Information processing device, information processing method, and program

The information processing device enhances user satisfaction in games by linking character events to quests through added missions, making quest selection easier and rewarding character development.

JP2026074045APending Publication Date: 2026-05-01MIXI INC
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
MIXI INC
Filing Date
2026-01-27
Publication Date
2026-05-01

AI Technical Summary

Technical Problem

In existing computer games, events associated with characters are not linked to quests, leading to user uncertainty about which quests to play for event participation, which can decrease game satisfaction.

Method used

An information processing device that adds missions corresponding to game media to identified quests, allowing users to complete these missions to develop and train characters, thereby enhancing quest selection and satisfaction.

Benefits of technology

Facilitates easier quest selection by associating events with character development, improving user satisfaction by providing clear objectives and rewards.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

This invention provides an information processing device, an information processing method, and a program that make it easier for users to specify which quests they should play, thereby improving user satisfaction with the game. [Means for solving the problem] The information processing device includes a mission addition unit that, when a user obtains a first game medium, adds one or more first missions corresponding to the first game medium to a first quest identified from among multiple quests that the user can play, and a development unit that, when the user completes the first mission by playing the first quest, controls the first game medium to be able to be developed.
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Description

Technical Field

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

Background Art

[0002] Conventionally, in computer games such as communication-type (online) games, there is a game in which a user designates an arbitrary quest from among various quests and plays while completing the designated quest (hereinafter referred to as "play"). Also, in such games, various events occur during the game, and some of them have events associated with each character.

[0003] For example, in Patent Document 1, at least one character selected by the user from among a plurality of characters owned by the user is set as a first character for event generation, and an event related to the first character is generated during the game according to the first character. [[ID=,18]]

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] However, in Patent Document 1, although events are associated with each character, those events are not associated with the quests that make up the game. Therefore, in many cases, the user does not know which quest to designate and play in order to play the event associated with the character, and there is a risk that the user's game satisfaction will decrease.

[0006] Therefore, the object of the present invention is to provide an information processing device, an information processing method, and a program that make it easier for users to specify the quests they should play, thereby improving user satisfaction with the game. [Means for solving the problem]

[0007] An information processing device according to one aspect of the present invention includes a mission addition unit that, when a user obtains a first game medium, adds one or more first missions corresponding to the first game medium to a first quest identified from among a plurality of quests that the user can play, and a development unit that, when the user completes the first mission by playing the first quest, controls the first game medium to be able to be developed. [Effects of the Invention]

[0008] According to one aspect of the present invention, it is possible to make it easier for users to specify the quest they should play, thereby improving user satisfaction with the game. [Brief explanation of the drawing]

[0009] [Figure 1] This is a schematic diagram of an information processing system including an information processing device according to one embodiment of the present invention. [Figure 2] This figure shows an example of a mission display screen. [Figure 3] This is a diagram illustrating the functions of an information processing device according to one embodiment of the present invention. [Figure 4] This figure shows an example of user information. [Figure 5] This figure shows an example of game media information. [Figure 6] This figure shows an example of quest information. [Figure 7] This figure shows an example of mission information. [Figure 8] This figure shows the information processing flow related to one embodiment of the present invention. [Figure 9] This figure shows the information processing flow according to another embodiment of the present invention. [Figure 10]This figure shows the information processing flow according to yet another embodiment of the present invention. [Modes for carrying out the invention]

[0010] The information processing apparatus, information processing method, and program of the present invention will be described in detail below with reference to preferred embodiments shown in the attached drawings. The embodiments described below are merely examples provided to facilitate understanding of the present invention and do not limit it. In other words, the present invention can be modified or improved upon from the embodiments described below, without departing from its spirit. Naturally, the present invention also includes equivalents thereof.

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

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

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

[0014] In this embodiment, when a user performs a game-play operation on the user terminal 12, the user terminal 12 receives game progression data distributed from the game provider's server computer, i.e., the server 10. The user terminal 12 outputs video and audio corresponding to the received data, and the user proceeds with the game while confirming the outputted video and audio. The user terminal 12 also sends data indicating the user's operations to the server 10, and the server 10 sends game progression data corresponding to the user's operations. This data transmission and reception between the server 10 and the user terminal 12 is repeated until the user finishes playing the game.

[0015] In the game, the user plays a game component called a quest. Quests are played for the purpose of clearing (i.e., meeting the clear conditions). In this embodiment, a plurality of quests are set, and the content (e.g., attributes, difficulty levels, enemy characters that appear, clear conditions, or clear rewards, etc.) varies for each quest. Also, quests are classified into multiple categories, such as quests that are always available, quests that are held according to a schedule set in advance for each day of the week or time (quests with a set playable period), or quests with special play conditions (e.g., the user's level is ○○ or higher, etc.). For each quest, one or more stages are prepared according to the difficulty level. Therefore, when selecting a quest to play, the player selects an arbitrary quest from among the playable quests. Further, if there are multiple stages prepared in the selected quest, the player selects a stage according to the desired difficulty level. And when the player clears a quest, the player can obtain game media and the like associated with the cleared quest as a clear reward. In this embodiment, one or more missions may be added (set) to a quest, and the details of the missions will be described later.

[0016] In the game, the user can obtain (acquire) the game medium and own (possess) it as an asset, and can use or consume the owned game medium. The game medium is a game object that the user can use to advance the game, including playing the game. For example, characters, items, cards, avatars, etc. used in the game are applicable. In addition, the game medium includes in-game currency such as coins, medals, tickets, gold, or stones, which have value as a consideration for exchanging with other items or characters in the game or for playing quests or lotteries, etc. Further, the in-game currency includes paid in-game currency that can be obtained by charging and free in-game currency that can be obtained without charging. Note that the user can obtain the game medium by purchasing it in the in-game shop, playing or clearing quests, playing a lottery, which is a random item providing method called gacha, etc.

