Game system, program, and information processing device.

The game system enhances player engagement by dynamically setting and controlling game events based on player information and progress, addressing the lack of ingenuity in event design and improving enjoyment.

JP2026089408APending Publication Date: 2026-06-01BANDAI NAMCO ENTERTAINMENT INC

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
BANDAI NAMCO ENTERTAINMENT INC
Filing Date
2024-11-20
Publication Date
2026-06-01

AI Technical Summary

Technical Problem

Existing game systems lack ingenuity in setting game events, leading to player boredom and reduced game enjoyment.

Method used

A game system that sets and controls game events based on player information and game progress prediction, including event content, rewards, frequency, and timing, to enhance engagement and appeal.

Benefits of technology

The system makes game events more attractive and enjoyable by personalizing and dynamically adjusting them based on player progress and behavior, thereby improving player satisfaction.

✦ Generated by Eureka AI based on patent content.

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Abstract

We provide game systems and other features that can make game events more appealing and enhance the enjoyment of the game. [Solution] Based on information about the player and game progress information, predictive information about the player's game progress over a predetermined period is set. Multiple game events are set within the predetermined period. Information about the game events is controlled based on the predictive information about the game progress.
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Description

Technical Field

[0001] The present invention relates to a game system, a program, and an information processing device.

Background Art

[0002] Conventionally, there has been a game system that causes players to perform game events that occur in a game such as daily missions and gives rewards for successful game events.

[0003] For example, in a game where a privilege for each task is obtained when the achievement conditions for a plurality of progressive tasks are satisfied, there is one that changes the privilege according to the game situation of each player (such as the progress of the game, achievements, proficiency, contribution to the game, degree of enthusiasm, etc.) (see Patent Document 1).

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] However, in the prior art, there is no ingenuity in setting game events such as daily missions, and there is a risk of boring players.

[0006] The present invention has been made in view of such problems, and an object thereof is to provide a game system or the like that can make game events attractive and improve the趣味性 of the game.

Means for Solving the Problems

[0007] (1) The present invention is a game system that advances a predetermined game, A setting unit that sets predicted information about the player's game progress over a predetermined period based on at least one of player information and game progress information, The event control unit includes an event control unit that sets up multiple game events during the predetermined period, The event control unit, The present invention relates to a game system characterized by controlling information about game events based on the game progress prediction information.

[0008] Furthermore, the present invention relates to an information processing device (terminal device, game device, server device) including the above-mentioned parts. Furthermore, the present invention relates to a program that causes a computer to function as the above-mentioned parts. Furthermore, the present invention relates to a computer-readable information storage medium that stores a program that causes a computer to function as the above-mentioned parts.

[0009] This invention controls (sets, updates, changes, etc.) game event information based on game progress prediction information, thereby making game events more appealing and improving the enjoyment of the game.

[0010] (2) Furthermore, in the game system, information processing device, program and information storage medium of the present invention, The information regarding the aforementioned game event is: The game may include at least one of the following: the content of the game event, the rewards corresponding to the game event, and the number of times the game event will be held.

[0011] This invention controls at least one of the content of game events, the reward content corresponding to game events, and the number of times game events occur, based on game progress prediction information, thereby making game events more appealing and improving the enjoyment of the game.

[0012] (3) Furthermore, in the game system, information processing device, program and information storage medium of the present invention, The contents of the aforementioned game event are as follows: The description may include at least one of the tasks that the player must accomplish, the type of task, and the attributes of the task.

[0013] The present invention allows for the control of at least one of the tasks that the player must accomplish, the type of tasks, and the attributes of those tasks, based on game progress prediction information, thereby making game events more engaging and improving the enjoyment of the game.

[0014] (4) Furthermore, in the game system, information processing device, program and information storage medium of the present invention, The information regarding the aforementioned player is: This may include at least one of the following: the player's play time, the player's play results, the player's play tendencies, consumption, owned items, the player's profile, and the relationship between the player and other players.

[0015] The present invention allows for setting player game progress prediction information based on at least one of the following: the player's play time, the player's play results, the player's play tendencies, consumption, owned items, the player's profile, and the player's relationship with other players, thereby enabling the appropriate setting of game progress prediction information.

[0016] (5) Furthermore, in the game system, information processing device, program and information storage medium of the present invention, The aforementioned game progress information is, This may include at least one of the following: the status of event execution during a predetermined period, the results of game events during the predetermined period, player progress information, and character progress information.

[0017] The present invention allows for setting player game progress prediction information based on at least one of the following: the execution status of events during a predetermined period, the results of game events during the predetermined period, player progress information, and character progress information, thereby enabling the appropriate setting of game progress prediction information.

[0018] (6) Further, in the game system, information processing apparatus, program, and information storage medium of the present invention, the game progress prediction information may be information regarding a process for at least one of information about a player and game progress information to reach a predetermined standard.

[0019] According to the present invention, since information about a game event is controlled based on information regarding a process for at least one of information about a player and game progress information to reach a predetermined standard, the game event can be made attractive and the interest of the game can be improved.

[0020] (7) Further, in the game system, information processing apparatus, program, and information storage medium of the present invention, the event control unit may set a game event at a predetermined cycle.

[0021] According to the present invention, a game event can be set at a predetermined cycle, and the interest of the game can be improved.

[0022] (8) Further, in the game system, information processing apparatus, program, and information storage medium of the present invention, the event control unit may set a game event at a given timing.

[0023] According to the present invention, a game event can be set at a given timing, and the interest of the game can be improved.

[0024] (9) Further, in the game system, information processing apparatus, program, and information storage medium of the present invention, the event control unit may set at least one of a predetermined cycle for setting a game event and a given timing for setting a game event based on a player's operation input.

[0025] According to the present invention, it is possible to set at least one of a predetermined cycle for setting game events and a given timing for setting game events at the player's discretion, thereby improving player satisfaction.

[0026] (10) Furthermore, in the game system, information processing device, program and information storage medium of the present invention, The event control unit, A predetermined period for setting game events and a given timing for setting game events may be set based on at least one of player information and game progress information.

[0027] According to the present invention, a predetermined period for setting game events and at least one of a given timing for setting game events are automatically set based on information about the player and game progress information. This makes it possible to set game events at periods and timings that are highly satisfying for the player.

[0028] (11) Furthermore, in the game system, information processing device, program and information storage medium of the present invention, The system may further include a display section that presents the results of a game event based on the execution status of the game event.

[0029] According to the present invention, the results of a game event are presented based on the execution status of the game event, allowing the player to recognize the results of the game event and further enhancing the enjoyment of the game.

[0030] (12) Furthermore, in the game system, information processing device, program and information storage medium of the present invention, The event control unit, The result of the game event may be determined at least one of a predetermined determination cycle and a given determination timing.

[0031] According to the present invention, a player can determine the result of a game event at at least one of a predetermined determination cycle and a given determination timing, and furthermore, the enjoyment of the game can be enhanced.

[0032] (13) Furthermore, in the game system, information processing device, program and information storage medium of the present invention, The event control unit, The results of the game event may be determined at the end of the predetermined period, when a predetermined criterion is reached, or when the game event is achieved.

[0033] According to the present invention, the results of game events can be determined at an appropriate time.

[0034] (14) Furthermore, in the game system, information processing device, program and information storage medium of the present invention, The results of the aforementioned game event are as follows: The system may include at least one of the following: the progress of a game event, the rewards corresponding to the game event, and the information acquired by the player during the game event.

[0035] According to the present invention, a player can recognize at least one of the following: the achievement status of a game event, the reward content corresponding to the game event, and the information acquired by the player during the game event, and furthermore, the enjoyment of the game can be enhanced.

[0036] (15) Furthermore, in the game system, information processing device, program and information storage medium of the present invention, The event control unit, You may also compare the execution status of game events with game progress prediction information.

[0037] According to the present invention, the accuracy of the game progress prediction information can be verified by comparing the execution status of game events with game progress prediction information.

[0038] (16) Furthermore, in the game system, information processing device, program and information storage medium of the present invention, The event control unit, Information about future game events may be controlled based on a comparison between the execution status of game events and game progress prediction information.

[0039] According to the present invention, based on the comparison results between the execution status of a game event and game progress prediction information, it is possible to control (for example, control changes to) information for subsequent game events, making game events more appealing and improving the enjoyment of the game.

[0040] (17) Furthermore, in the game system, information processing device, program and information storage medium of the present invention, It further includes a display section that presents game progress prediction information to the player, The event control unit, The information about game events may be controlled based on the player's instructions to modify the aforementioned game progress prediction information.

[0041] According to the present invention, the player can modify the game progression prediction information at their discretion, and the information of game events that will satisfy the player can be set.

[0042] (18) Furthermore, in the game system, information processing device, program and information storage medium of the present invention, The event control unit, The number of game events may be changed based on the game progress prediction information, and at least one of a predetermined period for setting game events and a given timing may be determined according to the changed number of events.

[0043] According to the present invention, the appropriate number of game events can be controlled, and as a result, game events can be set at an appropriate predetermined period and at least one of a given timing, thereby further improving the enjoyment of the game.

[0044] (19) Furthermore, in the game system, information processing device, program and information storage medium of the present invention, The event control unit, The game may be modified based on a comparison between the execution status of game events and game progress prediction information, and the information on game events may be controlled based on the modified game progress prediction information.

[0045] According to the present invention, the game progress prediction information can be modified based on the comparison result between the execution status of game events and the game progress prediction information, and game event information that satisfies the player can be set.

[0046] (20) Furthermore, in the game system, information processing device, program and information storage medium of the present invention, The event control unit, The game events within the predetermined period may be configured to be related to each other.

