 12, thereby presenting the play order of the quests to the player (S105). Specifically, the server 10 displays a play order display screen G2 or the like as shown in FIG. 3 on the player terminal 12. On the other hand, if it is determined that a request for presentation of the play order has not been received from the player (S103: NO), the process proceeds to the next step without executing the processes of S104 and S105.

[0066] Next, the server 10 acquires quest designation information based on a quest designation operation that designates a quest to be played through communication with the player terminal 12 operated by the player, and when it determines that the designation of the quest has been accepted (S106: YES), it starts playing the quest (S107). Note that the specific processing and flow of processing after the start of quest play are well known, and therefore will not be described here. When the quest ends, the server 10 determines whether the player has cleared the quest (S108), and if it determines that the player has met the clearing conditions and cleared the quest (S108: YES), it grants a clearing reward to the player (S109) and ends the processing. On the other hand, if the server 10 determines that the player has not met the clearing conditions, i.e., has not been able to clear the quest (S108: NO), it ends the process without awarding a clearing reward. Note that, if it determines that the player has not specified the quest to play (S106: NO), it also ends the process. The above is an example of the information processing flow of the present invention.

[0067] (Play order determination process) Next, an example of the play order determination process will be described with reference to FIGS. The play order determination process is a process executed by the server 10 (mainly the determination unit 33) and is the process executed in step S104 of the above information processing flow. Specifically, it is a process executed before the start of quest play, and is a process for determining the play order of quests recommended for each player from among multiple quests. Note that, below, four patterns of play order determination process, namely, play order determination processes (1) to (4), will be explained.

[0068] As shown in FIG. 9, first, the server 10, which is a computer, identifies specific game objects associated with each playable quest (S201), and also identifies game objects set as clear rewards associated with each playable quest (S202). Next, the server 10 selects a quest (first quest) that is associated with and set as a reward for completion of a specific game object associated with the quest (second quest) (S203). For example, if characters B and C are associated with specific game objects of quest A, the server 10 selects, as the first quest for quest A, quest B that is associated with and set as a reward for completion of character B, and quest C that is associated with and set as a reward for completion of character C. Then, the server 10 sets the play order so that the selected first quest comes before the second quest (S204), and ends the process. The number of first quests for a given second quest may be one or more. Also, the first quest may be selected for each of the multiple playable quests, or the first quest may be selected for some of the multiple playable quests. The above is an example of the play order determination process (1).

[0069] In addition, in the play order determination process, the play order of the quests may be determined by a method other than the above. Specifically, as shown in FIG. 10, first, the server 10, which is a computer, identifies the game objects possessed by the player (S301), and also identifies the specific game objects associated with each playable quest (S302). Next, the server 10 selects a quest with which the game object possessed by the player is associated as a specific game object (S303). For example, if the player possesses character E, the server 10 selects quest B with which character E is associated as a specific game object. Then, the server 10 sets the play order so that the selected quest (for example, quest B) comes before the other quests (S304), and ends the process. The above is an example of the play order determination process (2).

[0070] Furthermore, in the play order determination process, the play order of the quests may be determined by methods other than those described above. Specifically, as shown in FIG. 11, first, the server 10, which is a computer, identifies the game objects possessed by the player (S401), and also identifies each game object set as a clear reward associated with each playable quest (S402). Next, the server 10 selects a game object that is not included in the game objects possessed by the player, i.e., a quest that is set in association with a game object that the player does not possess as a reward for completing the game (S403). For example, if the player does not possess character C, the server 10 selects quest C that is set in association with character C as a reward for completing the game. Then, the server 10 sets the play order so that the selected quest (for example, quest C) comes before the other quests (S404), and ends the process. The above is an example of the play order determination process (3).

[0071] Furthermore, in the play order determination process, the play order of the quests may be determined by methods other than those described above. Specifically, as shown in FIG. 12, first, the server 10, which is a computer, identifies the playable period set for each quest (S501). Next, the server 10 acquires period designation information through communication with the player terminal 12 operated by the player, and when it determines that it has accepted the designation of a predetermined period from the player (S502: YES), it selects a quest whose playable period falls within the predetermined period (S503), sets the play order so that the selected quest comes before other quests (S504), and terminates the processing. On the other hand, if the server 10 determines that the player has not specified a predetermined period, (S502: NO), and the play order is set so that the quest whose playable period ends first comes before other quests (S505), and the process ends. The above is an example of the play order determination process (4).

[0072] <Other embodiments> Up to this point, we have explained the information processing device, information processing method, and program of the present invention using specific examples, but the above embodiments are merely examples, and the present invention is not limited to the above embodiments, and other embodiments may also be considered.