[0017] Characters include playable characters that can be operated by the user and sub-characters (e.g., enemy characters or auxiliary characters, etc.) that move automatically according to the game settings without the user's operation. The appearance of the character is not particularly limited and may be, for example, a living thing such as a person, animal, or plant, a vehicle, a machine such as a robot, an object other than a machine, a fictional character such as a monster, or other characters similar thereto. Hereinafter, unless otherwise specified, the playable character will be simply referred to as a character.

[0018] Each character (including enemy characters) has its own unique characteristics, and each character has a name, attributes, appearance, and various parameters indicating their abilities (values ​​related to level, health, attack power, or special abilities, etc.). These parameters are indicators that affect the progress of the game and include those expressed as numerical values, those expressed as ranks using letters such as "A, B, C...", and those expressed as indicators such as gauges. Furthermore, some parameters change as the game progresses, while others remain constant and do not change regardless of the game's progress. For example, a character's parameters increase or decrease depending on the type of quest completed using that character, the number of times the quest was completed, the time of day the quest was played, and the completion status of missions associated with the quest. In the following, unless otherwise specified, parameters that change as the game progresses will simply be referred to as parameters.

[0019] The user plays quests using a designated character. When playing a quest, the user selects two or more characters from the characters available for quest play on an unillustrated deck formation screen and forms a deck containing those designated 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" here includes players who have mutually acknowledged each other (hereinafter referred to as "friends"). For example, player A can borrow a character owned by their friend player B when forming their deck. It is also possible to play quests with only one character without forming a deck.

[0020] A deck is a team or group consisting of n characters specified by the player before the start of a quest. The number of characters n in a deck is a natural number greater than or equal to 2 and is not particularly limited. A leader can also be set from among the characters included in the deck. For example, if a newly acquired character is set as the leader, the system may automatically assemble a recommended deck, that is, it may automatically create combinations of characters that are compatible with the leader character based on the character's attributes, etc., and display them on the deck assembly screen (not shown). Alternatively, the system may automatically assemble a deck based on the user's past deck assembly history without the user specifying any characters, and the decks assembled based on that past deck assembly history may be displayed on the deck assembly screen (not shown) as candidates for the deck the user can use in quest play (the user can select a deck from these candidates).

[0021] Furthermore, users can develop their characters within the game. Development involves changing a character's abilities, etc., when the user completes missions added to quests, or based on other user instructions. Development includes, for example, strengthening or evolving characters.

[0022] Enhancement is a type of character development, an in-game feature that increases a character's parameters or adds special abilities to them. Enhancement can be performed by the user completing missions, using items, or combining characters with other characters (hereinafter referred to as material characters). The parameters of an enhanced character increase according to the parameters of the items and material characters used. In this case, the material characters that can be combined for enhancement may be limited to characters associated with the character being enhanced (for example, characters of the same attribute). Furthermore, among the multiple characters used for enhancement, the usage rights of the material characters that are combined will be lost after the enhancement is performed. Usage rights refer to the right to use a character in the game, and only characters with usage rights can be used to play quests (i.e., added to the deck) and can be used as material characters during enhancement.

[0023] Evolution is a type of character development, an in-game feature that transforms a character into a different type of special character, such as a character with higher abilities. The evolved character, that is, the character that evolved from the original character (hereinafter referred to as the evolved character), is a character that is pre-associated with the original character, but its parameters change from the original state, and its appearance also changes from the original appearance. After the evolution is performed, the original character loses its usage rights, and the evolved character is newly added as a character owned by the user. Evolution, like enhancement, can be performed by the user completing missions, using items, or combining with other characters. Furthermore, when enhancing an evolved character by combining it with other characters, the characters that can be used as material characters may be limited to characters of the same attribute as the evolved character or the original character of the evolved character.

[0024] As a result of training (enhancement or evolution, etc.), a character's abilities will change, and specific examples are given below. While these changes are generally advantageous to the user, changes that are disadvantageous to the user, or changes that have no impact on advantage or disadvantage, are not excluded. (a) Various parameters such as the character's abilities are improved. (b) The predetermined upper limits (maximum values) of various parameters such as the abilities of the character are increased. (c) Special abilities (skills, etc.) are added to the character. (d) The special abilities that the character possesses will change. (e) The character's name, appearance, or attributes may change. (f) The character transforms into a special character of a higher rank than that character.

[0025] Missions are added to quests, separate from the quest's completion conditions, and are challenges given to the user playing the quest. When a user completes a mission (clears the mission) while playing a quest, they can receive a bonus based on mission completion, in addition to the quest completion reward. In this embodiment, missions are associated with game elements such as characters, with one or more missions corresponding to each character. When a user completes a mission while playing a quest, they can train the character corresponding to the completed mission, depending on their completion status. Missions are not related to the quest's completion conditions, and users may complete a quest even if they do not complete a mission. Furthermore, missions may be new completion conditions for a quest that are added separately from the quest's pre-set completion conditions.

[0026] The following describes the game flow of this embodiment, using specific examples of missions. As a premise, there are multiple quests, and the user selects any quest from among them and plays that selected quest. Furthermore, a condition for playing a quest is the consumption of parameters possessed by the user (for example, stamina values ​​that recover over time), and the required value of the parameter to be consumed is set for each quest. Note that the required value of the parameter may differ or be the same across quests. Also, while characters are used as an example of a game medium in the following description, the game medium may be items, etc.

[0027] (1) Character acquisition Users can acquire new Character X (first game medium) through quest completion rewards, lottery results, or purchases from the shop.

[0028] (2) Add missions to quests When a user acquires character X, one or more (e.g., five) first missions corresponding to character X are added to a designated first quest from among the multiple quests the user can play. When first missions are added to a first quest, a mission display screen G, such as the one shown in Figure 2, is displayed on the user's terminal 12, associated with the first quest. Note that the multiple quests a user can play will differ for each user depending on their game progress, such as their level, completed quests (number of times completed and types of completed quests), and owned characters (number of characters owned and whether or not they own a specific character).