[0047] According to the present invention, since each game event is set to be related to another within a predetermined period, the appeal of each game event can be further enhanced. [Brief explanation of the drawing]

[0048] [Figure 1] A diagram showing an example of the configuration of the game system of this embodiment. [Figure 2] A diagram showing the functional blocks of the server device according to this embodiment. [Figure 3] A diagram showing the functional block of the terminal device of this embodiment. [Figure 4] A diagram illustrating a predetermined period and game events along the timeline of this embodiment. [Figure 5] A diagram showing an example of the settings screen of this embodiment. [Figure 6] A diagram showing an example of game event information in this embodiment. [Figure 7]This figure shows an example of the result screen for a game event in this embodiment. [Figure 8] This figure shows an example of the comparison results between the execution status of game events in this embodiment and game progress prediction information. [Figure 9] This figure shows an example of the comparison results between the execution status of game events in this embodiment and game progress prediction information. [Figure 10] This figure shows an example of a screen displaying the growth prediction values ​​of this embodiment. [Figure 11] A diagram showing an example of a game space map in this embodiment. [Figure 12] A diagram showing an example of a game space map in this embodiment. [Figure 13] A flowchart showing an example of the processing flow in this embodiment. [Modes for carrying out the invention]

[0049] The following describes this embodiment. Note that the embodiment described below does not unduly limit the scope of the present invention as described in the claims. Furthermore, not all of the configurations described in this embodiment are necessarily essential components of the present invention.

[0050] [1] Game System First, the overview and general configuration of the game system (for example, an information processing system) of this embodiment will be described using Figure 1. Figure 1 is a diagram showing an example of the system configuration of the game system of this embodiment.

[0051] The server device 10 is an information processing device that can provide a given service using a terminal device (game device) 20 that is connected to it via the Internet (an example of a network).

[0052] The terminal device 20 is an information processing device such as a terminal device, smartphone, mobile phone, PHS, computer, terminal device, PDA, portable game console, or image generation device, and is a device that can connect to the server device 10 via a network such as the Internet (WAN) or LAN.

[0053] [1.1] Game system configured as a client-server model As shown in Figure 1, the game system of this embodiment is configured such that a server device 10 and terminal devices 20 (for example, terminal devices 20A, 20B, and 20C) can connect to the Internet (an example of a network).

[0054] The player can play the game based on information transmitted from the server device 10 via the internet by accessing the server device 10 from the terminal device 20.

[0055] In this embodiment, each game may be provided to the terminal device 20 by a single server device 10, or a server system may be constructed by linking multiple server devices 10 together to provide each game to the terminal device 20.

[0056] Furthermore, the server device 10 may perform all the processing related to the present invention, or the terminal device 20 may perform all the processing related to the present invention.

[0057] [1.2] Terminal device The game system of this embodiment may be implemented by a single terminal device equipped with the functions of the server device 10, that is, a standalone device that operates independently without relying on other devices such as a server device.

[0058] Furthermore, in this embodiment, the present invention may be implemented using only the terminal device 20 without connecting to the server device 10. For example, it may be a game system implemented using multiple terminal devices 20 via P2P (peer-to-peer) communication.

[0059] Furthermore, multiple such terminal devices may be connected via wired or wireless connections, with one terminal device functioning as a host (server device 10), and the system may be implemented using multiple terminal devices.

[0060] Furthermore, the terminal device may not only be a terminal device, but also a tablet-type information terminal device, a personal computer, or a terminal device (casing) installed in an amusement park.

[0061] [1.3] Cloud-based game systems Furthermore, the game system of this embodiment may also be a cloud-based game system. For example, in a cloud-based game system, the server device 10 (cloud device) alone performs basic processing (including game processing, rendering processing, etc.), and the terminal device 20 only controls the display of the processing results of the server device 10 (cloud device). The terminal device 20 also transmits information such as controller input information (operation information) to the server device 10. In this case, the terminal device 20 may also transmit information other than input information.

[0062] Furthermore, in this embodiment, except for the input, the server device 10 may execute each function of the processing unit 200 of the terminal device 20 and the game program, and the terminal device 20 may realize the game by performing input and image display via streaming.

[0063] Furthermore, the game system may store information stored in the server device 10 and information stored in the terminal device 20 in a given memory area on the internet.

[0064] [1.4] Terminal device with multiple controllers Furthermore, in this embodiment, one terminal device 20 may be equipped with multiple controllers (input units 260). Note that when multiple players play the game using their respective controllers on one terminal device 20, it is assumed that the multiple players are realistically located close to each other.

[0065] [1.5] Examples of social games Furthermore, in this embodiment, it may function as an SNS server that provides communication-type services. Here, the SNS server may be an information processing device that provides services capable of facilitating communication between multiple players.

[0066] Furthermore, in this embodiment, for example, when functioning as an SNS server, it can provide a game called a social game that is executed using the operating environment of the SNS provided (API (Application Programming Interface), platform, etc.).

[0067] Social games, unlike existing online games, include games that do not require dedicated client software and can be used with only a web browser and an SNS account. Furthermore, this embodiment has a configuration that allows for the provision of an online game that can connect to the terminal devices 20 of other players via a network and allow simultaneous online sharing of the same game progress.

[0068] [1.6] Example of a browser game In particular, in this embodiment, a game provided on the web browser of the terminal device 20 may be a browser game (a game that starts simply by opening the installation site in a web browser) created in various languages ​​such as HTML, FLASH®, CGI, PHP, Shockwave, Java® applet, and JavaScript®.

[0069] Furthermore, the terminal device 20 is equipped with a web browser capable of viewing web pages (HTML format data). Specifically, the terminal device 20 includes a communication control function for communicating with the server device 10, a web browser function that uses data received from the server device 10 (Web data, data created in HTML format, etc.) to perform display control, and a web browser function that transmits player operation data to the server device 10, providing various screens to the player. The system executes a process and allows the player to run the game. However, the terminal device 20 may also obtain game control information provided by the server device 10, execute a predetermined game process, and run the game based on that process.

[0070] Specifically, when the terminal device 20 requests the server device 10 to play a predetermined game, it connects to the game site of the server device 10 and the game starts. In particular, the terminal device 20 may have a configuration that allows it to execute the game by using an API as needed to cause the server device 10, which functions as an SNS server, to perform predetermined processing, or by obtaining player information managed by the server device 10, which functions as an SNS server.

[0071] [1.7] Others In this embodiment, the system may consist of one (device, processor) or multiple (devices, processors). Information stored in the storage area of ​​the server device 10 (storage unit 170 described later) (for example, player information, game information, etc.) may be stored in a database (broadly speaking, a storage device, memory) connected via a network (intranet or internet). The communication line between the terminal device 20 and the server device 10 may be wired or wireless.

[0072] [2] Server equipment Next, the server device 10 of this embodiment will be described using Figure 2. Figure 2 is a diagram showing the functional blocks of the server device 10 of this embodiment. In this embodiment, some of the components (each part) in Figure 2 may be omitted.

[0073] In this embodiment, the system includes an input unit 160 for use by administrators and others, an information storage medium 180 in which predetermined information is stored, a communication unit 196 for communicating with terminal devices 20 and others, a processing unit 100 that mainly performs processing related to the games provided, and a storage unit 170 that mainly stores various data used for games.

[0074] The input unit 160 is used by system administrators and others to input game-related settings and other necessary settings and data. For example, the input unit 160 in this embodiment is composed of a mouse, keyboard, etc.

[0075] The information storage medium 180 (a medium readable by a computer) stores programs, data, etc., and its function is comprised of optical discs (CDs, DVDs), magneto-optical discs (MOs), magnetic discs, hard disks, magnetic tapes, or memory (ROMs).

[0076] The communication unit 196 performs various controls for communicating with external parties (e.g., terminals, other servers, or other network systems), and its functions are comprised of hardware such as various processors or communication ASICs, as well as programs.

[0077] The memory unit 170 serves as the work area for the processing unit 100 and the communication unit 196, and its functions are comprised of RAM (VRAM), etc. The information stored in the memory unit 170 may be managed by a database.

[0078] Furthermore, in addition to the main memory unit 171, the storage unit 170 of this embodiment includes an image buffer 172, a game data storage unit 174 that stores game information indicating information related to the game, a player information storage unit (user information storage unit) 176, a game progress prediction information storage unit 177, and an event information storage unit 178.

[0079] In particular, the game data storage unit 174 stores information about the virtual space (game field) where the game is played, information about the virtual camera, and settings used in the game.

[0080] Furthermore, the player information storage unit 176 stores player information (user information) for each player (each user), associated with a player ID (user ID). The player ID is identification information used to identify the player.

[0081] Furthermore, player information includes the player's input information (operation information). Additionally, player information may be a concept that includes not only information associated with the player (user), but also information about the player's game media (for example, game media such as characters, cards, and items owned by the player).

[0082] The game progress prediction information storage unit 177 stores game progress prediction information. The game progress prediction information may be information about the process by which at least one of the player information and the game progress information reaches a predetermined criterion.

[0083] The event information storage unit 178 stores game event information. The game event information includes at least one of the following: the content of the game event, the reward content corresponding to the game event, and the number of times the game event will occur. The content of the game event includes at least one of the following: the task that the player must accomplish, the type of the task, and the attributes of the task.

[0084] The processing unit 100 performs various processes using the main memory unit 171 within the storage unit 170 as the work area. The functions of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.) or by programs.

[0085] The processing unit 100 performs various processes of this embodiment based on the program (data) stored in the information storage medium 180. That is, the information storage medium 180 stores programs that cause the computer to function as each part of this embodiment (programs that cause the computer to execute the processing of each part).

[0086] For example, the processing unit 100 (processor) controls the entire server device 10 based on the program stored in the information storage medium 180, and also performs various processes such as controlling the transfer of data between each unit. Furthermore, it performs processes to provide various services in response to requests from the terminal device 20.

[0087] Furthermore, the processing unit 100 works in conjunction with the terminal device 20 and executes game processing for the game provided in this embodiment on each player based on player input received via the terminal device 20.

[0088] In this embodiment, the server device 10 may perform some or all of the processing of the processing unit 100, or the terminal device 20 may perform some of the processing of the processing unit 100.

