Program, information processing method, server, terminal

By introducing a communication mechanism between the server and the terminal in the game program, multiple task candidates are displayed and processed according to user selection, and the points rewards are given to the user after completing the task, the problem of insufficient reward mechanism in the existing game program is solved and user experience and motivation are improved.

JP7673036B2Active Publication Date: 2025-05-08LY CORP
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Patent Information

Application Number
JP2022186659
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-11-22
Publication Date
2025-05-08
Estimated Expiration
2042-11-22

AI Technical Summary

Technical Problem

There are shortcomings in the reward mechanism of existing game programs, and users lack effective reward mechanisms after completing tasks, resulting in poor user experience.

Method used

By establishing communication between the server and the terminal, multiple task candidates are displayed and processed according to the task candidates selected by the user, the user is given a reward of points after completing the task, and additional reward information is provided based on the accumulated points.

Benefits of technology

It improves users' motivation and experience to complete tasks, and encourages users to continue to participate in the game through the points reward mechanism, which enhances users' stickiness.

✦ Generated by Eureka AI based on patent content.

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Abstract

To improve an interest in a game.SOLUTION: A control unit of a server performs the processes of: displaying, on a display part of a terminal, a plurality of mission candidates which are candidates of missions for correlating a point to a user of the terminal upon achievement; correlating, to the user, the plurality of missions based on the plurality of mission candidates selected by the user among the plurality of mission candidates displayed on the display part; summing, to a total point correlated to the user, the point based on that a first mission is achieved among the plurality of missions correlated to the user; summing, to the total point, the point based on that at least the first mission was achieved again out of the first mission and the second mission; and correlating benefit information based on the total point to the user.SELECTED DRAWING: Figure 1-1
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Description

[Technical field]

[0001] The present disclosure relates to a program, an information processing method, a server, a terminal, etc. [Background technology]

[0002] For example, as disclosed in Patent Document 1, a game program has been proposed in which a reward is given to a user when the user completes a mission. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2020-49047 A Summary of the Invention

[0004] According to a first aspect of the present invention, a program executed by a server communicating with a terminal performing game-related processing includes the following operations executed by the server: a control unit of the server causes a display unit of the terminal to display multiple mission candidates, which are candidates for missions that, when completed, will be associated with the user of the terminal; a control unit causes the control unit to associate with the user multiple missions based on multiple mission candidates selected by the user from the multiple mission candidates displayed on the display unit; a control unit causes the control unit to add points based on the completion of a first mission of the multiple missions associated with the user to a total point associated with the user and add points based on the completion of a second mission of the multiple missions associated with the user to the total point; a control unit causes the control unit to add points based on a re-completion of at least the first mission of the first and second missions to the total point; and a control unit causes the control unit to associate bonus information based on the total point with the user. According to a second aspect of the present invention, an information processing method of a server communicating with a terminal includes: causing a control unit of the server to perform a process of displaying, on a display unit of the terminal, a plurality of mission candidates which are candidates for missions for which points are associated with a user of the terminal when the mission is accomplished; causing the control unit to perform a process of associating, with the user, a plurality of missions based on a plurality of mission candidates selected by the user from the plurality of mission candidates displayed on the display unit; causing the control unit to perform a process of adding, by the control unit, points based on the accomplishment of a first mission of the plurality of missions associated with the user to a total point associated with the user, and adding, by the control unit, points based on the accomplishment of a second mission of the plurality of missions associated with the user to the total point; causing the control unit to perform a process of adding, by the control unit, points based on the re-achievement of at least the first mission of the first and second missions to the total point; and causing the control unit to perform a process of associating, with the user, bonus information based on the total point. According to a third aspect of the present invention, a server communicating with a terminal includes a control unit that performs the following processes: displaying a plurality of mission candidates on a display unit of the terminal, which are candidates for missions that, when completed, will be associated with points for the user of the terminal; associating a plurality of missions based on a plurality of mission candidates selected by the user from the plurality of mission candidates displayed on the display unit, with the user; adding points based on the completion of a first mission of the plurality of missions associated with the user to a total point associated with the user, and adding points based on the completion of a second mission of the plurality of missions associated with the user to the total point; adding points based on a re-completion of at least the first mission of the first and second missions to the total point; and associating bonus information based on the total point with the user. According to a fourth aspect of the present invention, a program executed by a terminal that communicates with a server and performs processing related to a game includes the following operations: displaying a plurality of mission candidates on a display unit of the terminal, which are candidates for missions that, when completed, will be associated with points for the user of the terminal; transmitting first information to the server via a communication unit of the terminal for associating a plurality of missions based on a plurality of mission candidates selected by the user from the plurality of mission candidates displayed on the display unit to the user; receiving second information from the server via the communication unit regarding the plurality of missions based on the plurality of mission candidates selected by the user being associated with the user; displaying a total point on the display unit based on the points based on the completion of a first mission of the plurality of missions associated with the user being added to a total point associated with the user, displaying a total point on the display unit based on the points based on the completion of a second mission of the plurality of missions associated with the user being added to the total point; displaying a total point on the display unit based on the points based on a re-completion of at least the first mission of the first and second missions being added to the total point; and displaying bonus information based on the total point on the display unit. According to a fifth aspect of the present invention, an information processing method of a terminal that communicates with a server and performs processing related to a game includes displaying a plurality of mission candidates on a display unit of the terminal, which are candidates for missions that, when completed, will be associated with points to a user of the terminal; transmitting first information to the server by a communication unit of the terminal for associating a plurality of missions based on a plurality of mission candidates selected by the user from the plurality of mission candidates displayed on the display unit to the user; receiving second information from the server by the communication unit regarding the plurality of missions based on the plurality of mission candidates selected by the user being associated with the user; displaying a total point on the display unit based on points based on the completion of a first mission of the plurality of missions associated with the user being added to a total point associated with the user, displaying a total point on the display unit based on points based on the completion of a second mission of the plurality of missions associated with the user being added to the total point; displaying a total point on the display unit based on points based on a re-completion of at least the first mission of the first mission and the second mission being added to the total point; and displaying bonus information based on the total point on the display unit. According to a sixth aspect of the present invention, a terminal that communicates with a server and performs game-related processing comprises a display unit that displays mission candidates, which are candidates for missions that, when completed, will be associated with points for a user of the terminal, and a communication unit that transmits to the server first information for associating with the user a plurality of missions based on a plurality of mission candidates selected by the user from the plurality of mission candidates displayed on the display unit, and receives from the server second information regarding the plurality of missions based on the plurality of mission candidates selected by the user being associated with the user, and the display unit displays total points based on points based on the completion of a first mission from the plurality of missions associated with the user being added to total points associated with the user, displays total points based on points based on the completion of a second mission from the plurality of missions associated with the user being added to the total points, displays total points based on points based on at least the first mission from the first and second missions being completed again being added to the total points, and displays bonus information based on the total points. [Brief description of the drawings]