[0029] The mission display screen G has a character display area 41 that displays the character X corresponding to the first mission in an identifiable manner, and a mission display area 42 that displays the content of the first mission in an identifiable manner. In this embodiment, when a user plays the first quest and completes the first mission, points corresponding to the completed first mission are awarded to the user, and when those points reach a predetermined number (for example, 10 points), it becomes possible to train character X. In addition, multiple first missions of different difficulty levels are added to the first quest, and the points awarded to the user differ depending on the first mission or the difficulty level of the first mission. Therefore, the mission display area 42 displays the points awarded for each first mission, for example, if the first mission is "Clear the collaboration quest difficulty B three times," 1 point will be awarded. Furthermore, first missions that have already been completed are displayed in an identifiable manner by adding a clear mark, etc. In addition, the mission display screen G has a point gauge 43 that displays the completion status of the first mission in an identifiable manner, and the point gauge 43 displays the points accumulated up to the present time. For example, in the situation shown in Figure 2, the required number of points to be able to train character X is 10, and the user has currently completed two first missions and has been awarded 4 points.

[0030] The first quest to which the first mission will be added may be selected by the user, or the quest to which it will be added may be determined randomly by a lottery or the like. However, in this embodiment, the first quest to which the first mission will be added is identified from among the quests that the user can play, based on user information such as the user's level or quest play history. Specifically, the first quest is identified (selected) according to rules as exemplified below. (a) The difficulty level of the first quest is predetermined according to the user's level (a parameter that increases as the quest completion conditions are met), and if the user's level is high, a first quest with a higher difficulty level will be selected. (b) Refer to the quest play history and select the first quest from among the playable quests that the user has not yet played. (c) Refer to the quest play history and select the first quest from among the playable quests that the user has not completed for a specified amount of time. For example, select a quest other than the one you played most recently.

[0031] Furthermore, if the completion status of the first mission meets the predetermined conditions, the first mission will be added to the second quest (a quest playable by the user) which has a different difficulty level from the first quest, and the first mission will be removed from the first quest. In other words, the quest to play in order to complete the first mission will change from the first quest to the second quest. At this time, the same first mission that was added to the first quest may be added to the second quest, or a first mission that is at least partially different from the first mission that was added to the first quest may be added to the second quest. When identifying the second quest, as with the first quest, it may be identified based on user information such as the user's level or quest play history, the user may be allowed to select the quest to which the first mission will be added, or the quest to which it will be added may be determined randomly by lottery or other means.

[0032] The specified conditions include, for example, the following: (a) When the points reach a predetermined number (for example, the first value) (b) If you complete all of the multiple first missions added to the first quest (c) If the points do not reach a predetermined number (e.g., the first value) even after a predetermined time (e.g., 1 hour or 1 day) has elapsed since the first mission was added. (d) If the number of times the first quest is played using character X exceeds a predetermined number, but the points do not reach a predetermined number (e.g., the first value) If (a) and (b) are met, the difficulty level will be equivalent to or greater than reaching a predetermined number of points (10 points, which is the amount required to train character X), so the second quest will be selected from quests that are more difficult than the first quest. On the other hand, if (c) and (d) are met, the second quest will be aimed at users who were unable to complete the first mission in the first quest, so the second quest will be selected from quests that are less difficult than the first quest.

[0033] Furthermore, if a user obtains a game medium other than Character X, such as Character Z (the third game medium), after the first mission has been added to the first quest, the system will select one or more second missions corresponding to Character Z to add to the first quest, depending on the first mission already added to the first quest. Specifically, it will select a second mission that differs from the first mission in terms of content or difficulty. In addition, the probability of adding one or more second missions corresponding to Character Z to a first quest that already has a first mission added will be higher than when adding that second mission to any other quest.

[0034] (3) Quest Play The user assembles a deck including character X and plays the first quest, which now includes the first mission. While the user may decide which mission to aim for before starting the quest, it is not necessary to specify a mission beforehand.

[0035] (4) Mission accomplished When a user completes the first mission of the first quest, they will receive points corresponding to the completed mission. For example, completing the first mission "Clear the collaboration quest on difficulty B three times" will earn 1 point. When the accumulated points reach a certain number, that is, when the completion status of the first missions meets the conditions for developing character X, it becomes possible to develop character X. It is possible to complete multiple first missions in a single quest play. Also, points will not be awarded for completing a first mission that has already been completed once.

[0036] (5) Character Development The user can train character X at any time once character X becomes available for training. Alternatively, character X may be automatically trained when the points earned from completing the first mission reach a predetermined number. However, if the first quest is played with a deck containing character Y (second game medium), which is not compatible with the first mission, and the first mission is completed, character Y will not be made available for training.

[0037] In this embodiment of the game, users can play individually, and it is also possible for multiple users to operate their respective user terminals 12 to simultaneously play a common quest in so-called multiplayer mode (hereinafter referred to as cooperative play). Cooperative play is conducted through the communication function of each user's user terminal 12, and once a cooperative relationship is formed, the progress of the game is synchronized among the users participating in cooperative play. Cooperative play may be of either type: a cooperative game in which multiple users work together, or a competitive game in which players compete against each other. Furthermore, there are no particular limitations on the members who participate in cooperative play, but players may choose to play cooperatively with friends.

[0038] <Configuration of the information processing device and user terminal according to this embodiment> Next, the configuration of the information processing device and user terminal 12 according to one embodiment of the present invention will be described. The information processing device according to this embodiment is composed of a computer for game data distribution, more precisely a server computer (hereinafter referred to as server 10). Server 10 is an example of a computer and, as shown in Figure 1, is connected to a plurality of user terminals 12 via a network 14 so as to be able to communicate with them, and together with the user terminals 12, it constructs an information processing system S for games. The network 14 is a communication network consisting of, for example, the Internet or a mobile communication network, and may include LAN (Local Area Network), WAN (Wide Area Network), intranet and Ethernet (registered trademark), etc.