[0089] The processing unit 100 includes a game control unit 111, a display control unit 112, a character control unit 113, a setting unit 114, a reception unit 115, an event control unit 116, a presentation unit 119, a communication control unit 120, a management unit 122, an image generation unit 130, and a sound processing unit 140.

[0090] The game control unit 111 executes game processing based on the player's input information (operation information). For example, the game control unit 111 may receive the player's input information (operation information) from the player's terminal device 20 and then perform game processing.

[0091] In other words, the game control unit 111 advances the game based on the player's input. For example, the game control unit 111 may cause the character controlled by the player to perform a predetermined action to advance the game.

[0092] The display control unit 112 controls the display of the screen (image) generated by the server device 10 on the display unit 290 of the terminal device 20. In other words, the display destination for the screen (image) generated by the server device 10 is set to the display unit 290 of the terminal device 20.

[0093] The character control unit 113 controls the character. For example, it sets (updates) character information (health points, points, attack power, defense power, growth parameters, items).

[0094] The setting unit 114 sets information predicting the player's game progress over a predetermined period. For example, the setting unit 114 sets information predicting the player's game progress over a predetermined period based on at least one of information about the player and game progress information.

[0095] Player information includes at least one of the following: player's play time, player's game results, player's gameplay tendencies, consumption, owned items, player's profile, and the player's relationship with other players.

[0096] Game progress information includes at least one of the following: the status of event execution over a given period, the results of game events over a given period, player progress information, and character progress information.

[0097] The reception unit 115 receives information from the player. For example, the reception unit 115 receives and accepts information from the user's terminal device 20 via the network.

[0098] The event control unit 116 sets game events for a predetermined period. The event control unit 116 sets one or more game events for a predetermined period.

[0099] The event control unit 116 controls (sets, changes, modifies, etc.) game event information based on game progress prediction information.

[0100] The event control unit 116 may set game events at predetermined intervals. Alternatively, the event control unit 116 may set game events at a given timing.

[0101] The event control unit 116 may set at least one of a predetermined period for setting game events and a given timing for setting game events, based on the player's operation input.

[0102] The event control unit 116 may set a predetermined period for setting game events and a given timing for setting game events, based on at least one of player information and game progress information.

[0103] The event control unit 116 may determine the result of a game event at at least one of a predetermined determination period and a given determination timing.

[0104] The event control unit 116 may determine the result of a game event at the end of a predetermined period, when a predetermined criterion is reached, or when a game event is achieved.

[0105] The results of the game event include the completion status of the game event and the rewards corresponding to the game event. This includes at least one of the following: the content, and information obtained by the player during the game event.

[0106] The event control unit 116 may compare the execution status of game events with game progress prediction information.

[0107] The event control unit 116 may also control information for subsequent game events based on the comparison result between the execution status of game events and game progress prediction information.

[0108] The event control unit 116 may control game event information based on the player's instructions to modify the game progress prediction information.

[0109] The event control unit 116 may change the number of game events based on game progress prediction information, and determine at least one of a predetermined period for setting game events and a given timing within a predetermined period, according to the changed number.

[0110] The event control unit 116 may modify the game progress prediction information based on the comparison result between the execution status of game events and the game progress prediction information, and then control the information of game events based on the modified game progress prediction information.

[0111] The presentation unit 119 performs the process of presenting given information to the player's terminal device 20. For example, the presentation unit 119 presents game progress prediction information to the player.

[0112] Furthermore, the display unit 119 displays the results of the game event based on the execution status of the game event. The display unit 119 displays the results of the game event based on the execution status of the game event, which is determined at predetermined intervals.

[0113] The communication control unit 120 establishes a connection (session or connection) with the terminal device 20 and performs processing to communicate (send and receive) data over the network.

[0114] For example, the communication control unit 120 transmits game-related information to the player's terminal device 20. The communication control unit 120 also receives player operation information received by the player's terminal device 20.

[0115] Furthermore, the communication control unit 120 may receive information related to the game from the terminal device 20.

[0116] The management unit 122 manages game information and player information associated with player identification information for each player. The management unit 122 may also manage information such as in-game currency and items.

[0117] The image generation unit 130 performs drawing processing based on the results of various processes performed by the processing unit 100, thereby generating an image and outputting it to the display unit 290 of the terminal device 20.

[0118] The image generation unit 130 is implemented by, for example, a processor such as a GPU or digital signal processor (DSP), a video signal IC, a program such as a codec, and a drawing frame IC memory such as a frame buffer.

[0119] The image generation unit 130 generates one game screen image (game screen) per frame (e.g., 1 / 60th of a second) according to the game's progress. The image generation unit 130 outputs the generated image to the image buffer 172. The image generation unit 130 also outputs the generated image to the terminal device Send to 20.

[0120] The image generation unit 130 generates an image (a so-called 3D image) that is visible from a virtual camera (a given viewpoint) within a virtual space (object space, game space).

[0121] For example, the image generation unit 130 performs settings related to the virtual space (object space). For example, the image generation unit 130 performs the process of placing various objects (sprites, billboards, polygons, objects composed of primitive surfaces such as freeform surfaces or subdivision surfaces) that represent display items such as objects (player characters, moving objects), movement paths, buildings, trees, pillars, walls, and maps (terrain) into the object space (hereinafter also referred to as "virtual space").

[0122] Specifically, the image generation unit 130 determines the position and rotation angle (synonymous with orientation or direction) of an object (model object), and places the object at that position (X, Y) or (X, Y, Z) with that rotation angle (rotation angle around the X, Y axes) or (rotation angle around the X, Y, Z axes).

[0123] The term "object space" includes both so-called virtual 2D space and virtual 3D space. A 2D space is, for example, the space in which objects are placed in 2D coordinates (X,Y), while a 3D space is, for example, the space in which objects are placed in 3D coordinates (X,Y,Z).

[0124] If the object space is a 3D space, then the objects are placed in the world coordinate system.

[0125] For example, when the image generation unit 130 generates a 3D game image, it first performs geometry processing such as coordinate transformation (world coordinate transformation, camera coordinate transformation), clipping, or perspective transformation. Based on the results of this processing, drawing data (position coordinates of primitive face vertices, texture coordinates, color data, normal vectors, or alpha values, etc.) is created. Then, based on this drawing data (primitive face data), the object (one or more primitive faces) after perspective transformation (after geometry processing) is drawn to the image buffer 172 (a buffer that can store image information on a pixel-by-pixel basis, such as a frame buffer or work buffer; VRAM). This generates an image that can be seen from a virtual camera (a given viewpoint) within the object space.

[0126] Furthermore, when multiple players play a multiplayer online game where data is sent and received over a network, the system generates an image for each player that follows the movement of the object being manipulated by that player, as seen from a virtual camera. In other words, it performs independent rendering processing according to each player. The image generation unit 130 may also generate a two-dimensional image within the virtual space.

[0127] The sound processing unit 140 performs sound processing based on the results of various processes performed by the processing unit 100, generates (plays) game sounds such as background music, sound effects, or voices, and transmits them to the terminal device 20.

[0128] [3] Terminal device Next, the terminal device 20 of this embodiment will be described using Figure 3. Figure 3 is an example of a functional block diagram showing the configuration of the terminal device 20 in this embodiment. Furthermore, the terminal device 20 of this embodiment may have a configuration in which some of the components (each part) in Figure 3 are omitted.

[0129] The input unit 260 is for the player to input operation data, and its function can be realized by a touch panel or a touch panel display. Specifically, the input unit 260 includes a detection unit 262 capable of detecting two-dimensional instruction position coordinates (x,y) on a screen where an image is displayed. For example, the input unit 260 includes a detection unit 262 capable of detecting two-dimensional contact position coordinates (x,y) in a contact detection area (touch panel).

[0130] Furthermore, touch operations on the display screen (hereinafter referred to as "touch panel" unless otherwise specified) may be performed using fingertips or using input devices such as a stylus.

[0131] Furthermore, the input unit 260 may include buttons, levers, a keyboard, a steering wheel, a microphone, an acceleration sensor, etc., that can input input information (operation signals) other than the indicated position.

[0132] The memory unit 270 serves as a work area for the processing unit 200 and the communication unit 296, and its functions can be realized by RAM (VRAM) or the like. In this embodiment, the memory unit 270 includes a main memory unit 271 used as a work area, an image buffer 272 where the final display image and the like are stored, a game data storage unit 274, a player information storage unit 276, a game progress prediction information storage unit 277, and a game event information storage unit 278. Note that some of these may be omitted, or the memory unit 170 of the server device 10 may constitute some of them.

[0133] The image buffer 272 may store image data generated by the image generation unit 230, or image data received from the server device 10.

[0134] The game data storage unit 274 stores information about the game space (game field) where the game is played, information about each character, information about the virtual camera, and other settings used in the game. The terminal device 20 may also store information received from the server device 10 in the game data storage unit 274.

[0135] The player information storage unit 276 stores player information. The terminal device 20 may also receive player information corresponding to the player ID from the server device 10 and store it in the player information storage unit 276.

[0136] The game progress prediction information storage unit 277 stores the game progress prediction information. The terminal device 20 may also receive the game progress prediction information from the server device 10 and store it in the game progress prediction information storage unit 277.

[0137] The game event information storage unit 278 stores game event information. Alternatively, the terminal device 20 may receive game event information from the server device 10 and store it in the game event information storage unit 278.

[0138] The information storage medium 280 (a medium readable by a computer) stores programs, data, etc., and its function can be realized by optical discs (CDs, DVDs), magneto-optical discs (MOs), magnetic discs, hard disks, magnetic tapes, or memory (ROMs).

[0139] Furthermore, the information storage medium 280 can store programs for making the computer function as each part of this embodiment (programs for causing the computer to execute the processing of each part). The processing unit 200 performs various processing of this embodiment based on the programs (data) stored in the information storage medium 280, as will be described later.

[0140] The display unit 290 outputs the image generated by this embodiment, and its function can be realized by a CRT, LCD, touch panel display, or HMD (head-mounted display), etc.