[0005] [Figure 1-1] FIG. 1 is a diagram showing an example of a system configuration of a communication system according to a first embodiment. [Figure 1-2] FIG. 2 is a diagram showing an example of functions realized by a control unit of the server according to the first embodiment. [Figure 1-3] FIG. 4 is a diagram showing an example of information stored in a storage unit of the server according to the first embodiment. [Figure 1-4] FIG. 2 is a diagram showing an example of a data structure of player registration data in the first embodiment. [Figure 1-5] FIG. 2 is a diagram showing an example of a data configuration of a player management database according to the first embodiment. [Figure 1-6] FIG. 2 is a diagram showing an example of a data configuration of point card management data according to the first embodiment. [Figure 1-7] FIG. 2 is a diagram showing an example of a data configuration of mission data according to the first embodiment. [Figure 1-8] FIG. 11 is a diagram showing an example of the data configuration of point addition processing data according to the first embodiment. [Figure 1-9] FIG. 2 is a diagram showing an example of functions realized by a control unit of the terminal according to the first embodiment. [Figure 1-10] FIG. 4 is a diagram showing an example of information stored in a storage unit of the terminal according to the first embodiment. [Figure 1-11] FIG. 4 is a diagram showing an example of a screen displayed on a display unit of the terminal according to the first embodiment. [Figure 1-12] FIG. 4 is a diagram showing an example of a screen displayed on a display unit of the terminal according to the first embodiment. [Figure 1-13] FIG. 4 is a diagram showing an example of a screen displayed on a display unit of the terminal according to the first embodiment. [Figure 1-14] FIG. 4 is a diagram showing an example of a screen displayed on a display unit of the terminal according to the first embodiment. [Figure 1-15] FIG. 4 is a diagram showing an example of a screen displayed on a display unit of the terminal according to the first embodiment. [Figure 1-16] FIG. 4 is a diagram showing an example of a screen displayed on a display unit of the terminal according to the first embodiment. [Figure 1-17] FIG. 4 is a diagram showing an example of a screen displayed on a display unit of the terminal according to the first embodiment. [Figure 1-18] FIG. 4 is a diagram showing an example of a screen displayed on a display unit of the terminal according to the first embodiment. [Figure 1-19] FIG. 4 is a diagram showing an example of a screen displayed on a display unit of the terminal according to the first embodiment. [Figure 1-20] FIG. 4 is a diagram showing an example of a screen displayed on a display unit of the terminal according to the first embodiment. [Figure 1-21] FIG. 4 is a diagram showing an example of a screen displayed on a display unit of the terminal according to the first embodiment. [Figure 1-22] FIG. 4 is a diagram showing an example of a screen displayed on a display unit of the terminal according to the first embodiment. [Figure 1-23] FIG. 4 is a diagram showing an example of a screen displayed on a display unit of the terminal according to the first embodiment. [Figure 1-24] 4 is a timing chart showing various timings when a mission is accomplished in the first embodiment. [Figure 1-25]4 is a flowchart showing an example of the flow of processes executed by each device according to the first embodiment. [Figure 1-26] 4 is a flowchart showing an example of the flow of processes executed by each device according to the first embodiment. [Figure 1-27] 4 is a flowchart showing an example of the flow of processes executed by each device according to the first embodiment. [Figure 1-28] FIG. 11 is a diagram showing an example of a screen displayed on a display unit of a terminal according to a first modified example. [Figure 2-1] FIG. 11 is a diagram showing an example of the data configuration of point card management data according to the second embodiment. [Figure 2-2] FIG. 11 is a diagram showing an example of a data configuration of mission data according to the second embodiment. [Figure 2-3] FIG. 11 is a diagram showing an example of a data configuration of mission data according to a second modified example. [Figure 2-4] FIG. 11 is a diagram showing an example of a screen displayed on a display unit of a terminal according to a second embodiment. [Figure 2-5] FIG. 11 is a diagram showing an example of a screen displayed on a display unit of a terminal according to a second embodiment. [Figure 2-6] 10 is a flowchart showing an example of the flow of processes executed by each device according to the second embodiment. [Diagram 2-7] FIG. 11 is a diagram showing an example of the data configuration of point card management data according to the second embodiment. [Figure 2-8] FIG. 11 is a diagram showing an example of a data configuration of mission data according to the second embodiment. [Figure 2-9] FIG. 11 is a diagram showing an example of a screen displayed on a display unit of a terminal according to a second embodiment. [Figure 2-10] FIG. 11 is a diagram showing an example of a screen displayed on a display unit of a terminal according to a second embodiment. [Figure 3-1] FIG. 13 is a diagram showing an example of the data configuration of point card management data according to the third embodiment. [Figure 3-2] FIG. 11 is a diagram showing an example of a screen displayed on a display unit of a terminal according to a third embodiment. [Figure 3-3] FIG. 13 is a diagram showing an example of information stored in a storage unit of a server according to a third embodiment. [Diagram 3-4]FIG. 13 is a diagram showing an example of a data configuration of mission pattern data according to the third embodiment. [Figure 3-5] FIG. 13 is a diagram showing an example of a data configuration of mission pattern data according to the third embodiment. [Figure 4-1] FIG. 13 is a diagram showing an example of information stored in a storage unit of a server according to the fourth embodiment. [Figure 4-2] FIG. 13 is a diagram showing an example of a screen displayed on a display unit of a terminal according to a fourth embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0006] <Compliance with legal matters> It should be noted that the disclosures described herein are subject to compliance with the laws of the country of implementation, such as communications secrecy, as necessary for the implementation of the disclosure.

[0007] <Embodiment> In this specification, for ease of understanding, there are some places where the phrase "by way of example and not by way of limitation" is used, but please note that not only these places but also the entire embodiment described below are not limited to the contents of the description.

[0008] An embodiment for implementing a program or the like according to the present disclosure will be described with reference to the drawings.

[0009] A system may be comprised of, for example and not by way of limitation, a number of devices. The multiple devices may be a combination of devices of the same type, a combination of devices of different types, or a combination of devices of the same type and devices of different types. Note that a system can be considered, for example and not by way of limitation, as a plurality of devices working together to perform some kind of processing.

[0010] Furthermore, a system relating to a client (client device) and a server can be considered to be, by way of example and not of limitation, at least one of the following: (1) Terminals and servers (2) Server (3) Terminal

[0011] (1) is, by way of example and not limitation, a system including at least one terminal and at least one server. One example of this is a client-server system.

[0012] The server is configured by the following devices, for example and not by way of limitation, and may be a single device or a combination of multiple devices.

[0013] Specifically, the server is configured to have at least one processor (for example and without limitation, CPU: Central Processing Unit, GPU: Graphics Processing Unit, APU: Accelerated Processing Unit, DSP: Digital Signal Processor (for example and without limitation, ASIC: Application Specific Integrated Circuit, FPGA: Field Programmable Gate Array), etc.), computer device (processor + memory), control device, arithmetic device, processing device, etc., and may be a configuration having multiple of the same type of any one device (for example and without limitation, CPU + CPU, homogeneous multi-core processor, etc.) or a configuration having multiple different types of any one device (for example and without limitation, CPU + DSP, heterogeneous multi-core processor, etc.), or may be a combination of multiple devices (for example and without limitation, processor + computer device, processor + arithmetic device, multiple devices made heterogeneous, etc.). The processor may be a virtual processor.

[0014] Also, when a server executes some processing, if the server is configured with a single device, the processing described in the embodiment is executed by the single device. If the server is configured with multiple devices, one device may execute some processing, and the other device may execute other processing. As a non-limiting example, if the server is configured with a processor and an arithmetic device, the processor may execute a first processing, and the arithmetic device may execute a second processing. Furthermore, when a configuration is made up of a plurality of devices, the devices may be arranged in locations physically separated from one another.

[0015] Furthermore, the functions of the server may be provided in the form of PaaS, IaaS, or SaaS in cloud computing, for example and without limitation.

[0016] The control unit of the system may be at least one of the control unit of the terminal and the control unit of the server. That is, by way of example and not limitation, the control unit of the system may be any of the following: (1A) only the control unit of the terminal, (1B) only the control unit of the server, or (1C) both the control unit of the terminal and the control unit of the server.

[0017] In addition, the control and processing (hereinafter collectively referred to as "control, etc.") performed by the control unit of the system may be performed by (1A) only the control unit of the terminal, (1B) only the control unit of the server, or (1C) both the control unit of the terminal and the control unit of the server. In addition, in (1C), as an example and not a limitation, some of the controls performed by the control unit of the system may be performed by the control unit of the terminal, and the remaining controls may be performed by the control unit of the server. In this case, the allocation (allocation) of the controls may be equal or may be allocated in different proportions.

[0018] Furthermore, when referring to a communication unit of a server, if the server is configured with a single device, it may be the communication unit itself that the single device has, or, if the server is configured with multiple devices, the communication unit of the server may be configured to include each communication unit that each device has. As an example and not by way of limitation, if a server comprises a first device and a second device, the first device having a first communication unit and the second device having a second communication unit, the communication unit of the server may be conceptualized as including the first communication unit and the second communication unit.

[0019] (2) is not limited to, but may be, for example, a system consisting of multiple servers (hereinafter, referred to as a "server system"). In this case, the configuration of each server may be the same as that described above.