[0039] In the information processing system S of this embodiment, the game progresses through the cooperation of the server 10 and the user terminal 12 as described above. Specifically, the server 10 performs some of the game progression processing, while the user terminal 12 performs some of the graphics processing, etc. For example, the server 10 executes a program that includes certain rules, logic, and algorithms. Meanwhile, the user terminal 12 progresses the game in synchronization with the server 10, using the same rules, logic, and algorithms as the program executed on the server 10.

[0040] Server 10 is an example of the "information processing device" of the present invention, and is a computer that performs various information processing related to game progression, such as generating and sending / receiving data necessary for game progression, and more specifically, is an SNS server in this embodiment. Server 10 may consist of a single computer, or it may consist of multiple computers arranged in parallel and distributed. Furthermore, Server 10 may be a server computer for 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 game progression (excluding information input and display) are performed by Server 10, so the user terminal 12 only needs to input information to be handed over to Server 10 and display information distributed from Server 10.

[0041] As hardware, the server 10 has a processor 21, memory 22, communication interface 23, and storage 24, as shown in Figure 1, and these devices are electrically connected via a bus 25. The server 10 also has an operating system (OS) and a dedicated program for processing information related to the game installed as software. These programs correspond to the "program" of the present invention. The processor 21 operates according to the above program, allowing the server 10 to function as an information processing device of the present invention and execute a series of processes related to the progress of the game. The program of the present invention may be obtained by reading it from a computer-readable recording medium (media), or it may be obtained (downloaded) via a network 14 such as the Internet or an intranet.

[0042] The processor 21 may consist of a CPU (Central Processing Unit), an MPU (Micro-Processing Unit), an MCU (Micro Controller Unit), a GPU (Graphics Processing Unit), a DSP (Digital Signal Processor), a TPU (Tensor Processing Unit), or an ASIC (Application Specific Integrated Circuit), etc.

[0043] The memory 22 may be composed of semiconductor memory such as ROM (Read Only Memory) and RAM (Random Access Memory).

[0044] The communication interface 23 may be configured, for example, by a network interface card or a communication interface board. The data communication standard using the communication interface 23 is not particularly limited and may include communication via Wi-Fi®-based wireless LAN, communication via 3G to 5G or later generations of mobile communication systems, or communication based on LTE (Long Term Evolution).

[0045] Storage 24 includes flash memory, HDD (Hard Disc Drive), SSD (Solid State Drive), FD (Flexible Disc), MO disk (Magneto-Optical disc), and CD. The storage device may consist of a Compact Disc, DVD (Digital Versatile Disc), SD card (Secure Digital card), or USB memory (Universal Serial Bus memory), etc. Furthermore, the storage device 24 may be built into the server 10 or attached to the server body as an external device. Additionally, the storage device 24 may consist of an external computer (e.g., a database server) connected to the server body in a communicative manner. As a technology for recording various types of data, distributed ledger technology such as blockchain may be used to prevent unauthorized data tampering.

[0046] Server 10 distributes information necessary for game progression to each user and also collects and stores information from each user. The information stored by Server 10 includes information about each user and information about the game. In addition, Server 10 performs various other information processing related to game progression.

[0047] The user terminal 12 is a client terminal operated by the user to play the game, and can consist of, for example, a personal computer, smartphone, mobile phone, tablet device, game console, television receiver capable of inputting information, and wearable device. Although Figure 1 shows four user terminals 12 for illustrative purposes, in reality, there are, of course, the number of user terminals 12 corresponding to the number of users playing the game.

[0048] The user terminal 12 receives game progress data from the server 10 and displays the images (videos) indicated by that data on the user terminal 12's display or on a display device such as a TV connected to the user terminal 12, and outputs sound from a speaker or the like. In other words, in this embodiment, the user terminal 12 functions as a display unit and an audio output unit. For example, in addition to the mission display screen G (Figure 2), the user terminal 12 displays a quest selection screen, a quest play screen, a character development screen, and a deck formation screen, etc. (not shown).

[0049] Furthermore, the user terminal 12 receives user operations performed during gameplay and transmits information corresponding to those operations to the server 10. For example, the user performs operations such as specifying a quest to play, playing the specified quest, developing characters, and creating a deck on the user terminal 12, and transmits information based on these operations to the server 10. In addition to the operations mentioned above, the user may perform other operations necessary for playing the game on the user terminal 12 as appropriate.

[0050] <Functions of an information processing device according to the present invention> The configuration of the server 10, which is an information processing device according to this embodiment, will now be explained again from a functional standpoint. As shown in Figure 3, the server 10 has a storage unit 30, an information acquisition unit 31, a display control unit 32, a quest provision unit 33, a mission addition unit 34, and a game control unit 36. Of these, the storage unit 30 is realized by memory 22 or storage 24, and the other functional units are realized by the cooperation of the hardware equipment constituting the server 10 and the program installed on the server 10. If the server 10 is composed of multiple computers, the above functions may be distributed so that each of the multiple computers performs different functions from each other. Each functional unit will be explained in detail below.

[0051] (Storage part) The memory unit 30 stores information necessary for playing the game, specifically information about the user, information about the game medium, information about quests, and information about missions. It also stores various other types of information.