[0141] In particular, in this embodiment, the display unit 290 also functions as an input unit 260 for the player to perform game operations by using a touch panel display. Here, as the touch panel, for example, a resistive type (4-wire, 5-wire), a capacitive type, an electromagnetic induction type, an ultrasonic surface acoustic wave type, or an infrared scanning type touch panel can be used.

[0142] The sound output unit 292 outputs the sound generated by this embodiment, and this function can be realized by a speaker or headphones, etc.

[0143] The communication unit 296 performs various controls for communicating with external devices (for example, the server device 10 or other terminal devices 20), and its functions can be realized by hardware such as various processors or communication ASICs, or by programs.

[0144] Furthermore, the terminal device 20 may receive programs and data for making the computer function as each part of this embodiment, which are stored in the information storage medium 180 and storage unit 170 of the server device 10, via the network, and store the received programs and data in the information storage medium 280 and storage unit 270. The case in which the terminal device 20 functions by receiving programs and data in this manner can also be included within the scope of the present invention.

[0145] The processing unit 200 (processor) performs processing such as game processing, image generation processing, or sound generation processing in conjunction with the server device 10, based on input data and programs from the input unit 260.

[0146] In particular, in this embodiment, the game processing includes processes to start the game when the game start conditions are met, processes to advance the game, processes to place objects such as characters and enemy characters, processes to display objects, processes to calculate the game result, and processes to end the game when the game end conditions are met.

[0147] Furthermore, the processing unit 200 performs game processing (for example, processing for competitive games, etc.) based on the player input information input by the input unit 260. The processing unit 200 may also be executed in conjunction with the server device 10, or part or all of it may be formed in the server device 10.

[0148] Furthermore, the processing unit 200 performs various processes using the storage unit 270 as a work area. The functions of the processing unit 200 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.) or by programs.

[0149] The processing unit 200 includes a game control unit 211, a display control unit 212, a character control unit 213, a setting unit 214, a reception unit 215, an event control unit 216, a presentation unit 219, a communication control unit 220, an image generation unit 230, and a sound processing unit 240. Note that some of these units may be omitted.

[0150] The game control unit 211 executes game processing based on the player's input information (operation information). The game control unit 211 may perform all or part of the same processing as the display control unit 112 of the server device 10.

[0151] The display control unit 212 performs the process of displaying the screen on the display unit 290. For example, the display control unit 212 may use a web browser for display. The display control unit 212 also displays information necessary during the game on the display unit 290 based on information transmitted from the server device 10. For example, the terminal device 20 displays the screen display information received from the server device 10.

[0152] Furthermore, the display control unit 212 may perform all or part of the same processing as the display control unit 112 of the server device 10.

[0153] The character control unit 213 controls the character. For example, it sets (updates) character information (health points, points, attack power, defense power, growth parameters, items). The character control unit 213 may perform all or part of the same processing as the character control unit 113 of the server device 10.

[0154] The setting unit 214 sets information predicting the player's game progress over a predetermined period. The setting unit 214 may perform all or part of the same processing as the setting unit 114 of the server device 10.

[0155] The reception unit 215 processes input from the player. For example, the reception unit 212 may transmit the input information received by the terminal device 20 to the server device 10, and the server device 10 may receive the input information.

[0156] The receiving unit 215 may perform all or part of the same processing as the receiving unit 115 of the server device 10.

[0157] The event control unit 216 sets game events for a predetermined period. The event control unit 216 may perform all or part of the same processing as the event control unit 116 of the server device 10.

[0158] The display unit 219 performs the process of displaying given information on the display unit 290 of the player's terminal device 20. For example, the display unit 219 may display information received from the server device 10.

[0159] The presentation unit 219 may perform all or part of the same processing as the presentation unit 119 of the server device 10.

[0160] The communication control unit 220 performs data transmission and reception with each of the server devices 10. The communication control unit 220 also performs data storage in the storage unit 270, data analysis, and other control processing related to data transmission and reception.

[0161] Furthermore, the communication control unit 220 may store and manage destination information (network information such as IP addresses and port numbers) of other terminal devices 20 and server devices 10 in the storage unit 270 and information storage medium 280. The communication control unit 220 may also initiate communication with the server device 10 when it receives input information from the player to initiate communication.

[0162] In particular, the communication control unit 220 transmits player identification information and input information to the server device 10. The communication control unit 220 may also receive data (predetermined player parameters, player's web page, screen, etc.) from the server device 10.

[0163] The communication control unit 220 may perform data transmission and reception with the server device 10 at predetermined intervals, or it may perform data transmission and reception with the server device 10 when it receives input information from the input unit 260. In particular, the communication control unit 220 in this embodiment performs processing to receive given screen information (for example, screen information, etc.) from the server device 10.

[0164] The image generation unit 230 performs drawing processing based on various processes (e.g., game processing) performed by the processing unit 200, thereby generating an image, which is then output to the display unit 290 by the display control unit 212. The image generated by the image generation unit 230 may be a so-called two-dimensional image or a so-called three-dimensional image. The image generation unit 230 may perform all or part of the same processing as the image generation unit 130 of the server device 10.

[0165] The sound processing unit 240 performs sound processing based on the results of various processes performed by the processing unit 200, generating (playing) game sounds such as background music, sound effects, or voices, and outputting them to the sound output unit 292. The sound processing unit 240 may perform all or part of the same processing as the sound processing unit 140 of the server device 10.

[0166] In this embodiment, if multiple terminal devices 20 play a game using P2P or the like, one terminal device 20 may take on the role of a host and execute processing. In such a case, the host terminal device 20 may perform processing for each processing unit (part or all of each processing unit) of the server device 10.

[0167] Furthermore, the terminal device 20 of this embodiment may perform the same processing as the server device 10 and display a screen on the display unit of the terminal device 20.

[0168] [4] Overview This embodiment describes a game system for progressing through a predetermined game. In the game system of this embodiment, in a game such as a role-playing game (also called an RPG), the player progresses through the game by performing normal game actions such as missions, quests, and stages. In addition, game events such as daily missions are provided within the game. By participating in these game events, the player can obtain rewards that are useful for normal gameplay and character development.

[0169] The game system of this embodiment sets predicted information about the player's game progress over a predetermined period, based on at least one of player information and game progress information. It then sets multiple game events within that predetermined period. In particular, this embodiment controls the information about game events based on the predicted game progress information. This makes the game events more appealing and improves the enjoyment of the game.

[0170] In other words, in this embodiment, by setting game progress prediction information for the player, it is possible to set game events that keep the player engaged and provide an environment that encourages continuous gameplay.

[0171] The details of this embodiment will be described below. In this embodiment, the example in which the player PA displays the game screen and plays the game using the terminal device 20 will be mainly described.

[0172] [5] Setting game progress prediction information In this embodiment, information predicting the player's game progress over a predetermined period is set based on at least one of player information and game progress information.

[0173] Figure 4 is an example of a diagram illustrating a predetermined period and game events along a time axis. For example, as shown in Figure 4, information about the player at the start time (TS) of the predetermined period is used to set predicted game progress information for the player during that period. If the game has multiple stages, the start time (TS) may be the start of each stage. Also, if the start time (TS) is the initial state of the game, answers to given questions may be obtained from the player, and these answers may be used as information about the player.

[0174] Game progression prediction information is information that predicts the progression and progress of a game. This can also be referred to as game progress prediction information.

[0175] For example, game progression prediction information may also be player growth prediction information. Growth prediction information may be, for example, a growth scenario, information about the player's growth, and growth prediction values.

[0176] For example, game progress prediction information may be information about the process by which at least one of the player information and game progress information reaches a predetermined criterion (a predetermined goal) (for example, the process by which the player PA or the character CA controlled by the player PA reaches the goal).

[0177] Furthermore, the game progress prediction information includes the predetermined criteria (predetermined goals) themselves. Additionally, the game progress prediction information includes game progress prediction information (e.g., growth goals) for a specific period (e.g., one month at a time) within a predetermined period (e.g., three months).

[0178] The specified criteria are specified goals. For example, the specified criteria could be a specified target level (e.g., level 30), a specified number of rare items (e.g., possessing 5 items of rarity 5), a specified amount of money spent (e.g., spending 500 yen), etc.

[0179] Furthermore, game progression prediction information may include information that can be predicted other than player growth. For example, game progression prediction information may include information such as whether it will become easier to obtain items or to clear the game.

[0180] Furthermore, game progression prediction information may include information that can be predicted other than player growth. For example, game progression prediction information may include predictions about how the game will be played. Predictions about how the game will be played include, for example, predictions about the tendency to collect items, or the tendency to defeat enemies and stages.

[0181] Furthermore, game progress prediction information can also be play trend prediction information. Play trend prediction information includes, for example, login frequency, length of play time per login, total play time, billing information, and how players interact with and have relationships with other players. For example, a player who completes the daily mission for 5 minutes every day would be predicted to be a player who logs in every day.

[0182] (1) Description of player information "Player information" includes at least one of the following: player's play time, player's game results, player's gameplay tendencies, consumption, owned items, player's profile, and the player's relationship with other players. Player information includes current player information and past player information.

[0183] Playtime refers to the total time a player has played a game. Play results refer to the results of games the player has played so far, as well as the history and number of game events.

[0184] Playing tendencies refer to a player's gameplay style, login frequency, etc. For example, in this embodiment, playing tendencies may be represented numerically. For instance, if a player only plays the game to obtain login bonuses, the playing tendency value is set to "1"; if a player only plays the game to the extent of completing daily missions (an example of a game event), the playing tendency value is set to "2"; and if a player plays the game to the extent of completing daily missions and playing regular games, the playing tendency value is set to "3". Furthermore, the degree of a player's activeness in playing may also be represented numerically. For example, if a player completes daily missions and plays regular games every day and has an active playing attitude, the degree of activeness is set to "1"; if a player logs into the game without completing daily missions or playing regular games and only obtains login bonuses, they are judged to be passive, and the degree of activeness is set to "0".