[0073] In the above embodiment, the server computer for distributing game data (i.e., the server 10) functions as the information processing device of the present invention, but this is not limited to this, and some of the functions of the server 10 may be provided in the player terminal 12. For example, some or all of the functions of the determination unit 33 or the game progression unit 36 ​​may be provided in the player terminal 12.

[0074] In the above embodiment, player information, etc. is stored in a server computer (i.e., server 10) for distributing game data, but it is also possible to provide a separate database server (not shown) and store all the information in that database server, or to store the information on the player terminal 12 side.

[0075] In the above embodiment, no specific content of the game is mentioned, but an example of the game is a game in which a player controls a character to fight against an enemy character. Other examples of the game include word games, fighting games, sports games, shooting games, racing games, puzzle games, card games, board games, role-playing games, and simulation games. The game may be an individual game or a team game. The game may be one in which humans compete against each other as players, or one in which a human competes against a computer (e.g., AI or a robot).

[0076] In the above embodiment, a game played by a single player has been described. However, the present invention is not limited to this. A so-called multiplay (hereinafter referred to as cooperative play) may be possible in which multiple players, such as friends, operate their respective player terminals 12 to simultaneously play a common quest. The cooperative play is performed through the communication function of each player's player terminal 12, and once a cooperative relationship is formed, the progress of play is synchronized between the players playing cooperatively. The cooperative play may be either a cooperative play game in which multiple players cooperate, or a competitive game in which players compete against each other.

[0077] In the above embodiment, players can generally enjoy all functions free of charge. However, some functions may be limited and players may be able to use these limited functions by paying a predetermined fee. Furthermore, various conditions may be set to give players who have paid a predetermined fee (hereinafter referred to as "paying players") an advantage in playing the game. For example, the playing order may be presented only to paying players, or multiple possible playing order options may be presented. The fee may be a pay-per-use system, or a one-time payment may be valid for the player for a certain period of time (e.g., one month or one year) (subscription).

[0078] <Summary> The main features of the information processing device, information processing method, and program according to the above-described embodiment are as follows.

[0079] [1] The information processing device according to this embodiment includes a reception unit that receives from a player a specification of a quest to be played from among a plurality of quests that can be played in any order, a determination unit that determines the order in which the quests included in the plurality of quests should be played based on predetermined criteria, and a presentation unit that presents the determined order in which the quests should be played to the player. According to the information processing device described above, by presenting the player with the order in which to play quests from among a plurality of playable quests, the player can recognize the recommended order in which to play the quests, i.e., which quest order will be easiest for the player, or which quest order will be most advantageous for the player, etc. This can increase the player's motivation to play quests, and ultimately increase the player's satisfaction with the game.

[0080] [2] The information processing device further includes an awarding unit that, when the player completes a quest, awards the player with a game object associated with the quest as a reward for completing the quest, which game object can be used in subsequent quests. This allows the player to acquire a game object that can be used in subsequent quests after completing a quest, further increasing the player's motivation to play quests.

[0081] [3] In the above information processing device, each quest is associated with a specific game object that provides an advantageous effect to the player when used during play, and the determination unit determines the play order so that the first quest, in which a specific game object associated with the second quest is awarded as a reward for completion, comes before the second quest. This allows the first quest, which allows the player to acquire a specific game object associated with the second quest as a reward for completing the first quest, to be presented before the second quest, allowing the player to recognize the recommended order in which to play the quests, i.e., that playing the first quest followed by the second quest is easier, further increasing the player's motivation to play the quests.

[0082] [4] In the above information processing device, the determination unit determines the order of play based on the game objects possessed by the players. This allows the player to determine the order in which to play quests based on the game objects they own, allowing them to recognize which quests are easiest to play in, based on the compatibility between the game objects they own and the quests, further increasing the player's motivation to play quests.

[0083] [5] In the above information processing device, each quest is associated with a specific game object that provides an advantageous effect to the player when used during play, and the determination unit determines the play order so that the quest associated with the specific game object included in the game objects owned by the player is placed before other quests. This allows the player to see the order in which quests are to be played based on the specific game objects included in the game objects the player owns, allowing the player to recognize which specific game objects they own and the order in which to play the quests most easily, further increasing the player's motivation to play quests.

[0084] [6] In the information processing device described above, the determination unit determines the play order so that a quest associated with a game object not yet possessed by the player as a reward for completion is placed before other quests. This allows the player to easily recognize quests that will allow them to acquire game objects that they do not currently possess, based on the order in which the presented quests are to be played, further increasing the player's motivation to play quests.

[0085] [7] In the information processing device, the determination unit determines the order of play from among quests that are associated as rewards for completing game objects that the player does not possess. This allows the player to easily recognize quests that will allow them to acquire game objects that they do not currently possess, based on the order in which the presented quests are to be played, further increasing the player's motivation to play quests.