[0052] User information, as shown in Figure 4, is stored for each user, with various pieces of information linked to an identification information (such as an identification ID or game account name) that identifies each user. For example, user information items include the user's level, owned characters, information about game media such as items and coins, information about assembled decks, information about quests the user can play, information about quest play history, information about mission completion history, and information about other users with whom the user is friends. Information about game media includes information indicating the type and number of game media owned, such as characters, items, and coins. Information about decks includes information indicating the characters included in assembled decks. Information about quest play history includes information indicating the number of times each quest has been played and completed. Information about mission completion history includes information indicating whether a mission has been completed or not (result), and information indicating the mission completion status, such as the amount of points accumulated (progress). Furthermore, user information may also include other information not mentioned above, such as personal information of the user including contact details, billing history showing the number of times and amounts the user has made in-game purchases, and game play history such as login date and time, number of logins, total game play time, and number of times the game medium has been used.

[0053] As shown in Figure 5, information about the game medium (game medium information) is stored for each game medium, with various pieces of information linked to identification information (such as an identification ID) that identifies each game medium. For example, the items in the game medium information include the name, level indicating the development status, appearance design, attributes, various parameters indicating abilities, and information indicating the associated mission (corresponding mission). The various parameters indicating abilities include information indicating the current value of each parameter, as well as the initial value and upper limit value. In addition, information other than those mentioned above, such as the method of acquisition, the period during which it can be acquired, the period during which it can be used, and the price. Other information, such as whether it can be purchased with in-game currency, may be included in the game medium information. Note that the above game medium information is an example for when the game medium is a character, but the content will be changed accordingly if the game medium is an item or in-game currency, etc.

[0054] As shown in Figure 6, quest information is stored for each quest, with various pieces of information linked to an identifier (such as an identification ID) that identifies each quest. For example, the quest information items include the title, attributes, difficulty level, play conditions, enemy characters that appear, clear conditions, clear rewards, and information indicating any added missions. Play conditions include information such as the playable period, the user level required to play, and the characters required to play. Clear rewards include information such as the type and number of game items awarded as rewards for clearing the quest.

[0055] Mission information is stored for each mission, as shown in Figure 7, with various pieces of information linked to an identification information (such as an identification ID) that identifies each mission. For example, the mission information items include the title, mission details such as completion conditions, associated game medium (corresponding game medium), other associated missions, and information indicating the quest to which it is added if it is an addition to a quest.

[0056] (Information acquisition department) The information acquisition unit 31 acquires information (data) based on operations performed by the user on the user terminal 12 during gameplay by communicating with the user terminal 12. The information acquired by the information acquisition unit 31 includes designated operation information based on quest designation operations, play operation information based on quest play operations, character development operation information based on character development operations, and deck formation operation information based on deck formation 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 user at various points in the game.

[0057] (Display Control Unit) The display control unit 32 controls the user's user terminal 12 during gameplay to display game progress information on the user terminal 12's screen. Specifically, the display control unit 32 generates display data to show the results of information processing by the quest provision unit 33, mission addition unit 34, training unit 35, and game control unit 36, which will be described later, and transmits the generated display data to the user terminal 12 via the network 14. For example, the display control unit 32 displays a mission display screen G (Figure 2) that reflects the results of information processing by the mission addition unit 34, and a gameplay screen (not shown) that reflects the results of information processing by the game control unit 36, etc., on the user terminal 12.

[0058] (Quest Provider) The quest provision unit 33 provides the user with a playable quest selected by the user from among multiple quests. Specifically, using the specified operation information acquired by the information acquisition unit 31 as a trigger, it sets the quest specified by that operation information to a playable state for the specified user.

[0059] (Additional Mission Section) The mission addition unit 34 adds a mission to a quest by associating quest information with mission information. It also removes a mission added to a quest by unassociating quest information with mission information. Specifically, when a user obtains the first game medium, the unit adds a first mission to the first quest by associating one or more first missions corresponding to the first game medium with the first quest identified from among multiple quests playable by the user.

[0060] Furthermore, when adding a mission to a quest, the mission addition unit 34 identifies the first quest to which the first mission will be added, based on user information such as the user's level or quest play history, from among the quests that the user can play. Also, if the completion status of the first mission meets predetermined conditions, the mission addition unit 34 adds the first mission to a second quest, which is a different quest from the first quest but is of a higher difficulty than the first quest, and removes the first mission from the first quest.

[0061] Furthermore, if the user obtains a game medium other than the first game medium (the third game medium) after the first mission has been added to the first quest, the mission addition unit 34 performs one of the following processes: (a) Select one or more secondary missions associated with the third game medium to add to the first quest, depending on the first mission already added to the first quest (for example, a secondary mission associated with the first mission). (b) The probability of adding one or more second missions associated with a third game medium to a first quest is made higher than the probability of adding them to any other quest. In other words, a first quest that already has a first mission added is more likely to have a second mission added than any other quest.

[0062] (Development Department) The training unit 35 controls the first game medium to a state where it can be trained once the user has played the first quest and completed the first mission. Although the training unit 35 sets the first game medium to a state where it can be trained, whether or not the first game medium is actually trained by changing the parameters that indicate the first game medium's abilities, etc., is based on the following conditions. (a) The information acquisition unit 31 uses the training operation information it has acquired as a trigger to change the parameters that indicate the abilities of the first game medium. (b) When the points awarded to the user upon completion of the first mission reach a predetermined number, the parameters indicating the capabilities of the first game medium will be changed. (c) If the user completes the first mission using the first game medium, the parameters indicating the capabilities of the first game medium will be changed. (d) If you play the first quest and complete the first mission by forming a deck that includes the first game medium and the second game medium that does not correspond to the first mission, the parameters indicating the abilities of the first game medium will change, but the parameters indicating the abilities of the second game medium will not change.

[0063] (Game Control Unit) The game control unit 36 ​​performs information processing necessary for the game's progress, specifically by advancing the game based on various information acquired by the information acquisition unit 31. For example, the game control unit 36 ​​implements effects that respond to user actions, such as moving game media like characters in response to user actions during gameplay. It also provides game media to the user or changes the settings of game media parameters (specifically, the current state or current value) depending on the game's progress.