[0185] Consumption refers to the amount of items a player consumes, the amount of in-game currency (amount paid) a player spends, the amount of points consumed, etc.

[0186] "Owned items" refers to at least one of the following: the type of item a player owns, and the quantity (number) of items a player owns.

[0187] A player's profile includes their name, gender, age, and other attributes, as well as their birthday. A player's relationship with other players refers to information about their connections with other players (such as followers, following, and friends).

[0188] (2) Explanation of game progress information "Game progress information" refers to at least one of the following: the status of event execution over a specified period, the results of game events over a specified period, player progress information, and character progress information.

[0189] The execution status of a game event over a specified period refers to the execution status from the start timestamp (TS) of the specified period to the present, as shown in Figure 4.

[0190] For example, player game progress information may include the player's level per unit period (e.g., 1 minute, 1 hour, 1 day, 1 week, 1 month, 1 year), player parameters (performance parameters), performance, growth, progress, and the speed and degree of achievement.

[0191] Furthermore, as shown in Figure 4, the player's game progress information may include the player's level per given period, player parameters (performance parameters), results, growth, progress, and the speed and degree of achievement.

[0192] Furthermore, the game progress information for the player-controlled character includes the character's level, character parameters (performance parameters), performance, growth, progress, and the speed and degree of achievement per unit period (e.g., 1 minute, 1 hour, 1 day, 1 week, 1 month, 1 year).

[0193] Furthermore, the game progress information for the player's controlled character includes, as shown in Figure 4, the character's level, character parameters (performance parameters), performance, growth, progress, and the speed and degree of achievement per predetermined period.

[0194] (3) For a specified period A predetermined period is a period set in the future based on a given time point TS. For example, a period of 4 days from a given time point TS, a period of 20 days from a given time point TS, a period of 30 days from a given time point TS, a period of 1 month from TS, a period of 3 months from a given time point TS, a period of 1 year, etc. be.

[0195] (4) Setting game progress prediction information In this embodiment, game progress prediction information is set based on at least one of player information and game progress information.

[0196] For example, for players with a low gameplay tendency score, the game progression prediction information (e.g., the player's target level) is set low, and for players with a high gameplay tendency score, the game progression prediction information (e.g., the player's target level) is set high.

[0197] Furthermore, for players with low engagement, the game progression prediction information (e.g., the player's target level) is set lower, while for players with high engagement, the game progression prediction information (e.g., the player's target level) is set higher.

[0198] In this embodiment, as shown in Figure 4, if the current time is TS (Time Strategy), there may be cases where information about the player has not yet been obtained at TS, such as when the game play time is still 0 hours or when the game has been initialized. In such cases, for example, game progress information may be analyzed during the first period of a predetermined period (e.g., the period from TS to T1) and game progress prediction information may be set.

[0199] In this embodiment, for example, the game progress prediction information is stored in the game progress prediction information storage unit 177 of the server device 10, associated with the player ID. In addition, the game progress prediction information for player PA is stored in the game progress prediction information storage unit 277 of the player PA's terminal device 20.

[0200] [6] Game event settings In this embodiment, multiple game events are set up within a predetermined period. For example, As shown in Figure 4, game events are set to start at timings T1, T2, T3, and T4 within a predetermined period (the period from TS to TE). In this embodiment, by setting multiple game events, a game environment is provided that allows players to improve. Furthermore, by setting multiple game events within a predetermined period, a game that players will not get bored with can be provided.

[0201] In this embodiment, game events may be set at predetermined intervals. For example, game events may be set at predetermined intervals in the real world (e.g., every minute, every hour, every day, every week, every month, every year). Alternatively, in this embodiment, game events may be set at predetermined intervals in the game world.

[0202] The term "predetermined cycle" refers to the repetition of a predetermined unit period (e.g., 1 minute, 1 hour, 1 day, 1 week, 1 month, 1 year). In other words, game events are updated at predetermined cycles.

[0203] To give a specific example, in this embodiment, for instance, a daily mission is set as a game event every day for a predetermined period of three months. For example, in the case of a daily mission, the daily mission is updated and starts at 5:00:00 every day. Then, the daily mission ends at 4:59:59 the following day.

[0204] In this embodiment, a game event may be set at a given timing. For example, a game event may be set multiple times at irregular timings over a predetermined period. When setting a game event at a given timing, the start time of that game event and Determine the end point.

[0205] To give a specific example, within a predetermined period, a game event is set up each day for a 2-day period, starting at a given time and ending in a 1-day period, followed by a 1-day pause in game events. Then, within a 3-day period, a game event is set up each day for a 1-day period, starting at a given time, followed by a 4-day pause in game events.

[0206] The given timing may also be, for example, the timing when the player accesses the game on the player's terminal device 20 based on the player's operation (for example, the timing when the player runs the game on the player's terminal device 20, or the timing when the server device 10 is accessed).

[0207] In this embodiment, a predetermined period for setting game events and at least one of a given timing for setting game events may be set based on the player's input.

[0208] Figure 5 shows an example of a settings screen displayed on the display unit 290 of the player PA terminal device 20.

[0209] For example, in this embodiment, based on the player PA's input, the system accepts a selection of a predetermined cycle for setting game events: daily (daily mission), weekly (weekly mission), or monthly (monthly mission). The game events are then set according to the selected cycle. For example, if daily (daily mission) is selected, the game events are set on a daily basis.

[0210] Furthermore, in this embodiment, if a predetermined period for setting game events is changed based on player input, at least one of the following is changed: the content of the game event for the predetermined period, the reward content corresponding to the game event, and the number of times the game event occurs, so as to reach a predetermined standard within the predetermined period.

[0211] Furthermore, in this embodiment, a given timing for setting a game event may be set based on the player's input. For example, the day on which to set a game event may be selected in advance from a calendar based on the player's input.

[0212] Then, if a given timing for setting a game event is changed based on the player's input, at least one of the following is changed to ensure that a predetermined standard is reached within that predetermined period: the content of the game event for that predetermined period, the reward content corresponding to that game event, or the number of times the game event is held.

[0213] Furthermore, in this embodiment, a predetermined period for setting game events and at least one of a given timing for setting game events may be set based on at least one of player information and game progress information. In other words, the period for setting game events and at least one of the timing for setting game events may be set automatically without player operation.

[0214] For example, the number of game events may be set to be less than a predetermined number for players who log in infrequently, and more than a predetermined number for players who log in frequently.

[0215] Also, for example, players who log in infrequently may be given weekly missions (for example Alternatively, you could set up weekly game events and, for players who log in frequently, daily missions (for example, game events that update daily).

[0216] Additionally, for players who log in infrequently, the difficulty level of a single game event may be set to be high, requiring 30 minutes of gameplay time, while for players who log in frequently, the difficulty level may be set to be low, requiring 5 minutes of gameplay time.

[0217] Furthermore, the rewards for high-difficulty game events may be better than those for low-difficulty events. For example, the rewards for high-difficulty events could be 3 stone items, while the rewards for low-difficulty events could be 1 stone item. Stone items are consumable items used to perform selection processes (for example, lottery processes), and by collecting many stones, players can perform selection processes.

[0218] Furthermore, in this embodiment, multiple game events may be set at the same time. For example, two daily missions (for example, game events with event ID=001 and event ID=011) may be started at timing T1.

[0219] [7] Explanation of the control of information regarding game events In this embodiment, information about game events is controlled based on game progress prediction information. The information about game events includes at least one of the content of the game event, the reward content corresponding to the game event, and the number of times the game event has occurred.

[0220] In this embodiment, for example, the game event information storage unit 178 of the server device 10 stores game event information (at least one of the game event content, the reward content corresponding to the game event, and the number of times the game event has occurred) associated with the player ID. In addition, the game event information storage unit 278 of the player PA's terminal device 20 stores the player PA's game event information (at least one of the game event content, the reward content corresponding to the game event, and the number of times the game event has occurred).

[0221] In this embodiment, the information of a game event may be controlled so that the result of a predetermined game event exceeds a predetermined standard. That is, at least one of the content of the game event, the reward content corresponding to the game event, and the number of times the game event is performed may be controlled so that the result of a predetermined game event exceeds a predetermined standard.

[0222] Furthermore, in this embodiment, game events may be controlled based on at least one of the following: login information (e.g., login frequency) and the duration of a single game play session (the duration of game play from login to the end of the game). In other words, at least one of the following may be controlled based on login information and the duration of a single game play session: the content of the game event, the reward content corresponding to the game event, and the number of times the game event occurs.

[0223] (1) Controlling the content of game events In this embodiment, the content of game events is controlled based on game progress prediction information. The content of a game event includes at least one of the tasks (missions, tasks, quests, stages, etc.) that the player must accomplish, the type of the task, and the attributes of the task.

[0224] For example, in this embodiment, the type of enemy character to be placed in a game event and the placement position of the enemy character may be determined based on game progress prediction information.

[0225] Furthermore, in this embodiment, the time required to clear (complete) a game event may be determined based on game progress prediction information.

[0226] Furthermore, in this embodiment, game events that involve competing for points or rankings may be set based on game progress prediction information, or game events for puzzle games or quiz games may be set.

[0227] Figure 6 shows an example of information about game events over a specified period. For example, Figure 6 shows an example of the content and rewards of each game event (daily mission) that is updated daily over a specified period of four days.

[0228] For example, let's say the predicted game progress information for a player PA over a certain period is: "Player PA's level will reach 10, game play time will reach 4 hours, the number of specific item D1 owned will reach 10, and the amount spent will reach 100 yen."

[0229] In this embodiment, first, the content of the first game event (event ID=001) that starts at timing T1 is set to an event in which five of a specific item D1 are collected.

[0230] Additionally, the second game event (event ID=002), which starts at timing T2, will be an event where players collect five of a specific item, D1.