[0020] The control etc. performed by the server system may be performed by only one of the multiple servers (2A), by only the other servers (2B), or by both the one server and the other servers (2C). In addition, in (2C), as an example and not a limitation, one server may perform part of the control etc. performed by the server system, and another server may perform the remaining control etc. In this case, the allocation (allocation) of the control etc. may be equal or may be allocated in different proportions.

[0021] (3) By way of example and not limitation, the system may be comprised of multiple terminals. The system may be, by way of example and not limitation, a system such as the following: A system that gives server functions to terminals (distributed system). This can be realized using blockchain technology, for example and not by way of limitation. A system in which terminals communicate wirelessly with each other. This can be realized, for example and without limitation, by communicating in a peer-to-peer (P2P) manner using short-range wireless communication technology such as Bluetooth (registered trademark).

[0022] The above is not limited to the control unit, but also applies to each functional unit such as an input / output unit, a communication unit, a storage unit, and a clock unit that may be components of the system.

[0023] In the following embodiment, a system including a terminal and a server (a client-server system) is illustrated as an example and not as a limitation. It should be noted that the server system described above in (2) can also be used as the server.

[0024] Also, instead of a system including a terminal and a server, a system not including a server, such as the above system (3) as an example and not a limitation, may be applied. In this case, the embodiment can be configured based on the above-mentioned blockchain technology. Specifically, by way of example and not limitation, data stored and managed in a server described in the following embodiment is stored on the blockchain. Then, the terminal generates a transaction to the blockchain, and when the transaction is approved on the blockchain, the data stored on the blockchain can be updated.

[0025] It should be noted that even when the term "terminal" is used, this is not limited to the meaning of a terminal as a client device in a client server. That is, a terminal may include the concept of a device other than that of a client-server.

[0026] Furthermore, in this specification, the expression "through a communication I / F" is used as appropriate. This is not intended to be limiting, but may indicate, by way of example, that a device transmits and receives various types of information and data through a communication I / F (through a communication unit) based on the control of a control unit (such as a processor).

[0027] In addition, in this specification, when the terms "related to" and "associated with" are used, "B related to A" or "B related to A" may mean, by way of example and not limitation, "B" having some kind of relationship with "A." Specific examples of this will be described later.

[0028] In addition, in this specification, when a device performs processing on two or more objects, such as "transmitting A and B" or "receiving A and B," this may include performing "A" and "B" in a synchronized manner (hereinafter referred to as "simultaneous"), and performing "A" and "B" with a different timing (hereinafter referred to as "non-simultaneous"). As an example and not a limitation, when referring to transmitting first information and second information, this may include both concepts of transmitting the first information and the second information in a synchronized manner and transmitting the first information and the second information with a lag in timing. In addition, taking into account the lag (time lag), "simultaneous" may include "almost simultaneously."

[0029] Note that, even if "A" and "B" are performed at different times, this only needs to be the processing targeting "A" and "B," and the purpose does not necessarily have to be the same. As an example and not a limitation, when the first information and the second information are transmitted as described above, it is sufficient to transmit the first information and the second information, and this may include cases where the first information and the second information are transmitted for the same purpose, as well as cases where the first information and the second information are transmitted for different purposes.

[0030] Also, by way of example and not limitation, the present specification discloses a technique in which a user plays a game in which the user accomplishes a mission on the user's terminal 20. The user may be referred to as a player who plays the game.

[0031] The content provided in the game may include, by way of example and not limitation, text content in text format, image content in image format (including at least one of still images and moving images), sound content in sound format (including voice), and the like. In addition, the content may include operation content such as buttons and icons for user operations, and link content such as URIs (including URLs).

[0032] The text may include, by way of example and not limitation, at least one of national characters, extended characters, machine-dependent characters, numbers, symbols, graphics, and symbols represented by character codes. The text does not have to include at least one of the above characters, extended characters, machine-dependent characters, numbers, symbols, figures, and signs, and may include other text.

[0033] The image may include at least one of various types of image information, such as, for example and without limitation, an icon, a button, a stamp, an emoji, and a banner image.

[0034] Unlike the above definition, the superordinate concept of a message may be content, or content and message may be synonymous, or it is not necessary to define them in this way.

[0035] <Example> An example of an embodiment to which the present invention is applied will be described below. In the embodiment described below, an example will be described in which a user plays a game in which the user can select a mission to accomplish.

[0036] <First Example> The first embodiment is an example, not a limitation, of a game that a user (player) of terminal 20 can play by executing a game application, in which the user can select multiple missions to be completed by the user from multiple missions prepared in advance, a common completion deadline is set for the selected multiple missions, and an upper limit is set for the total value of points acquired by the user for each of the multiple missions.

[0037] The contents described in the first embodiment are applicable to any of the other embodiments and other modified examples. Furthermore, the same components as those already mentioned are given the same reference numerals and will not be described again.

[0038] <System configuration> FIG. 1-1 is a diagram illustrating an example of a system configuration of a communication system 1 according to the present embodiment. In the communication system 1, as an example and not a limitation, a server 10 and a plurality of terminals 20 (terminal 20A, terminal 20B, terminal 20C, . . . ) are connected via a network 30.

[0039] The server 10 has a function of providing a game service (game application) to the terminal 20 owned by the user via the network 30. In this embodiment, by way of example and not limitation, the server 10 will be described as having a function as a game server that manages information related to the game application.

[0040] The number of servers 10 and the number of terminals 20 connected to the network 30 are not limited.

[0041] The terminal 20 (terminal 20A, terminal 20B, terminal 20C, ...) may be any information processing terminal capable of implementing the functions described in each embodiment. The terminal 20 includes, but is not limited to, a smartphone, a mobile phone (feature phone), a computer (such as, but not limited to, a desktop, laptop, tablet, etc.), a media computer platform (such as, but not limited to, a cable or satellite set-top box, digital video recorder), a handheld computer device (such as, but not limited to, a PDA (personal digital assistant), email client, etc.), a wearable device (such as a glasses-type device, a watch-type device, etc.), a VR (Virtual Reality) terminal, a smart speaker (a device for voice recognition), or other types of computers or communication platforms. The terminal 20 may also be expressed as an information processing terminal.

[0042] The configurations of the terminals 20A, 20B, and 20C can be the same as one another, for example and not for limitation. In addition, if necessary, the terminal used by the user X may be expressed as the terminal 20X, and the user information in a predetermined service associated with the user X or the terminal 20X may or may not be expressed as the user information X. The user information is information of a user associated with an account used by the user in a specific service. The user information includes, but is not limited to, information associated with a user, such as the user's name, the user's icon image, the user's age, the user's sex, the user's address, the user's hobbies and interests, and the user's identifier, which is input by the user or given by a specific service, and may be any one of these, or a combination of these, or may not be the same.

[0043] The network 30 plays a role of connecting one or more terminals 20 and one or more servers 10. In other words, the network 30 refers to a communication network that provides a connection path so that the above-mentioned various devices can be connected and then transmit and receive data.

[0044] One or more portions of network 30 may or may not be wired or wireless networks. Network 30 may include, by way of example and not limitation, an ad hoc network, an intranet, an extranet, a virtual private network (VPN), a local area network (LAN), a wireless LAN (WLAN), a wide area network (WAN), a wireless WAN (WWAN), a metropolitan area network (MAN), a portion of the Internet, a portion of the Public Switched Telephone Network (PSTN), a cellular network, integrated service digital networks (ISDN), wireless LAN, long term evolution (LTE), code division multiple access (CDMA), Bluetooth, satellite communications, or the like, or a combination of two or more thereof. Network 30 may include one or more networks 30.