[0064] The configurations of server 10 and user terminal 12 have been described above. While server 10 and user terminal 12 generally possess various other functions, only the characteristic functions that contribute to the effectiveness of the information processing system S in this invention will be described here. Other known functions will not be illustrated or described.

[0065] <Information processing flow related to one embodiment of the present invention> Next, with reference to Figures 8 to 10, the flow of information processing performed in the information processing system S having the above configuration (hereinafter referred to as the information processing flow) will be described. The information processing flow employs the information processing method of the present invention and is realized by using the information processing system S, which functions as a computer system. In other words, each step in the information processing flow corresponds to a component of the information processing method of the present invention. Note that the information processing flow described below is merely an example, and unnecessary steps may be deleted, new steps added, or the order of execution of steps changed, without departing from the spirit of the present invention.

[0066] (Information processing flow) First, let's explain the basic information processing flow related to game progression. This information processing flow includes mission addition processing and game medium development processing, and starts when the user obtains the first game medium, and proceeds according to the flow shown in Figure 8, for example.

[0067] As shown in Figure 8, first, the computer server 10 selects one or more first missions corresponding to the first game medium assigned to the user (S101), identifies a first quest to which the selected first mission will be added based on user information such as the user's level or quest play history from among multiple quests that the user can play (S102), and adds the first mission to the first quest by associating the selected first mission with the identified first quest (S103). Furthermore, the processes from S101 to S103 correspond to the mission addition process.

[0068] Next, Server 10 receives deck formation operation information based on the user's deck formation operation and, triggered by the acceptance of the deck formation instruction, forms a deck that includes at least the first game medium (S104). After the deck formation, it starts the first quest, making it playable for the user (S105). The specific information processing and flow of information processing for deck formation and quest play are publicly known and will not be explained here.

[0069] Then, if Server 10 determines that the user has completed the first mission added to the first quest while playing the first quest or after clearing the first quest (S106: YES), it awards points to the user as a reward for completing the mission (S107). Points are awarded only when the first mission is completed using the first game medium, that is, when the first quest is played using a deck that includes the first game medium. Subsequently, if Server 10 determines that the points awarded to the user have reached a predetermined value (S108: YES), it cultivates the first game medium by changing the parameters that indicate the abilities of the first game medium (S109), and then terminates the process. If other game mediums, such as the second game medium, that do not correspond to the first mission are included in the deck, the parameters that indicate the abilities of the second game medium will not be changed. On the other hand, if Server 10 determines that the first mission added to the first quest has not been completed (S106:NO), or if it determines that the points awarded to the user have not reached a predetermined value (S108:NO), it terminates the process. Furthermore, the processing from S106 to S109 corresponds to the game medium development process.

[0070] (Other information processing flows) Furthermore, other missions, such as a second mission, may be added to the first quest. The information processing flow when adding a second mission to the first quest is described below. This information processing flow, like the above, includes mission addition processing and game medium development processing, but it is a process that starts when a user already owns a first game medium and acquires another game medium, such as a third game medium, that does not correspond to the first mission, and proceeds, for example, according to the flow shown in Figure 9.

[0071] As shown in Figure 9, first, the computer server 10 selects a second mission from among the one or more second missions corresponding to the third game medium assigned to the user that is associated with a first mission already added to the first quest (S201), and adds the selected second mission to the first quest (S202). At this time, it is not necessary to add the second mission to the first quest, and the server may select a quest to which the second mission will be added after setting the probability of adding it to the first quest to a higher value than that of other quests. Furthermore, the processes from S201 to S202 correspond to the mission addition process.

[0072] Next, Server 10 receives deck formation operation information based on the user's deck formation operation and, triggered by the acceptance of the deck formation instruction, forms a deck including at least the first game medium and the third game medium (S203). After the deck formation, it starts the first quest, making it playable for the user (S204).

[0073] Then, if Server 10 determines that the user has completed either the first or second mission added to the first quest while playing or after completing the first quest (S205:YES), it will award the user points as a reward for completing the mission. (S206). Points are awarded only when the first mission is completed using the first game medium, or when the second mission is completed using the third game medium. Subsequently, when the server 10 determines that the points awarded to the user have reached a predetermined value (S207: YES), it cultivates the first or second game medium by changing the parameters that indicate the abilities of the first or second game medium (S208), and then terminates the process. If other game mediums, such as the second game medium, that do not correspond to the first and second missions are included in the deck, the parameters that indicate the abilities of the second game medium will not be changed. Alternatively, the types of points may be separated, with points awarded for completing the first mission being used to cultivate the first game medium, and points awarded for completing the second mission being used to cultivate the third game medium. On the other hand, if Server 10 determines that the first or second mission added to the first quest has not been completed (S205:NO), or if it determines that the points awarded to the user have not reached a predetermined value (S207:NO), it terminates the process. Furthermore, the processing from S205 to S208 corresponds to the game medium development process.

[0074] (Further information processing flows) Furthermore, the first mission may be added to other quests, such as the second quest, in addition to the first quest. The information processing flow when changing the quest to which the first mission is added is described below. This information processing flow, like the above, includes information processing including mission addition processing and game medium development processing, but it is a process that starts when the first mission has already been added to the first quest and the completion status of the first mission meets predetermined conditions, and proceeds, for example, according to the flow shown in Figure 10.

[0075] As shown in Figure 10, first, the computer server 10 identifies a second quest to which the first mission will be added, based on user information such as the user's level or quest play history, from among several quests that the user can play (S301), and adds the first mission to the second quest by associating it with the identified second quest (S302). The server 10 also removes the first mission from the first quest by unassociating it with the first mission (S303). Furthermore, the processes from S301 to S303 correspond to the mission addition process.

[0076] Next, server 10 receives deck formation operation information based on the user's deck formation operation and, triggered by the acceptance of the deck formation instruction, forms a deck that includes at least the first game medium (S304). After the deck formation, it starts the second quest, making it playable for the user (S305).