[0231] Then, the third game event (event ID=003), which starts at timing T3, will be a competitive game where players can defeat enemy character E1 by using items that can be obtained through a 100 yen payment.

[0232] Additionally, the fourth game event (event ID=004), which starts at timing T4, will be a battle game against enemy character E2, which can be defeated when the player's PA level is above a certain value (for example, 10 or higher).

[0233] In this way, the content of each game event (each daily mission) may be determined so that the goal of predicting game progress over four days is achieved.

[0234] In this embodiment, the content of each game event may be determined based on the length of a predetermined period and the number (frequency) of game events during that period.

[0235] For example, suppose the specified period is 3 months, and the predicted game progress information for player PA is "Player PA will reach level 90, game play time will reach 300 hours, the number of specific item D1 owned will reach 300, and the amount spent will reach 300 yen."

[0236] In this embodiment, once the game progress prediction information for player PA over a predetermined period (3 months) is set, the game progress prediction information (e.g., growth target) for each month is set based on this game progress prediction information. The growth target one month after the start of the predetermined period TS is set to a value obtained by multiplying the target value for the predetermined period (3 months) (e.g., target level, target play time, target number of items owned) by the ratio of the length of one month to the predetermined period (3 months) (e.g., 1 / 3).

[0237] For example, the growth target one month after the start of a given period is to reach level 30. The monthly growth goals are set to reach 100 hours of game playtime, 100 units of a specific item D1, and 100 yen in spending.

[0238] When conducting daily missions (game events held on a daily basis), the content of each daily mission's game event is determined in order to achieve the growth goal one month later. Similarly, growth goals are set at the start of a predetermined period, and also two months and three months later, and the content of each daily mission's game event is determined in order to achieve each growth goal.

[0239] Furthermore, based on game progress predictions over a predetermined three-month period, the monthly growth targets may be increased over time, anticipating that the player's skill level will improve as the period progresses. For example, the target values ​​and conditions for achieving the targets may be controlled to become gradually stricter as time passes within the predetermined period.

[0240] For example, one could set growth targets for one month from the start of a given period (TS), such as reaching level 15, reaching 50 hours of game playtime, owning 50 units of a specific item D1, and spending 50 yen.

[0241] The growth targets for the period from one month to two months after the end of a predetermined period are set to reach level 30, reach 100 hours of game playtime, reach 100 units of a specific item D1, and reach 100 yen in spending.

[0242] Then, the growth targets for the period from two months to three months after the predetermined period are set to reach level 45, reach 150 hours of game playtime, reach 150 units of a specific item D1, and reach 150 yen in spending per month.

[0243] In this embodiment, the content of game events is changed according to the passage of time within a predetermined period, based on game progress prediction information. The difficulty of mini-games (an example of game events) may also be controlled to increase as time progresses within the predetermined period.

[0244] Furthermore, in this embodiment, multiple game events may be related to each other. For example, each game event may be set up so that the story or scenario related to the game event unfolds in a continuous manner.

[0245] For example, a special character C1 could appear in each game event over a set period, and a story could unfold in which character C1 grows. For instance, character C1 could face some kind of problem, and the content of each game event could be set to help them solve it. This way, the interest of the game events can be increased.

[0246] Furthermore, in this embodiment, the content of game events may be controlled according to the passage of time over a plurality of predetermined periods. For example, the target value and the conditions for achieving the target may be controlled to become gradually stricter as time passes over a plurality of predetermined periods. Alternatively, the difficulty of a mini-game (an example of a game event) may be controlled to increase as time passes over a plurality of predetermined periods. For example, character C1 may be introduced over a plurality of predetermined periods, and the story may progress according to the passage of time.

[0247] Furthermore, in this embodiment, the content of game events may be determined based on predictive information about how the game will progress. For example, if the predictive information about the player PA's game progress over a predetermined period is predictive information about the tendency to collect a specific item (e.g., item D1), the content of a given game event (e.g., the first and second game events) may be determined to involve collecting item D1.

[0248] Furthermore, in this embodiment, the content of game events may be determined based on predictive information about play trends. For example, if the predicted game progress of a player PA over a predetermined period is that they play for 5 minutes every day, the content of each game event may be determined to be a game event that can be completed within 5 minutes.

[0249] (2) Control of reward content corresponding to game events In this embodiment, the reward content for game events is controlled based on game progress prediction information.

[0250] In this embodiment, the reward content for game events may be determined based on player PA growth prediction information. For example, the reward content may be determined so that the player PA can reach a predetermined target level.

[0251] Additionally, the rewards for game events may be determined based on predictive information about how players (PAs) will progress through the game.

[0252] Additionally, the rewards for game events may be determined based on predictive information about the player PA's play tendencies. Here, rewards refer to items usable in the game (games within game events, regular games outside of game events, etc.), virtual currency usable within the game, etc. For example, the rewards may be made better according to the player's level (for example, the rarity of items given as rewards may be increased according to the player's level, or the amount of virtual currency given may be increased according to the player's level).

[0253] Furthermore, in this embodiment, even if the content of the game event started at timing T1 and the content of the game event started at timing T2 are the same, the reward content may be different.

[0254] For example, as shown in Figure 6, the rewards for each of the game events (daily missions) that are updated daily over a predetermined period of four days are as follows:

[0255] First, the reward for the first game event (event ID=001), which starts at timing T1, will be one stone item. For example, by consuming the stone item, players can gain an opportunity to select items, which can promote growth.

[0256] Additionally, the reward for the second game event (event ID=002), which will begin at timing T2, will be one weapon enhancement item. Enhancing weapons will make it easier to defeat enemy characters, giving the player PA an advantage in the game.

[0257] Then, the reward for the third game event (event ID=003), which will start at timing T3, will be in-game currency (for example, 30). For example, a player PA can acquire (own) new items by spending a predetermined amount of in-game currency, and can increase the level of the character CA they are controlling.

[0258] Furthermore, the reward for the fourth game event (event ID=004), which starts at timing T4, will be to increase the character CA's level by 1. This will allow players to level up their character CA by participating in game events, thus maintaining their motivation to play the game.

[0259] Furthermore, the rewards for game events may be related to the regular game. For example, a player PA may collect a specific item D3 in the regular game. For instance, suppose that collecting 50 of the specific item D3 allows the creation of item D4 (for example, a weapon item) that can defeat a boss character. In this embodiment, the specific item D3 may be determined to be a reward for a game event (for example, game event ID=001).

[0260] Also, in this embodiment, it can be presumed that when player PA is collecting a specific item D3, the player is aiming to defeat the boss character. For example, when the number of item D3 owned by player PA is equal to or more than a predetermined number (for example, 10 or more), it is presumed that player PA is collecting item D3 and aiming to defeat the boss character.

[0261] Also, in this embodiment, when player P1 is aiming to defeat the boss character, another means other than the means of collecting items D3 and D4 may be determined as the reward for a game event (for example, game event ID = 001).

[0262] For example, a hint (for example, information such as the boss character is weak against fire) that leads to a means for defeating the boss character may be determined as the reward for a game event (for example, game event ID = 001).

[0263] Also, for example, player PA may be playing the game in a specific area AR1 on the map in a normal game. In such a case, in this embodiment, a specific item D5 related to area AR1 (for example, an item unique to area AR1) may be determined as the reward for a game event (for example, game event ID = 002). For example, the specific item D5 is an item necessary for breaking through the upper limit (raising the upper limit value) of the level of the character CA targeted by player PA's operation.

[0264] By doing so, rewards for game events related to normal games can be prepared, and game events that players will never tire of can be implemented.

[0265] Furthermore, in this embodiment, the content of the rewards for game events may be changed according to the passage of time within a predetermined period, based on game progress prediction information. For example, the rewards for game events may be controlled to become more luxurious as time passes within a predetermined period. Specifically, the items acquired in game events (an example of rewards) may be controlled to become more luxurious (for example, their rarity may increase) as time passes within a predetermined period. Also, the number of items acquired in game events may be increased as time passes within a predetermined period. Also, the experience points acquired in game events may be increased as time passes within a predetermined period.

[0266] Furthermore, in this embodiment, the reward content corresponding to the game event may be controlled according to the passage of time over a plurality of predetermined periods. For example, the rewards for the game event may be controlled to become more generous as time progresses over a plurality of predetermined periods.

[0267] (3) Controlling the number of game events In this embodiment, the number of game events is controlled. In this embodiment, the number of game events to be set within a predetermined period may be set to a predetermined number (for example, 20).

[0268] For example, if you want to perform daily missions over a 20-day period, set the number of game events to 20.

[0269] In particular, in this embodiment, the number of game events is controlled based on game progress prediction information. That is, the number of game events to be set (e.g., set, changed, updated) within a predetermined period is controlled based on game progress prediction information.

[0270] Furthermore, in this embodiment, if the game progress prediction information is changed, the number of game events may be changed based on the changed game progress prediction information.

[0271] Furthermore, in this embodiment, depending on the number of game events, at least one of the unit period of a predetermined cycle for setting game events and a given timing may be determined within a predetermined period.

[0272] For example, the higher the target level (an example of game progression prediction information), the more game events you could increase the number of.

[0273] To explain in more detail, if the difference between the player's PA's target level (an example of game progress prediction information) and the current player PA level is 20 or more, the number of events will be increased (for example, 20 times). For example, if the given period is 20 days, daily missions that are updated every day will be set.

[0274] If the difference between the player's PA's target level and their current level is between 10 and 20, set the number of events to a moderate level (e.g., 10 times). For example, if the given period is 20 days, set a mission that updates every two days.

[0275] If the difference between the player's PA's target level and their current level is less than 10, the number of events will be reduced (for example, 2-3 times). For example, if the given period is 20 days, set up weekly missions that are updated on a weekly basis.

[0276] In this embodiment, the number of game events may also be determined based on predictive information about play trends (e.g., login frequency, play duration, etc.).

[0277] For example, for players who log in frequently (players who log in every day), daily missions that are updated daily at predetermined intervals may be set, regardless of the difference between the target player PA level and the current player PA level.