[0086] [8] In the above information processing device, the presentation unit presents quests associated with game objects possessed by the player as a completion reward in a distinguishable manner from quests associated with game objects not possessed by the player as a completion reward. This allows the player to easily recognize quests that will allow them to acquire game objects that they do not currently possess, based on the order in which the presented quests are to be played, further increasing the player's motivation to play quests.

[0087] [9] In the above information processing device, a playable period is set for each quest, and the determination unit determines the play order based on the playable period for each quest. This allows the player to easily recognize which quests should be played first among the quests with set playable periods based on the play order of the presented quests, further increasing the player's motivation to play quests.

[0088]

[10] In the above information processing device, the reception unit receives a designation of a predetermined period from the player, and the determination unit determines the play order so that quests whose playable period falls within the predetermined period are placed before other quests. This allows the player to easily identify, based on the play order of the presented quests, which quests with set playable periods can be played within the specified period that the player has specified, further increasing the player's motivation to play quests.

[0089]

[11] Furthermore, according to the information processing method of this embodiment, the computer receives from the player a specification of a quest to be played from among a plurality of quests that can be played in any order, determines the order in which the quests included in the plurality of quests should be played based on predetermined criteria, and presents the determined order to the player. According to the above information processing method, the player's motivation for playing the quests can be improved by presenting the player with the order in which the quests will be played.

[0090]

[12] Furthermore, according to the program of this embodiment, the computer receives from the player a specification of a quest to be played from among a plurality of quests that can be played in any order, determines the order in which the quests included in the plurality of quests should be played based on predetermined criteria, and presents the determined order to the player. According to the above program, by presenting the order in which quests are to be played to the player, it is possible to increase the player's motivation to play the quests. [Explanation of symbols]

[0091] 10 Servers 12 Player terminal 14 Network 21 processors 22 Memory 23 Communication Interface 24 Storage 25 Bus 30 Storage section 31 Information Acquisition Department 32 Display control unit 33 Decision Section 34 Granting Department 35 Parameter change section 36 Game Progression Section 51 Quest Icon 52 Play order display button 53 Detail display area 54 Play order display area 55 Category Tabs 56 Select button G1 Quest List Screen G2 Play order display screen S Information Processing System

Claims

1. a reception unit that receives from a player a specification of a quest to be played from among a plurality of quests that can be played in any order; a determination unit that determines a play order of the quests included in the plurality of quests based on a predetermined criterion; a presentation unit that presents the determined play order to a player; An information processing device having the above.

2. The game system further includes a granting unit that grants to the player, when the player clears a quest, a game object associated with the quest as a reward for clearing the quest and usable in a quest to be played thereafter. The information processing device according to claim 1 .

3. Each quest is associated with a specific game object that will have beneficial effects on the player when used during the game. the determination unit determines the play order so that a first quest in which a specific game object associated with a second quest is awarded as a reward for completion is placed before the second quest. The information processing device according to claim 2 .

4. the determination unit determines the play order based on game objects owned by players.

4. The information processing device according to claim 2 or 3.

5. Each quest is associated with a specific game object that will have beneficial effects on the player when used during the game. the determination unit determines the play order such that a quest associated with a specific game object included in the game objects owned by the player is placed before other quests. The information processing device according to claim 2 .

6. the determination unit determines the play order so that a quest associated with a game object not yet possessed by the player as a completion reward is placed before other quests. The information processing device according to claim 2 .

7. the determination unit determines the play order from among quests to which game objects not yet possessed by the player are associated as rewards for completion; The information processing device according to claim 2 .

8. the presentation unit presents, in a distinguishable manner, quests associated as completion rewards with game objects possessed by the player and quests associated as completion rewards with game objects not possessed by the player; The information processing device according to claim 2 .

9. Each quest has a set playable period. the determination unit determines the play order based on a playable period of the quests. The information processing device according to claim 1 .

10. the receiving unit receives a designation of a predetermined period from a player; the determination unit determines the play order such that a quest whose playable period falls within the predetermined period is placed before other quests. The information processing device according to claim 9 .

11. The computer accepts from the player the specification of a quest to be played from among multiple quests that can be played in any order, the computer determines the order in which the quests included in the plurality of quests are to be played based on a predetermined criterion; the computer presents the determined playing order to the player; Information processing methods.

12. On the computer, The player is allowed to specify which quest to play from among multiple quests that can be played in any order, determining a play order of the quests included in the plurality of quests based on a predetermined criterion; having the players present the determined playing order; program.

Citation Information

Patent Citations

  • Game program, method and information processor

    JP2019188132A