[0077] Then, if Server 10 determines that the user has completed the first mission added to the second quest while playing the second quest or after clearing the second quest (S306: YES), it awards points to the user as a reward for completing the mission (S307). Points are awarded only when the user plays the second quest using the first game medium, that is, using a deck that includes the first game medium, and completes the first mission. Subsequently, if Server 10 determines that the points awarded to the user have reached a predetermined value (S308: YES), it cultivates the first game medium by changing parameters that indicate the abilities of the first game medium (S309) and terminates the process. On the other hand, if Server 10 determines that the user has not completed the first mission added to the second quest (S306: NO), or if it determines that the points awarded to the user have not reached a predetermined value (S308: NO), it terminates the process. Furthermore, the processing from S306 to S309 corresponds to the game medium development process. <Other Embodiments> To date, the information processing apparatus, information processing method, and program of the present invention have been described with specific examples. However, the above embodiments are merely examples, and the present invention is not limited to the above embodiments; other embodiments are also conceivable.

[0078] In the above embodiment, a server computer for game data distribution (i.e., server 10) functions as the information processing device of the present invention, but the invention is not limited to this, and some of the functions of server 10 may be provided on the user terminal 12. For example, some or all of the functions of the mission addition unit 34, the training unit 35, or the game control unit 36 ​​may be provided on the user terminal 12.

[0079] In the above embodiment, user information and the like are stored in a server computer for game data distribution (i.e., server 10). However, a separate database server (not shown) may be provided and the information may be stored collectively in that database server, or it may be stored on the user terminal 12 side.

[0080] In the above embodiment, as an example of a game, a game was described in which a user assembles a deck containing characters and controls the characters included in that deck to fight enemy characters. However, the type of game is not limited to this, and may include, for example, word games, fighting games, sports games, shooting games, racing games, puzzle games, card games, board games, role-playing games, or simulation games. Furthermore, the game may be an individual game or a team game. It may also be a game in which humans play against each other as users, or a game in which humans play against computers (for example, AI or robots).

[0081] In the above embodiment, users can, in principle, enjoy all functions free of charge, but some functions are limited and can be used by paying a predetermined usage fee. In addition, various other conditions may be set for paying users to give them an advantage in playing the game. For example, paying users may be able to obtain hard-to-find game media depending on the amount they pay. This usage fee may be based on a pay-per-use system, or it may be a subscription-like system where a one-time payment is effective for a certain period (e.g., one month or one year) for the user.

[0082] <Summary> The main features of the information processing apparatus, information processing method, and program according to the embodiment described above are as follows.

[0083] [1] The information processing device according to this embodiment includes a mission addition unit that, when a user obtains a first game medium, adds one or more first missions corresponding to the first game medium to a first quest identified from among a plurality of quests that the user can play, and a development unit that, when the user completes the first mission by playing the first quest, controls the first game medium to be able to be developed. According to the above information processing device, the first mission corresponding to the first game medium obtained by the user is added to a first quest identified from among several playable quests, and the first game medium is controlled to become available for development when the user plays that first quest and completes the first mission. Therefore, it becomes easier for the user to specify the quests they should play to develop their first character, thereby improving the user's satisfaction with the game.

[0084] [2] In the above-mentioned information processing device, the training unit trains the first game medium when the points awarded to the user upon completion of the first mission reach a predetermined number. This allows users to develop the corresponding first game medium by accumulating a predetermined number of points awarded for playing the first quest and completing the first mission. This provides an incentive to play the first quest to accumulate points, further improving user satisfaction with the game.

[0085] [3] In the above-mentioned information processing device, the training unit trains the first game medium when the first mission is achieved using the first game medium. This allows users to develop their first game medium by using it to complete the corresponding first mission when playing the first quest. This provides an incentive to use the first game medium to play the first quest, further improving user satisfaction with the game.

[0086] [4] In the above-mentioned information processing device, a quest is a game that can be played by forming a deck that includes two or more game media, and the training unit forms a deck that includes a first game media and a second game media that does not correspond to the first mission, plays the first quest, and if the first mission is achieved, trains the first game media but does not train the second game media. This means that if you play the first quest and complete the first mission, the second game medium included in your deck that does not correspond to the first mission will not be leveled up. This also provides an incentive to play the first quest using the first game medium, maintaining game balance while further improving user satisfaction.

[0087] [5] In the above-mentioned information processing device, when a user obtains a third game medium, the mission addition unit selects a second mission to add to the first quest from among several second missions, according to the first mission that has been added to the first quest. This allows users to complete multiple missions—the first mission corresponding to the first game medium and the second mission corresponding to the third game medium—by playing the first quest. This provides motivation for users to play the first quest in order to complete not only the first mission but also the second mission, further enhancing user satisfaction with the game.

[0088] [6] In the above-described information processing device, the mission addition unit adds a second mission, which is different from the first mission, from among a plurality of second missions to the first quest. This allows users to complete multiple missions by playing the first quest, including the first mission corresponding to the first game medium and the second mission corresponding to a third game medium that is different from the first mission. This provides motivation for users to play the first quest in order to complete multiple different missions, further improving user satisfaction with the game.

[0089] [7] In the above-described information processing device, if the user obtains a third game medium after the first mission has been added to the first quest, the mission addition unit makes the probability of adding the second mission corresponding to the third game medium to the first quest higher than that of other quests. This increases the probability that a second mission will be added to the first quest that already has a first mission added to it. It also increases the likelihood that users can complete multiple missions—the first mission corresponding to the first game medium and the second mission corresponding to the third game medium—by playing the first quest. This motivates users to play the first quest not only to complete the first mission but also to complete the second mission, further enhancing user satisfaction with the game.