[0045] The server 10 (not limited to, but an example of a server, information processing device, or information management device) has a function of providing a predetermined service (in this embodiment, a service that provides content related to a game application) to the terminal 20. The server 10 may be any device as long as it is an information processing device that can realize the functions described in each embodiment. The server 10 includes, not limited to, a server device, a computer (not limited to, but an example of, a desktop, a laptop, a tablet, etc.), a media computer platform (not limited to, but an example of, a cable, a satellite set-top box, a digital video recorder), a handheld computer device (not limited to, but an example of, a PDA, an email client, etc.), or other types of computers or communication platforms. The server 10 may also be expressed as an information processing device. When it is not necessary to distinguish between the server 10 and the terminal 20, the server 10 and the terminal 20 may or may not be expressed as information processing devices.

[0046] [Hardware (HW) configuration of each device] The hardware configuration of each device included in the communication system 1 will be described.

[0047] (1) Terminal hardware configuration FIG. 1-1 shows an example of the hardware configuration of the terminal 20. In FIG. The terminal 20 includes a control unit 21 (CPU: central processing unit), a storage unit 28, a communication I / F 22 (interface), an input / output unit 23, a clock unit 29A, and a position calculation information detection unit 29B. The HW components of the terminal 20 are connected to each other via a bus B, for example and not for limitation. It is not essential that the HW configuration of the terminal 20 includes all of the components. For example and not for limitation, the terminal 20 may or may not be configured such that individual components or multiple components are removable.

[0048] The communication I / F 22 transmits and receives various data via the network 30. The communication may be performed either wired or wirelessly, and any communication protocol may be used as long as the communication between the two devices is possible. The communication I / F 22 has a function of communicating with various devices such as the server 10 via the network 30. The communication I / F 22 transmits various data to various devices such as the server 10 according to instructions from the control unit 21. The communication I / F 22 also receives various data transmitted from various devices such as the server 10 and transmits it to the control unit 21. The communication I / F 22 may also be simply referred to as a communication unit. When the communication I / F 22 is configured with a physically structured circuit, it may also be referred to as a communication circuit.

[0049] The input / output unit 23 includes a device for inputting various operations to the terminal 20, a device for outputting processing results processed by the terminal 20, etc. The input / output unit 23 may be an integrated input unit and an output unit, or may be separate from the input unit and the output unit, or may not be.

[0050] The input unit is realized by any one or a combination of all kinds of devices that can receive input from a user and transmit information related to the input to the control unit 21. Examples of the input unit include, but are not limited to, a touch panel, a touch display, hardware keys such as a keyboard, a pointing device such as a mouse, a camera (operation input via moving images), and a microphone (operation input by voice).

[0051] The output unit is realized by any one or a combination of all kinds of devices capable of outputting the processing results processed by the control unit 21. Examples of the output unit include, but are not limited to, a touch panel, a touch display, a speaker (audio output), a lens (for example, but not limited to, 3D (three dimensions) output and hologram output), a printer, etc.

[0052] By way of example only, the input / output unit 23 includes, by way of example and not limitation, a display unit 24, a sound input unit 25, a sound output unit 26, and an imaging unit 27.

[0053] The display unit 24 is realized by any one of all kinds of devices capable of displaying according to the display data written in the frame buffer, or a combination thereof. The display unit 24 includes, by way of example and not limitation, a touch panel, a touch display, a monitor (by way of example and not limitation, a liquid crystal display or an organic electroluminescence display (OLED)), a head mounted display (HDM), a projection mapping, a hologram, a device capable of displaying images, text information, and the like in air (which may or may not be a vacuum). Note that these display units 24 may or may not be capable of displaying display data in 3D.

[0054] The sound input unit 25 is used to input sound data (including voice data; the same applies below). The sound input unit 25 includes a microphone and the like. The sound output unit 26 is used to output sound data and includes a speaker and the like. The imaging unit 27 is used to obtain image data (including still image data and moving image data; the same applies below.) The imaging unit 27 includes a camera and the like.

[0055] When the input / output unit 23 is a touch panel, the input / output unit 23 and the display unit 24 may be disposed facing each other and have approximately the same size and shape.

[0056] The clock unit 29A is a built-in clock of the terminal 20, and outputs time information (timekeeping information). The clock unit 29A is configured to include, for example and not limitation, a clock using a crystal oscillator. The clock unit 29A can also be expressed as a timekeeping unit or a time information detection unit, for example and not limitation.

[0057] The clock unit 29A may or may not have a clock that conforms to the Network Identity and Time Zone (NITZ) standard or the like.

[0058] The position calculation information detection unit 29B is a functional unit that detects (measures) information (hereinafter referred to as "position calculation information") necessary for the control unit 21 to calculate (measure) the position of its own terminal 20. The position calculation information detection unit 29B can also be expressed as a position calculation sensor unit, for example and not by way of limitation.

[0059] The position calculation information detection unit 29B includes, by way of example and not limitation, a satellite positioning sensor (satellite positioning unit) which is a sensor or unit for calculating the position of the terminal 20 using a satellite positioning system such as GPS (Global Positioning System), an inertial measurement sensor (inertial measurement unit (IMU (Inertial Measurement Unit))) which is a sensor or unit for calculating the position of the terminal 20 using an inertial navigation system, a UWB positioning sensor (UWB positioning unit) which is a sensor or unit for calculating the position of the terminal 20 using UWB (Ultra Wide Band), and the like.

[0060] The satellite positioning unit includes, by way of example and not limitation, an RF receiving circuit that converts RF (Radio Frequency) signals, including positioning satellite signals transmitted from positioning satellites and received by an antenna (not shown), into digital signals, and a baseband processing circuit that performs correlation calculation processing or the like on the digital signals output from the RF receiving circuit to capture the positioning satellite signals, and outputs information such as satellite orbit data and time data extracted from the positioning satellite signals as information for position calculation.

[0061] The inertial measurement unit has an inertial sensor that is a sensor that detects information required for calculating the position of the terminal 20 by inertial navigation calculation. The inertial sensor includes, but is not limited to, a three-axis acceleration sensor and a three-axis gyro sensor, and outputs the acceleration detected by the acceleration sensor and the angular velocity detected by the gyro sensor as information for position calculation.

[0062] The UWB positioning unit includes, by way of example and not limitation, an ultra-wideband RF receiving circuit that converts an ultra-wideband RF (Radio Frequency) signal, including an ultra-wideband pulse signal for positioning transmitted from a positioning beacon and received by an antenna not shown, into a digital signal, and a relative position calculation processing circuit that calculates the relative position between the terminal 20 and the positioning beacon based on the digital signal output from the ultra-wideband RF receiving circuit. As an example and not by way of limitation, the UWB positioning unit may or may not cause the terminal 20 to function as a positioning beacon by transmitting an ultra-wideband RF signal including an ultra-wideband pulse signal for positioning from an antenna not shown.

[0063] As an example and not a limitation, the control unit 21 calculates the position of its own terminal 20 at regular timing or specific timing based on the position calculation information detected by the position calculation information detection unit 29B. The terminal position is referred to as the "terminal position", and the calculated terminal position is referred to as the "calculated terminal position". The control unit 21 may, but may not, associate the calculated terminal position with the date and time when the calculated terminal position is calculated and store it in the storage unit 28 as calculated terminal position history data.

[0064] The control unit 21 has a circuit physically structured to execute the functions realized by the code or instructions contained in the program, and is realized by a data processing device built into hardware, for example and not by way of limitation. Therefore, the control unit 21 may or may not be expressed as a control circuit.

[0065] The control unit 21 includes, by way of example and not limitation, a central processing unit (CPU), a microprocessor, a processor core, a multiprocessor, an application-specific integrated circuit (ASIC), and a field programmable gate array (FPGA).

[0066] The storage unit 28 has a function of storing various programs and various data required for the operation of the terminal 20. The storage unit 28 includes, by way of example and not limitation, various storage media such as a hard disk drive (HDD), a solid state drive (SSD), a flash memory, a random access memory (RAM), and a read only memory (ROM). In addition, the storage unit 28 may or may not be expressed as a memory.

[0067] Terminal 20 stores program P in storage unit 28, and executes this program P, causing control unit 21 to execute processing as each unit included in control unit 21. In other words, program P stored in storage unit 28 causes terminal 20 to realize each function executed by control unit 21. Also, this program P may or may not be expressed as a program module.