[0278] Furthermore, players who log in infrequently and have spent a certain amount (e.g., 300 yen or more) may be able to progress through normal gameplay without relying on game events. Therefore, for players who log in infrequently and have spent a certain amount, the number of game events will be set to be fewer, regardless of the difference between the target player PA level and the current player PA level. For example, weekly missions that are updated on a weekly basis may be set.

[0279] Furthermore, players whose gameplay period (for example, the time from logging in to logging out) exceeds a certain period (for example, more than one hour) may also grow in the normal game regardless of game events. For players who have been playing for a specified period of time or longer, the number of game events will be reduced regardless of the difference between the target player PA level and the current player PA level. For example, weekly missions that are updated on a weekly basis will be set.

[0280] Thus, in this embodiment, for players who have difficulty improving in a normal game, the game is controlled to increase the number of game events and bring them closer to their goals, thereby improving their game performance.

[0281] [8] Results of the game event In this embodiment, the results of a game event may be presented based on the execution status of the game event. For example, the results of a game event may be presented based on the execution status of a game event that is determined at predetermined intervals (for example, a daily mission that is determined every day).

[0282] In this embodiment, the execution status of the game event is determined at the end of the daily mission (for example, at 4:59:59 every day), and the results of the game event are presented to the player.

[0283] In this embodiment, the result of the game event may be determined at at least one of a predetermined determination period and a given determination timing.

[0284] The determination period is the period in which the execution status of the game event is determined. For example, in the real world, the result of the game event is determined at a determination period (for example, every minute, every hour, every day, every week, every month, every year). Also, in this embodiment, in the game world, the result of the game event may be determined at a determination period.

[0285] The determination period may be the same as the predetermined period for setting the game event. Also, the determination period may be a concept different from the predetermined period for setting the game event.

[0286] The determination timing is an irregular timing. For example, the timing when the game event ends, the timing when an enemy is defeated in the game event, the timing when a result determination instruction for the game event is received from the player, etc. may be used as the determination timing.

[0287] Also, in this embodiment, as shown in FIG. 4, the result of the game event may be determined at the end TE of a predetermined period. Also, in this embodiment, the result of the game event may be determined when a predetermined standard (predetermined goal) is reached. Also, the result of the game event may be determined when the game event is achieved.

[0288] Also, the result of the game event in this embodiment includes at least one of the achievement status of the game event, the content of the reward corresponding to the game event, and the information acquired by the player in the game event (for example, information acquired by the player separately from the reward corresponding to the game event).

[0289] The achievement status of the game event includes the result of whether the game event has been achieved and the degree of achievement of the game event.

[0290] The information acquired by players during a game event includes items obtained within the event's missions, experience points earned through gameplay during the event, and rights acquired during the event (such as the right to advance to the next stage).

[0291] Figure 7 shows the display unit 290 of the terminal device 20 of the player PA at the end of a predetermined period. This shows an example of the results screen for a game event.

[0292] For example, if four daily mission game events are set up at the end of a predetermined four-day period, the number of game events, the content of the game events, the player PA's (Player Artifact) achievement status for the game events, the completion rate of the game events, the rewards (rewards obtained) and the experience points (experience points obtained) obtained by the player PA in the game events will be displayed to the player PA's terminal device 20, associated with each event ID. Although not shown in the diagram, dropped items obtained by the player PA in each game event may also be displayed.

[0293] For example, in a game event with event ID=001, player PA completes the daily mission of collecting 5 items D1, achieving a completion rate of 100%. This daily mission also grants 1 stone item, and the player PA receives 5 experience points.

[0294] Furthermore, in the game event with event ID=004, player PA was unable to defeat enemy character E2, resulting in an incomplete achievement and no rewards. However, the player managed to reduce the enemy character's health to 20%, coming very close to achieving the goal. In such cases, the achievement level will be calculated based on the game status of the game event with event ID=004, and the achievement level will be displayed. Additionally, if any experience points were gained, the amount of experience points gained will be displayed.

[0295] Thus, in this embodiment, the results of the game event are presented to the player PA, allowing the player PA to review the results of the game event and be motivated to take on the next game event.

[0296] [9] Comparison of game event execution status and game progress prediction information In this embodiment, the execution status of game events may be compared with game progress prediction information. For example, the execution status of game events may be compared with game progress prediction information in the middle of a predetermined period, and the comparison results may be presented to the player. Alternatively, the execution status of game events may be compared with game progress prediction information at the end of a predetermined period or at a given timing after the end of a predetermined period, and the comparison results may be presented to the player.

[0297] In this embodiment, information about subsequent game events may be controlled based on the comparison result between the execution status of game events and game progress prediction information.

[0298] For example, we will explain an example of comparing the execution status of game events with game progress prediction information in a scenario where 20 daily mission game events are performed over a predetermined period of 20 days (TS~TE) (an example where each game event is set to start at timings T1~T20).

[0299] Figure 8 shows an example of a comparison between the execution status of player PA's game events and game progress prediction information (e.g., growth prediction value) at the end of the 10th game event, which starts at timing T10.

[0300] As shown in Figure 8, the dotted line represents the predicted growth value of the player PA level. The solid line represents the actual (observed) value of the player PA level after the execution of the daily mission (game event). For example, at timing T10, the daily mission (game event) is executed, and the actual value of the player PA level is 30.

[0301] In this embodiment, 10 game events are executed, starting at timings T1 to T10. Based on the comparison results obtained by comparing the situation with game progress prediction information, the content of the game event, the reward content corresponding to the game event, and at least one of the number of times the game event occurs are controlled.

[0302] For example, if the execution of 10 game events starting at timings T1 to T10 raises the player's PA level from 10 to 30, which is higher than the predicted growth value after the 10 game events (level 20), then the difficulty of subsequent game events (from the 11th game event onwards) will be increased. Furthermore, the rewards for subsequent game events (from the 11th game event onwards) will be more generous than the rewards for the first 10 game events.

[0303] Figure 9 shows another example of a comparison between the execution status of player PA's game events and game progress prediction information (e.g., growth prediction value) at the end of the 10th game event, which starts at timing T10.

[0304] For example, if the execution of 10 game events starting at timings T1 to T10 raises the player PA's level from 10 to 15, which is lower than the predicted game progress information (level 20), the difficulty of subsequent game events (from the 11th game event onwards) will be reduced. Furthermore, the rewards for subsequent game events (from the 11th game event onwards) will be lower than the rewards for the first 10 game events. In this embodiment, if the player PA reaches level 20 by the end of the 15th game event, an unexpected bonus (for example, items that can be consumed in the game or a predetermined amount of in-game currency) may be granted to the player PA.

[0305]

[10] Correction In this embodiment, game progress prediction information may be presented to the player, and game event information may be controlled based on the player's modification instructions (editing instructions) of the game progress prediction information. In this embodiment, the game progress prediction information is modified based on the player's modification instructions (editing instructions) of the game progress prediction information. Then, game event information may be controlled based on the modified game progress prediction information.

[0306] In other words, in this embodiment, the content of the game event, the reward content corresponding to the game event, and the number of times the game event occurs may be controlled based on the player's modification instructions.

[0307] In this embodiment, game progress prediction information is presented to the player PA. For example, game progress prediction information is presented to the player PA before the start of a predetermined period, or in the middle of a predetermined period.

[0308] Figure 10 is an example of a screen showing the predicted growth value of the player PA's level, which is an example of game progress prediction information presented to the player PA before the start of a predetermined period. In the example in Figure 10, the target level of the player PA at the end of the predetermined period is set to 30.

[0309] In this embodiment, as shown in Figure 10, a column B1 for changing the target level and a column B4 showing the current level (10) are displayed. The target level (an example of game progress prediction information) can then be changed based on the player PA's operation instructions.

[0310] For example, if player PA wishes to change the current target level from 30 to 25, they enter "25" in the target level input field B2 and click the confirmation button B3. In this embodiment, the system receives a target level modification instruction from player PA. For example, terminal device 20 receives a correction instruction, transmits the correction instruction information to server device 10, and updates the player PA's game progress prediction information (e.g., target level) stored in the server device 10's game progress prediction information storage unit 177. Alternatively, the player PA's terminal device 20 may also update the player PA's game progress prediction information (e.g., target level) stored in the game progress prediction information storage unit 277.

[0311] In this embodiment, when the input "25" is received in the target level input field B2 and a correction instruction is received, at least one of the game event content, the reward content corresponding to the game event, and the number of times the game event is held is controlled based on the correction instruction to set the target level to 25.

[0312] Furthermore, in this embodiment, the game progress prediction information may be modified based on the comparison result between the execution status of game events and the game progress prediction information. In other words, the game progress prediction information may be modified automatically without any operation by the player PA. Based on the modified game progress prediction information, the game event information (at least one of the game event content, the reward content corresponding to the game event, and the number of times the game event occurs) may be controlled.

[0313] For example, as shown in Figure 8, if the actual value is higher than the predicted growth value at the end of the 10th game event which starts at timing T10, the predicted growth value is adjusted to be higher. For example, the target level of the player PA at the end of a given period is changed from 30 to 40. Then, based on the adjusted target level of the player PA (40), at least one of the following is set for the game event: content, reward content, and the number of game events. For example, the difficulty of the game event is increased and the reward content is improved. For example, the items awarded are rare items with a high rarity that are difficult to obtain. Alternatively, bonus items or in-game currency are awarded. In this way, players can be encouraged to continue playing the game.

[0314] Furthermore, as shown in Figure 9, for example, if the actual value is lower than the predicted growth value at the end of the 10th game event which starts at timing T10, the game progress prediction information is modified to be lower. For example, the target level of the player PA at the end of a given period is changed from 30 to 20. Then, based on the modified target level of the player PA (20), at least one of the game event's content, reward content, and number of game events is set. In this way, an environment is created in which players can continue to play the game without becoming discouraged by daily missions.