[0090] [8] In the above-mentioned information processing device, the mission addition unit identifies a first quest to which the first mission will be added, based on user information, from among the quests that the user can play. This allows the system to identify the first quest to add the first mission based on user information such as play history. As a result, users can easily specify the quests they should play to develop their first character, and they can also play various quests they haven't played before. This provides motivation to play the first quest and further improves user satisfaction with the game.

[0091] [9] In the above-mentioned information processing device, if the completion status of the first mission meets predetermined conditions, the mission addition unit adds the first mission to a second quest of a different difficulty level than the first quest, and removes the first mission from the first quest. This allows users to complete the first mission by playing a second quest (other than the first quest) if they meet the required conditions for completing the first mission after playing the first quest. This makes it easier to choose which quests to play to develop the first character, and also allows users to play a variety of quests with different difficulty levels, thus motivating them to play many quests and further improving user satisfaction with the game.

[0092]

[10] In the above-mentioned information processing device, when the points awarded to the user upon completion of the first mission reach a first value, the mission addition unit identifies a second quest from among quests of a higher difficulty than the first quest. This means that once a user completes the first quest and reaches a certain point threshold, they can then play a second quest, which is more difficult than the first quest, in order to complete the first mission. This makes it easier to choose which quests to play to develop the first character, and also allows users to play more interesting quests, thus motivating them to play more quests and further improving user satisfaction with the game.

[0093]

[11] In the above-mentioned information processing device, if the points awarded to the user upon completion of the first mission do not reach a first value even after playing the first quest a predetermined number of times, the mission addition unit identifies a second quest from among quests of lower difficulty than the first quest. This means that if a user completes the first quest but does not reach the required points for completing the first mission, they can then play a second quest, which is easier than the first quest, to complete the first mission. This makes it easier to select quests to play in order to develop the first character, and also allows users to play appropriate and interesting quests according to their level and skill, thus motivating them to play many quests and further improving user satisfaction with the game.

[0094]

[12] The information processing method according to this embodiment includes the following: when a user obtains a first game medium, the computer adds one or more first missions corresponding to the first game medium to a first quest identified from among multiple quests that the user can play; and when the user completes the first mission by playing the first quest, the computer controls the first game medium to be able to be developed. According to the above information processing method, users can more easily specify the quests they should play to develop their first character, thereby improving user satisfaction with the game.

[0095]

[13] The program according to this embodiment causes the computer to add one or more first missions corresponding to the first game medium to a first quest identified from among multiple quests that the user can play, when the user obtains the first game medium, and to control the first game medium so that it can be nurtured when the user completes the first mission by playing the first quest. According to the program described above, users can more easily specify the quests they should play to develop their first character, thereby improving their satisfaction with the game. [Explanation of Symbols]

[0096] 10 servers 12 User terminals 14 Networks 21 processors 22 memory 23 Communication Interfaces 24 storage 25 buses 30 Storage section 31 Information Acquisition Department 32 Display Control Unit 33 Quest Provision Department 34 Additional Missions 35. Development Department 36 Game Control Unit 41 Character Display Area 42 Mission display area 43-point gauge G Mission display screen S Information Processing System

Claims

1. When a user obtains a first game medium, the mission addition unit adds one or more first missions corresponding to the first game medium to a first quest identified from among multiple quests playable by the user, The system includes a training unit that controls the first game medium to enable training when the user completes the first mission by playing the first quest, Information processing device.

2. The training unit trains the first game medium when the points awarded to the user upon completion of the first mission reach a predetermined number. The information processing apparatus according to claim 1.

3. The training unit trains the first game medium when the first mission is achieved using the first game medium. The information processing apparatus according to claim 1 or 2.

4. Quest is a game that can be played by forming a deck that includes two or more game media. The training unit plays the first quest by forming a deck that includes the first game medium and the second game medium that does not correspond to the first mission, and if the first mission is achieved, it trains the first game medium and does not train the second game medium. The information processing apparatus according to any one of claims 1 to 3.

5. When a user obtains a third game medium, the mission addition unit selects a second mission to add to the first quest from among a plurality of second missions, according to the first mission that has been added to the first quest. The information processing apparatus according to any one of claims 1 to 4.

6. The mission addition unit adds a second mission, which is different from the first mission, from among a plurality of second missions to the first quest. The information processing apparatus according to claim 5.

7. The mission addition unit, when a user obtains a third game medium after the first mission has been added to the first quest, increases the probability of adding a second mission corresponding to the third game medium to the first quest compared to other quests. The information processing apparatus according to any one of claims 1 to 4.

8. The mission addition unit identifies the first quest to which the first mission will be added, based on user information, from among the quests that the user can play. The information processing apparatus according to any one of claims 1 to 7.

9. The mission addition unit, when the completion status of the first mission meets predetermined conditions, adds the first mission to a second quest of a different difficulty level than the first quest, and removes the first mission from the first quest. The information processing apparatus according to any one of claims 1 to 8.

10. The mission addition unit, when the points awarded to the user upon completion of the first mission reach a first value, identifies the second quest from among quests of a higher difficulty than the first quest. The information processing apparatus according to claim 9.

11. The mission addition unit, if the points awarded to the user upon completion of the first mission do not reach a first value even after playing the first quest a predetermined number of times, will identify the second quest from among quests of lower difficulty than the first quest. The information processing apparatus according to claim 9 or 10.

12. When a user obtains a first game medium, the computer adds one or more first missions corresponding to the first game medium to a first quest identified from among multiple quests playable by the user. The computer controls the first game medium to enable development when the user completes the first mission by playing the first quest. Information processing methods.

13. On the computer, When a user obtains the first game medium, one or more first missions corresponding to the first game medium are added to a first quest identified from among multiple quests that the user can play. If the user completes the first mission by playing the first quest, the first game medium is controlled to enable training. program.

Citation Information

Patent Citations

  • Game managing device, game system, method of managing game, and program

    JP2014233323A