[0068] (2) Server hardware configuration FIG. 1-1 shows an example of the HW configuration of the server 10. In FIG. The server 10 includes a control unit 11 (CPU), a storage unit 15, a communication I / F 14 (interface), an input / output unit 12, and a clock unit 19. The components of the HW of the server 10 are connected to each other via a bus B, for example and not for limitation. It is not essential that the HW of the server 10 includes all the components as the configuration of the HW of the server 10. For example and not for limitation, the HW of the server 10 may or may not be configured such that individual components or multiple components are removable.

[0069] The control unit 11 has circuits physically structured to execute functions realized by codes or instructions contained in a program, and is realized, for example and not by way of limitation, by a data processing device embedded in hardware.

[0070] The control unit 11 is typically a central processing unit (CPU), but may also be a microprocessor, a processor core, a multiprocessor, an ASIC, or an FPGA, but is not limited to these in the present disclosure.

[0071] The storage unit 15 has a function of storing various programs and various data required for the operation of the server 10. The storage unit 15 is realized by various storage media such as an HDD, an SSD, and a flash memory. However, in the present disclosure, the storage unit 15 is not limited to these. Furthermore, the storage unit 15 may or may not be expressed as a memory.

[0072] The communication I / F 14 transmits and receives various data via the network 30. The communication may be performed either wired or wirelessly, and any communication protocol may be used as long as the communication between the two devices is possible. The communication I / F 14 has a function of communicating with various devices such as the terminal 20 via the network 30. The communication I / F 14 transmits various data to various devices such as the terminal 20 according to instructions from the control unit 11. The communication I / F 14 also receives various data transmitted from various devices such as the terminal 20 and transmits it to the control unit 11. The communication I / F 14 may also be simply referred to as a communication unit. When the communication I / F 14 is configured with a physically structured circuit, it may also be referred to as a communication circuit.

[0073] The input / output unit 12 includes a device for inputting various operations to the server 10, a device for outputting the results of processing by the server 10, etc. The input / output unit 12 may be an integrated input unit and an output unit, or may be separate input unit and output unit, or may not be the same.

[0074] The input unit is realized by any one or a combination of all kinds of devices capable of receiving input from a user and transmitting information related to the input to the control unit 11. The input unit is typically realized by hardware keys such as a keyboard or a pointing device such as a mouse. Note that the input unit may or may not include a touch panel, a camera (operation input via moving images), or a microphone (operation input by voice), as examples and without limitation.

[0075] The output unit is realized by any one or a combination of all kinds of devices capable of outputting the processing results processed by the control unit 11. Examples of the output unit include, but are not limited to, a touch panel, a touch display, a speaker (sound output), a lens (for example, but not limited to, 3D (three dimensions) output and hologram output), a printer, etc.

[0076] By way of example only, the input / output unit 12 includes a display unit 13, by way of example and not by way of limitation.

[0077] The display unit 13 is realized by a display or the like. The display is typically realized by a monitor (for example, but not limited to, a liquid crystal display or an organic electroluminescence display (OLED)). The display may or may not be a head mounted display (HDM) or the like. These displays may or may not be capable of displaying display data in 3D. In the present disclosure, the display is not limited to these.

[0078] The clock unit 19 is a built-in clock of the server 10, and outputs time information (timekeeping information). The clock unit 19 is configured to include, for example and not limitation, an RTC (Real Time Clock) as a hardware clock, a system clock, etc. The clock unit 19 can also be expressed as a timekeeping unit or a time information detection unit, for example and not limitation.

[0079] (3)Other The server 10 stores a program P in the storage unit 15, and by executing this program P, the control unit 11 executes the processes of each unit included in the control unit 11. In other words, the program P stored in the storage unit 15 causes the server 10 to realize each function executed by the control unit 11. This program P may or may not be expressed as a program module. The same applies to other devices.

[0080] In each embodiment of the present disclosure, the description will be given assuming that the CPU of the terminal 20 and / or the server 10 executes the program P to realize the present invention.

[0081] The control unit 21 of the terminal 20 and / or the control unit 11 of the server 10 may or may not realize each process by a CPU having a control circuit, but may also realize each process by a logic circuit (hardware) formed in an integrated circuit (IC (Integrated Circuit) chip, LSI (Large Scale Integration)) or a dedicated circuit. These circuits may or may not be realized by one or more integrated circuits, and the multiple processes shown in each embodiment may or may not be realized by one integrated circuit. Furthermore, an LSI may be called a VLSI, a super LSI, an ultra LSI, or the like, depending on the degree of integration. Therefore, the control unit 21 may or may not be expressed as a control circuit.

[0082] In addition, the program P (as an example, but not limited to, a software program, a computer program, or a program module) of each embodiment of the present disclosure may or may not be provided in a state stored in a computer-readable storage medium. The storage medium can store the program P in a "non-transitory tangible medium." In addition, the program P may or may not be for realizing part of the functions of each embodiment of the present disclosure. Furthermore, the program P may or may not be a so-called difference file (difference program) that can realize the functions of each embodiment of the present disclosure in combination with a program P already recorded in a storage medium.

[0083] The storage medium may include one or more semiconductor-based or other integrated circuits (ICs) (such as, by way of example and not limitation, a field programmable gate array (FPGA) or an application specific IC (ASIC)), a hard disk drive (HDD), a hybrid hard drive (HHD), an optical disk, an optical disk drive (ODD), a magneto-optical disk, a magneto-optical drive, a floppy diskette, a floppy disk drive (FDD), a magnetic tape, a solid state drive (SSD), a RAM drive, a secure digital card, or a drive, any other suitable storage medium, or a suitable combination of two or more of these. The storage medium may be volatile, non-volatile, or a combination of volatile and non-volatile, where appropriate. It should be noted that the storage medium is not limited to these examples and may be any device or medium capable of storing the program P. In addition, the storage medium may or may not be referred to as a memory.

[0084] The server 10 and / or the terminal 20 can realize the functions of the multiple functional units shown in each embodiment by reading out the program P stored in a storage medium and executing the read out program P.

[0085] Furthermore, the program P of the present disclosure may or may not be provided to the server 10 and / or the terminal 20 via any transmission medium capable of transmitting a program (such as a communication network or broadcast waves). The server 10 and / or the terminal 20 executes the program P downloaded via the Internet or the like, for example and not for limitation, to realize the functions of the multiple functional units shown in each embodiment.

[0086] In addition, each embodiment of the present disclosure may also be realized in the form of a data signal in which the program P is embodied by electronic transmission. At least a part of the processing in the server 10 and / or the terminal 20 may or may not be realized by cloud computing configured with one or more computers. At least a part or all of the processing in the terminal 20 may or may not be performed by the server 10. In this case, at least a part or all of the processing of each functional unit of the control unit 21 of the terminal 20 may or may not be performed by the server 10. At least a part or all of the processing in the server 10 may or may not be performed by the terminal 20. In this case, at least a part or all of the processing of each functional unit of the control unit 11 of the server 10 may or may not be performed by the terminal 20.

[0087] Unless explicitly stated, the judgment configuration in the embodiments of the present disclosure is not essential, and a specified process may or may not be executed when the judgment condition is satisfied, or a specified process may or may not be executed when the judgment condition is not satisfied.

[0088] Note that the programs of the present disclosure are implemented using, by way of example and not limitation, scripting languages ​​such as ActionScript and JavaScript (registered trademark), compiler languages ​​such as Objective-C and Java (registered trademark), and markup languages ​​such as HTML Living Standard.

[0089] [Functional configuration of each device] (1) Server FIG. 1-2 is a diagram showing an example of functions realized by the control unit 11 of the server 10 in this embodiment. The control unit 11 includes, as a functional unit, an application management processing unit 111 for executing application processing according to an application management processing program 151 stored in the storage unit 15, for example and not for limitation.

[0090] FIG. 1-3 is a diagram showing an example of information stored in the storage unit 15 of the server 10 in this embodiment. In the storage unit 15, for example and not for limitation, an application management processing program 151, player registration data 152, a player management database 153, mission data 154, bonus data 155, and point addition processing data 156 are stored.