[0315]

[11] Other game event configuration examples Figure 11 shows an example of a game space map. For example, there are five potential areas (areas AR1 to AR5) in the game space where game event missions can be carried out.

[0316] In this embodiment, as shown in Figure 11, the area where the game event missions will be conducted may be determined based on the enemy character E1 that the player PA frequently defeats, the player PA's item possession status, and item collection information.

[0317] For example, as shown in Figure 11, area AR1 (stage), which includes location EP1 where enemy character E1 is located, may be designated as the area where the game event mission takes place. In this way, the game event can be designed to encounter enemy character E1, which the player PA frequently defeats.

[0318] Furthermore, as shown in Figure 11, for example, area AR2 (stage) containing the location DP1 of the uncollected item D1 may also be an area where game event missions are carried out. This would give the player PA a chance to discover item D1 during the game event.

[0319] Uncollected items include those owned by the player PA but not reaching the required number (e.g., 50). Furthermore, uncollected items also include items that the player PA is unaware of but are predicted to be necessary for future enhancements to their current collection.

[0320] Figure 12 shows an example of a map of another game space. For example, in this embodiment, an area within a radius of X meters of a specific location (e.g., location EP1 where enemy character E1 is located, or location DP1 where uncollected item D1 is located) may be used as the area where the game event mission takes place.

[0321] In this embodiment, as shown in Figure 12, an area AR11 within a radius X meters of a specific location EP1 may be used as the area where the game event missions are carried out.

[0322] For example, if a specific location is location EP1 where enemy character E1 is located, then area AR11 within a radius of X meters from location EP1 may be designated as the area where the game event mission takes place. The value of X is the player's line of sight and / or movable distance.

[0323] Furthermore, if there are multiple specific locations such as EP1 and EP2, the area where the game event missions will be conducted may be determined based on these multiple specific locations EP1 and EP2. For example, the area AR12 within a radius of X meters of the intermediate location MP1 between the multiple specific locations EP1 and EP2 may be designated as the area where the game event missions will be conducted.

[0324] In this way, it is possible to have players encounter enemy character E1, which is frequently defeated by player PAs, during game events, providing an optimal game event area that will satisfy player PAs.

[0325]

[12] Team game progress prediction information Furthermore, in this embodiment, team game progress prediction information may be set for each team including multiple players, and the team game progress prediction information may be compared with the player's own game progress prediction information. Based on the comparison result, the player's own game progress prediction information may be controlled.

[0326]

[13] Flowchart Next, the processing flow related to the control of game event information in this embodiment will be explained using Figure 13.

[0327] First, game progress prediction information is set (Step S1). Next, game event information is controlled based on the game progress prediction information (Step S2). Then, a predetermined period is started (Step S3).

[0328] The variable N is assigned the value 1 (step S4). Then, the Nth game event is started (step S5). Then, it is decided whether or not to end the Nth game event (step S6). If it is decided to end the Nth game event (Y in step S6), the Nth game event is ended (step S7). On the other hand, if it is decided not to end the Nth game event (N in step S6), the process returns to step S6.

[0329] After step S7, it is determined whether the predetermined period has ended (step S8). If the predetermined period has ended (Y in step S8), the process ends. On the other hand, if the predetermined period has ended If not (N in step S8), determine whether the next game event has occurred (step S9).

[0330] If the next game event occurs (Y in step S9), substitute N+1 for N (step S10). That is, count N as 1. Then return to step S5. On the other hand, if the next game event has not occurred (N in step S9), return to step S8.

[0331]

[14] Application examples (1) Player level and character level In this embodiment, mainly, an example of setting the target level of player PA (an example of game progress prediction information) and controlling the information of game events has been described. However, instead of the level of player PA, the level of character CA (an example of game progress prediction information) that is the operation target of player PA may be set, and the information of game events may be controlled.

[0332] (2) Other games In this embodiment, mainly a role-playing game has been described. However, it can also be used in other games such as action games, battle games, fighting games, simulation games, racing games, breeding games, quiz games, music games, etc.

[0333]

[15] Others The present invention is not limited to those described in the above embodiments, and various modifications can be made. For example, terms cited as broad or synonymous terms in the description in the specification or drawings can be replaced with broad or synonymous terms in other descriptions in the specification or drawings.

[0334] The present invention includes configurations that are substantially the same as the configurations described in the embodiments (for example, configurations having the same functions, methods, and results, or configurations having the same purposes and effects). Further, the present invention includes configurations in which non-essential parts of the configurations described in the embodiments are replaced. Further, the present invention includes configurations having the same operational effects as the configurations described in the embodiments or configurations capable of achieving the same purpose. Further, the present invention includes configurations in which known techniques are added to the configurations described in the embodiments.

[0335] As described above, the embodiments of the present invention have been described in detail. However, those skilled in the art will easily understand that many modifications can be made without substantially departing from the novel matters and effects of the present invention. Therefore, all such modified examples are considered to be included in the scope of the present invention.

Explanation of reference numerals

[0336] 10 Server devices, 20, 20A, 20B, 20C Terminal devices, 100 Processing unit, 111 Game control unit, 112 Display control unit, 113 Character control unit, 114 Setting unit, 115 Reception unit, 116 Event control unit, 119 Display unit, 120 Communication control unit, 122 Management unit, 130 Image generation unit, 140 Sound processing unit, 160 Input section, 170 Storage section, 171 Main memory section, 172 Image buffer, 174 Game data storage unit, 176 Player information storage unit, 177 Game progress prediction information storage unit, 178 Game event information storage unit, 180 Information storage media, 196 Communications Department, 200 Processing unit, 211 Game control unit, 212 Display control unit, 213 Character control unit, 214 Setting unit, 215 Reception unit, 216 Event control unit, 219 Display unit, 220 Communication control unit, 230 Image generation unit, 240 Sound processing unit, 260 Input unit, 262 Detection unit, 270 Storage unit, 271 Main memory section, 272 Image buffer, 274 Game data storage section, 276 Player information storage unit, 277 Game progress prediction information storage unit, 278 Game event information storage unit, 280 Information storage medium, 290 Display unit, 292 Audio output section, 296 Communication section

Claims

1. A game system that allows a predetermined game to progress, A setting unit that sets predicted information about the player's game progress over a predetermined period based on at least one of player information and game progress information, The event control unit includes an event control unit that sets up multiple game events during the predetermined period, The event control unit, A game system characterized by controlling information about game events based on the game progress prediction information.

2. In claim 1, The information regarding the aforementioned game event is: A game system characterized by including at least one of the following: the content of a game event, the reward content corresponding to the game event, and the number of times the game event will be held.

3. In claim 2, The contents of the aforementioned game event are as follows: A game system characterized by including at least one of the following: a task that the player must accomplish, the type of the task, and the attributes of the task.

4. In claim 1 or 2, The information regarding the aforementioned player is: A game system characterized by comprising at least one of the following: the player's play time, the player's play results, the player's play tendencies, consumption, owned items, the player's profile, and the relationship between the player and other players.

5. In claim 1 or 2, The aforementioned game progress information is, A game system characterized by comprising at least one of the following: the status of event execution during the predetermined period, the results of game events during the predetermined period, player progress information, and character progress information.

6. In claim 1 or 2, The aforementioned game progress prediction information is, A game system characterized in that at least one of the player information and the game progress information is information about the process of reaching a predetermined standard.

7. In claim 1 or 2, The event control unit, A game system characterized by setting game events at predetermined intervals.

8. In claim 1 or 2, The event control unit, A game system characterized by setting game events at a given timing.

9. In claim 1 or 2, The event control unit, A game characterized by setting at least one of a predetermined period for setting game events and a given timing for setting game events based on player input. system.

10. In claim 1 or 2, The event control unit, A game system characterized by setting a predetermined period for setting game events and a given timing for setting game events, based on at least one of player information and game progress information.

11. In claim 1 or 2, A game system further comprising a display unit that displays the results of a game event based on the execution status of the game event.

12. In claim 1 or 2, The event control unit, A game system characterized by determining the result of the game event at at least one of a predetermined determination cycle and a given determination timing.

13. In claim 1 or 2, The event control unit, A game system characterized by determining the result of a game event at the end of a predetermined period, when a predetermined criterion is reached, or when a game event is achieved.

14. In claim 11, The results of the aforementioned game event are as follows: A game system characterized by including at least one of the following: the progress of a game event, the rewards corresponding to the game event, and information acquired by the player during the game event.

15. In claim 1 or 2, The event control unit, A game system characterized by comparing the execution status of game events with game progress prediction information.

16. In claim 1 or 2, The event control unit, A game system characterized by controlling information for subsequent game events based on a comparison between the execution status of game events and game progress prediction information.

17. In claim 1 or 2, It further includes a display section that presents game progress prediction information to the player, The event control unit, A game system characterized by controlling information about game events based on the player's instructions to modify the game progress prediction information.

18. In claim 1 or 2, The event control unit, A game system characterized by changing the number of game events based on the game progress prediction information, and determining at least one of a predetermined period for setting game events and a given timing within a predetermined period, according to the changed number of events.

19. In claim 1 or 2, The event control unit, A game system characterized by modifying game progress prediction information based on a comparison of the execution status of game events with game progress prediction information, and controlling game event information based on the modified game progress prediction information.

20. In claim 1 or 2, The event control unit, A game system characterized in that each game event within the predetermined period is set to be related to the others.

21. An information processing device for advancing a predetermined game, A setting unit that sets predicted information about the player's game progress over a predetermined period based on at least one of player information and game progress information, The event control unit includes an event control unit that sets up multiple game events during the predetermined period, The event control unit, An information processing device characterized by controlling information about game events based on the game progress prediction information.

22. A program that advances a predetermined game, A setting unit that sets predicted information about the player's game progress over a predetermined period based on at least one of player information and game progress information, The computer functions as an event control unit that sets up multiple game events within the predetermined period. The event control unit, A program characterized by controlling information about game events based on the game progress prediction information.