[0091] The application management processing program 151 is executed by the control unit 11 as application management processing. For simplicity, it is illustrated here as a single application management processing program 151, however, by way of example and not limitation, it may include a program executed as management processing for an application such as a messaging application, and a program executed as management processing for a game application.

[0092] Player registration data 152 is, by way of example and not limitation, registration data relating to a player of a game application, an example of which is shown in FIG. 1-4. In the player registration data 152, for example and not by way of limitation, a player ID, a player name, and other registration information are stored in association with each other.

[0093] The player ID is information used to identify a game application account, or is the account itself. This player ID is preferably a value unique to each account, and as a non-limiting example, a unique value (proper value) is set and stored by the server 10 for each account. The player ID is information associated with the terminal 20 or the user of the terminal 20, and is an example of information about the terminal or information about the user of the terminal.

[0094] The player name is the name of the account of the terminal 20 that uses the game application, and by way of example and not limitation, the name that the user of the terminal 20 registers when using the game application is stored.

[0095] Other registration information may include, by way of example and not limitation, various types of information such as information regarding the generated mission candidates, identification information for identifying the terminal 20, contact information such as the telephone number and email address of the terminal 20, authentication information such as passwords (login password, authentication password, etc.) used for various authentications in the application, and an icon image (hereinafter referred to as a "player icon image") registered by the player (user) in an application such as a game application or messaging application.

[0096] The player management database 153 is, by way of example and not limitation, a database for managing information on users registered as players of the game in this embodiment, and an example of the data configuration is shown in FIG. 1-5. In the player management database 153, for example and not by way of limitation, player management data may be stored as management data for each player ID set by the server 10 for a user registered as a player.

[0097] Each player management data stores, by way of example and not limitation, the player's player ID, a player name registered at the player's discretion, the player's gold in the game, other registration information, point card management data 1531, etc. Other registration information may include, by way of example and not limitation, passwords, game save data, game play history data, and the like.

[0098] Here, gold may be, by way of example and not limitation, a virtual currency used in the games herein and may be a type of in-game currency, i.e., in-game currency may include gold, etc.

[0099] Save data may include, by way of example and not limitation, information on whether the player owns a character, information on the characters that the player owns, and parameter values ​​such as ability values ​​of the characters that the player owns.

[0100] The play history data may include, by way of example and not limitation, information on the history of each game part (training, battle, skill strengthening, expedition, etc.) played by this player.

[0101] Since the player ID and the player name are stored in association with each other in the player registration data 152, the player name may not be stored in the player management data. Also, instead of configuring the player registration data 153, various pieces of player information may be stored in the player management data.

[0102] The point card management data 1531 is, by way of example and not limitation, management data relating to a point card for accumulating points awarded each time a mission is completed in a game, and an example of the data structure of point card management data 1531A is shown in Figure 1-6. In this point card management data 1531A, by way of example and not limitation, a point card, a slot, a total point, an upper limit point, an expiration date, and other registration information are stored in association with each other.

[0103] By way of example and not limitation, the point card may include information regarding the type of point card in the game and information indicating whether a valid flag, which is a type of flag that indicates whether each point card is valid, is set to "ON" or "OFF."

[0104] In this embodiment, several types of point cards are provided, including, by way of example and not limitation, CA01 (hereinafter referred to as the "normal card" as appropriate), CA02 (hereinafter referred to as the "silver card" as appropriate), CA03 (hereinafter referred to as the "gold card" as appropriate), ...

[0105] In this game, the value of a point card increases in the following order, by way of example and not by way of limitation: "Normal card < Silver card < Gold card <...". The value of a point card can be, by way of example and not by way of limitation, that the number of points awarded differs even when the same mission is accomplished (point efficiency) or that the upper limit of points, which will be described later, differs. However, it is not limited to these. In this example, if a player has a point card with high point efficiency, more points will be awarded to the player when the same mission is accomplished than if the player has a point card with low point efficiency, which gives the player an advantage. Furthermore, if a player has a point card with a high maximum point limit, the player can accumulate more points than if the player has a point card with a low maximum point limit, which is advantageous to the player.

[0106] In the present game, by way of example and not limitation, a point card may be changed (upgraded) to a more valuable point card upon payment of a consideration.

[0107] The consideration may include, by way of example and not limitation, at least one of the following: Payments made through in-game currency (for example but not limited to gold) Payments using valuable assets other than in-game currency (for example but not limited to digital currencies: CBDC, electronic money, crypto assets (virtual currencies), etc.) In addition to these, payment by points may also be included in the payment of consideration.

[0108] As a non-limiting example, the point card that is available (distributed) when the game is first started is a normal card, and based on the payment of a fee, the point card can be upgraded in the following order: silver card, gold card, ...

[0109] In this game, by way of example and not limitation, one point card is set (enabled) for one player. When one point card is enabled, the other point cards are disabled. As a non-limiting example, when a normal card is valid (the valid flag of CA01 is ON), other point cards are invalid (the valid flags of CA02, CA03, ... are OFF).

[0110] However, the present invention is not limited to this embodiment, and multiple point cards may be valid for one player.

[0111] The slot, which is an area on the point card for setting missions, may include, by way of example and without limitation, information regarding which mission has been set in the slot, and information indicating whether an enabled flag, which is a type of flag that indicates whether each slot is enabled, is set to "ON" or "OFF."

[0112] In this game, the slots include, by way of example and not limitation, free slots that can be used regardless of whether or not a fee is paid, and paid slots that can be used based on the payment of a fee. By way of example and not limitation, slot 1, slot 2, slot 3, and slot 4 are free slots, and by way of example and not limitation, slot 5, slot 6, ... are paid slots.

[0113] Also, in this game, by way of example and not limitation, each slot is set to be either enabled or disabled. In a valid point card, by way of example and not limitation, all free slots are enabled (the enable flags of slots 1 to 4 are ON), and by way of example and not limitation, paid slots are either enabled or disabled (the enable flags of slots 5, 6, ... are ON or OFF). In a non-validated point card, the enable flags of each slot (free slots, paid slots) are not set to ON / OFF.

[0114] The total points may include, by way of example and not limitation, information regarding the total value and number of points (hereinafter referred to as the "total number of points") awarded to a player for completing missions in the game.

[0115] The upper limit points may include, by way of example and not limitation, information regarding the upper limit value / number of points (hereinafter referred to as "upper limit points") that a player can accumulate on each point card.

[0116] In this game, if the point card is a normal card, then by way of example and not limitation, the upper limit of points is set to 3000pt; if the point card is a silver card, then by way of example and not limitation, the upper limit of points is set to 10000pt; if the point card is a gold card, then by way of example and not limitation, the upper limit of points is set to 30000pt, ... etc.

[0117] The expiration date may include, for example and without limitation, information regarding the expiration date of the total points awarded on each point card.

[0118] In this game, by way of example and not limitation, a common expiration date is set for each mission set on the point card. By way of example and not limitation, this expiration date may be set when the player obtains the point card (such as, by way of example and not limitation, one month after obtaining the point card), may be set when a mission is set on the point card (such as, by way of example and not limitation, two weeks after setting a mission on the point card), or may be set to a predetermined deadline or date (such as, by way of example and not limitation, the end of each month).

[0119] This data may include, by way of example and not limitation, information indicating whether an expiration date flag, which is a type of flag that indicates whether the expiration date of a point card in this game has passed, is ON or OFF.

[0120] As an example and not a limitation, the control unit 11 of the server 10 may refer to the time information (timing information) of the clock unit 19, and if the current time has passed the expiration date, set the expiration date exceeded flag to "ON", and if the current time has not passed the expiration date, set the expiration date exceeded flag to "OFF".

[0121] Specifically, the data includes the following, by way of example and not limitation: Of the point cards, the valid flag for "CA01" is ON, and the valid flags for the other point cards are OFF. The valid flags for the free slots (slot 1 to slot 4) are ON, and the valid flags for the paid slots (slot 5, slot 6, ...) are OFF. No missions are set for any of the free slots (slot 1 to slot 4). The total points are "0 (points)", the maximum points are "3000 (points)", and the expiration date is set to "△ / ○ / ×" (year / month / day), etc.

[0122] The mission data 154 is data related to the missions of the game, and an example of the data structure of the mission data 154A is shown in FIG. 1-7. In addition, here, a relatively easy mission is shown as an example of the game mission, but the present invention is not limited to this.

[0123] In the mission data 154A, for example and not for limitation, a mission type, a mission ID (MIID), a mission name, a game part, a mission content, an assigned point, and other registered information are defined in association with each other.

[0124] The mission types are set by classifying the missions in the game according to the game parts.

[0125] The mission ID is set to an ID corresponding to the mission.

[0126] The mission name is set to the name of the corresponding mission.

[0127] The game part has information set therein as to which game part of the game the corresponding mission corresponds to.

[0128] The mission details include the details of the corresponding mission.

[0129] The number of points to be awarded to a player when the corresponding mission is accomplished is set in the award points field.

[0130] Specifically, the data includes the following content, which is not limiting but is an example: A detailed description of the game parts will be given later. The mission ID is set to "A0001", the mission name is set to "Train character A", the game part is set to "Training", the mission content is set to "Train character A once", and the points awarded are set to "1 point", etc. In addition, the mission ID is set to "A0002", the mission name is set to "Train character B", the game part is set to "Training", the mission content is set to "Train character B once", and the points awarded are set to "1 point", etc. In addition, the mission ID is set to "A0003", the mission name is set to "Train character C", the game part is set to "Training", the mission content is set to "Train character C once", and the points awarded are set to "1 point", etc. In addition, it is assumed that there are other development-related missions in addition to these missions, and the mission type of these development-related missions (missions whose first digit of the mission ID is "A") is set to "Type A."

[0131] In addition, the mission ID is set to "B0001", the mission name is set to "1 battle win", the game part is set to "Battle", the mission content is set to "1 battle win", and the points awarded are set to "2 points", etc. In addition, the mission ID is set to "B0002", the mission name is set to "5 consecutive battle wins", the game part is set to "Battle", the mission content is set to "5 consecutive battle wins", and the points awarded are set to "15 points", etc. In addition, the mission ID is set to "B0003", the mission name is set to "10 consecutive battle wins", the game part is set to "Battle", the mission content is set to "10 consecutive battle wins", and the points awarded are set to "40 points", etc. In addition, it is assumed that there are other battle-related missions in addition to these missions, and the mission type of these battle-related missions (missions whose first digit of the mission ID is "B") is set to "Type B."

[0132] In addition, the mission ID is set to "C0001", the mission name is set to "Attack Move Enhancement", the game part is set to "Skill Enhancement", the mission content is set to "Enhance attack moves by 1 level", and the points awarded are set to "2 points", etc. In addition, the mission ID is set to "C0002", the mission name is "Defensive Move Strengthening", the game part is "Skill Strengthening", the mission content is "Strengthen defensive moves by 1 level", and the points awarded are set to "2 points", etc. In addition, the mission ID is set to "C0003", the mission name is "Strengthen recovery moves", the game part is "Strengthen moves", the mission content is "Strengthen recovery moves by 1 level", and the points awarded are set to "2 points", etc. In addition, it is assumed that there are other missions related to strengthening moves, not limited to these missions, and the mission type of these missions related to strengthening moves (missions whose first digit of the mission ID is "C") is set to "Type C."

[0133] In addition, the mission ID is set to "D0001", the mission name is set to "Expedition to Area A", the game part is set to "Expedition", the mission content is set to "One expedition to Area A", and the points awarded are set to "2 points", etc. In addition, the mission ID is set to "D0002", the mission name is set to "Expedition to Area B", the game part is set to "Expedition", the mission content is set to "One expedition to Area B", and the points awarded are set to "2 points", etc. In addition, the mission ID is set to "D0003", the mission name is set to "Expedition to Area C", the game part is set to "Expedition", the mission content is set to "One expedition to Area C", and the points awarded are set to "2 points", etc. In addition, it is assumed that there are other expedition-related missions in addition to these missions, and the mission type of these expedition-related missions (missions whose first digit of the mission ID is "D") is set to "Type D."

[0134] The bonus data 155 is data relating to items that the player can obtain by spending points accumulated in the game.

[0135] The point addition process data 156 is, by way of example and not limitation, data referenced in a process in which points are added based on the completion of a game mission (hereinafter referred to as the "point addition process" or "addition process" as appropriate), and an example of the data configuration is shown in Figure 1-8.

[0136] In the point addition processing data 156, the following variables are defined, by way of example and not by way of limitation: X, Y, Z, a, and S. The total number of points before the addition process is performed: X · The total number of points after the addition process is performed: Y Maximum points: Z The number of points to be added in the addition process: a - The number of surplus points that exceed the upper limit when adding points in the addition process: S

[0137] In addition, in the point addition process data 156, as an example and not a limitation, a condition number, an addition process condition, a post-addition process point number Y, and a surplus point number S are stored in association with each other.

[0138] The condition number can include information corresponding to the addition processing condition. The condition number is preferably a unique value for each addition processing condition, and as a non-limiting example, a unique value (proper value) is set and stored by the server 10 for each addition processing condition.

[0139] The addition process conditions can include information regarding the conditions of the variables X, Z, and a when calculating the variables Y and S in the addition process.

[0140] In this example, the following conditions are defined: Condition 01: X+a≦Z, and Condition 02: X+a>Z. Condition 01: X+a≦Z means that the upper limit of points is not exceeded when the total number of points before the addition process is performed is added to the number of points to be awarded. Condition 02: X+a>Z is a case where adding the number of points to be awarded to the total number of points before the addition process is executed would exceed the upper limit number of points.

[0141] The post-addition point number: Y can include information regarding the calculation method of the variable: Y when calculating the variable: Y in the addition process.

[0142] In this example, the calculation methods for Condition 01: Y=X+a and Condition 02: Y=Z are defined. Condition 01: Y=X+a: The total number of points after the addition process is executed is calculated by adding the number of points to be awarded to the total number of points before the addition process is executed. Condition 02: Y=Z: The total number of points after the addition process is executed is calculated by substituting the upper limit number of points into the total number of points after the addition process is executed.

[0143] The number of surplus points: S may include information regarding the method of calculating the variable: S when calculating the variable: S in the addition process.

[0144] In this example, the calculation methods for Condition 01: S=0 and Condition 02: S=(X+a)-Z are defined. Condition 01: S=0: The number of surplus points after the addition process is executed is calculated by substituting "0" for the number of points that exceeds the upper limit when points are added in the addition process. Condition 02: S = (X + a) - Z: The number of surplus points after the addition process is performed is calculated by adding the number of points to be awarded to the total number of points before the addition process is performed and subtracting the maximum number of points from the result.

[0145] In the case of condition 02, Y=X and S=a may be used. Specifically, if the total number of points before the addition process is executed and the number of points to be awarded is added, and the total number of points after the addition process is executed exceeds the upper limit number of points, no value is added to the total number of points before the addition process is executed, and the total number of points after the addition process is executed is calculated. Also, the number of surplus points after the addition process is executed is calculated by directly substituting the number of points to be awarded for the number of points that exceeds the upper limit value when points are added in the addition process.

[0146] (2) Terminal FIG. 1-9 is a diagram showing an example of functions realized by a control unit 21 of a terminal 20 in this embodiment. The control unit 21 includes, as a functional unit, an application processing unit 211 for executing game application processing according to an application processing program 281 stored in the storage unit 28, for example and not for limitation.

[0147] FIG. 1-10 is a diagram showing an example of information stored in the storage unit 28 of the terminal 20 in this embodiment. In the storage unit 28, for example and not limitation, an application processing program 281 that is executed as a game application process is stored.

[0148] <Game Description / Game Application> Here, the game in the game application of this specification will be described. This game is primarily composed of the elements shown below in (1) to (5), by way of example and not limitation. (1) Developing in-game content (2) Battles using in-game content (3) Strengthening the moves of in-game content (4) In-game content and expeditions (5) Collect points with a point card

[0149] In-game content is content used within a game, and may include, by way of example and not limitation, objects that appear in the game. In this embodiment, a character (hereinafter, appropriately referred to as "character") is used as an example of an object, by way of example and not limitation. Basically, the object can include anything that appears in the game, and can also include things that appear in the game other than characters. Specific examples of this will be described later.

[0150] The game in this specification is, by way of example and not by way of limitation, a game in which a character, which is a type of in-game content (object), is developed and battles are carried out.

[0151] (1) Character Development In this game, a parameter value (hereinafter referred to as "ability value" as appropriate) is set for each character (see Figure 1-11). Specifically, as examples of parameter values, but not limited to, "HP" indicating the character's physical strength (HP), "strength" indicating the character's attack power, "protection" indicating the character's defensive power, and "speed" indicating the character's speed are set.

[0152] Furthermore, by training the characters, the parameter values ​​of these characters can be increased. Specifically, a training menu (hereinafter referred to as "training") for increasing each parameter value is provided, and "HP UP training" for increasing HP, "Strength UP training" for increasing strength (attack power), "Defense UP training" for increasing defense (defense power), and "Speed ​​UP training" for increasing speed (quickness) are provided. The player can increase the parameter values ​​of the characters by training the characters as desired.

[0153] In addition, the training in this game has, as examples and not limitations, a success pattern in which the training is successful and a failure pattern in which the training is unsuccessful. A training in a success pattern is a training in which the training is successful and the parameter values ​​corresponding to the training increase. A training in a failure pattern is a training in which the training fails and none of the parameter values ​​increase.

[0154] As a non-limiting example, whether the training will be a successful pattern or a failed pattern (hereinafter referred to as "training success or failure") is determined by lottery at the time when it is decided to carry out the training. However, the timing is not limited to this, and the success or failure of the training may be determined at other timings. As a non-limiting example, a player-participation type (requiring player operation) mini-game may be included during the training performance, and the success or failure of the training may be determined according to the result of the mini-game at the end of the mini-game.

[0155] In addition, in this game, the player may use support cards when training the character to improve the effect of the training. Specifically, there are support cards such as support cards that increase the probability of training being successful and support cards that increase the increase in parameter value when training is successful, and the effect of training can be further improved by using one or more of these support cards to train the character.

[0156] By way of example and not limitation, this support card may be something that can be purchased using in-game currency (gold, points, etc.) that can only be used within the game, or it may be something that can be obtained as a prize when winning a battle, as described below. Additionally, the game may be purchased by paying a price other than in-game currency.

[0157] (2) Character battles In this game, a player can battle a character that he / she has trained (hereinafter referred to as "his / her own character" or "my character") against a character (hereinafter referred to as "enemy character") of another player or the control unit (non-player) of the server 10. In this game, if the player's character wins a battle against an enemy character, a victory performance is executed (not shown), and if the player's character loses a battle against an enemy character, a defeat performance is executed (not shown).

[0158] As a non-limiting example, in a battle, the outcome may be determined based on the parameter values ​​of the characters, or the battle may progress as the player controls the character, and the outcome may be determined. In addition, when a battle is won, as a non-limiting example, in-game value may be awarded.

[0159] By way of example and not limitation, in-game value may include at least one of the following: ·point In-game currency Parameter Value Support Cards ·item -Objects related to other characters (for example but not limited to, other characters themselves, eggs from which other characters will hatch in the future, etc.)

[0160] In this game, one player can own multiple characters. In this case, one monster that is displayed on the home screen of the player is called the "main character", and a character that is not displayed on the home screen and is different from the main character is called a "sub-character". As a non-limiting example, the main character can be switched to another character on the home screen or battle screen.

[0161] (3) Strengthening the moves in the game In this game, each character has a set of moves. Specifically, as examples of moves, but not limited to, there are "attack moves" that attack enemy characters during battle, "defense moves" that defend against enemy attacks during battle, and "recovery moves" that heal your own character during battle.

[0162] Moreover, by strengthening moves, the levels of these moves can be increased. Specifically, an enhancement menu is provided for increasing the levels of moves, and "attack move enhancement" is provided for increasing the levels of attack moves, "defense move enhancement" is provided for increasing the levels of defense moves, and "recovery move enhancement" is provided for increasing the levels of recovery moves. Players can increase the levels of moves of any character by enhancing the moves.

[0163] As the level of a move increases, the effect of the move improves. Specifically, as the level of an offensive move increases, the attacking power of the offensive move increases, as the level of a defensive move increases, the defensive power of the defensive move increases, and as the level of a recovery move increases, the amount of recovery that a recovery move can perform increases.

[0164] In addition, for example and not limitation, the move strengthening in this game has a success pattern where the move strengthening is successful and a failure pattern where the move strengthening is unsuccessful. A move strengthening in a successful pattern is where the move strengthening is successful and the level of the move corresponding to the move strengthening increases. A move strengthening in a failure pattern is where the move strengthening is unsuccessful and the level of the move corresponding to the move strengthening does not increase.

[0165] As a non-limiting example, whether the move strengthening will be successful or unsuccessful (hereinafter referred to as "success or failure of the move strengthening") is determined by lottery at the time it is decided to strengthen the move. In addition, the timing is not limited to this, and the success or failure of the move strengthening may be determined at other timings. As a non-limiting example, a player-participation type (requiring player operation) mini-game may be included during the performance of the move strengthening, and the success or failure of the move strengthening may be determined at the end of this mini-game according to the result of the mini-game.

[0166] In addition, in this game, the player may use a support item when strengthening a move to improve the effect of the move strengthening. Specifically, there are support items such as items that increase the probability of the move strengthening being successful, and items that add value in addition to increasing the level when the move strengthening is successful, and the effect of the move strengthening can be further improved by strengthening the move using one or more of these support items.

[0167] By way of example and not limitation, this support item may be something that can be purchased using in-game currency or something that can be acquired during an expedition, as described below. Additionally, the game may be purchased by paying a price other than in-game currency.

[0168] (4) Characters and Expeditions In this game, you can go on an expedition to any area with your character. Specifically, in terms of performance, you can train more efficiently than normal training and skill strengthening at the expedition area, battle other characters, make other characters your allies, and obtain rare items that can only be obtained at the expedition area. Area A, Area B, Area C, etc. are set as expedition areas, but are not limited to them.

[0169] (5) Collect points with a point card In this game, each player has one point card, and can set any mission in the slot of this point card. When any of the missions set on the point card is accomplished, the points corresponding to that mission are awarded to the player. The points thus awarded can be accumulated on the point card up to the aforementioned maximum number of points.

[0170] Furthermore, each time a mission among the missions set on the point card is accomplished, the player is given points corresponding to that mission, and these points can be accumulated on the point card. Specifically, when the first mission among the missions set on the point card is completed, the player is given first points corresponding to that first mission and can save those first points on the point card; then, when the first mission among the missions set on the point card is completed again, the player is given first points corresponding to that first mission and can save those first points further on the point card.

[0171] In the above example, when the first mission among the missions set on the point card is repeatedly accomplished, the first points corresponding to the first mission are repeatedly awarded to the player. However, here, the number of the first points may be, by way of example and not limitation, a common (constant) number of points regardless of the number of times the first mission is accomplished, or, by way of example and not limitation, may be a different number of points depending on the number of times the first mission is accomplished.

[0172] As a non-limiting example, if the number of first points varies depending on the number of times the first mission is completed, a configuration may be adopted in which the number of points awarded decreases each time a mission is completed, such that when the first mission is completed for the first time in the game, 10 pts are awarded to the player as the first points, when the first mission is completed for the second time in the game, 9 pts are awarded to the player as the first points, and when the first mission is completed for the third time in the game, 8 pts are awarded to the player as the first points.

[0173] In this case, the greatest number of points will be awarded for the first mission completed among the missions set on the point card, and fewer points will be awarded for missions completed the second time or thereafter. Therefore, setting new missions on the point card will allow the player to progress through the game more efficiently in terms of points. With this configuration, it is possible to increase the player's motivation regarding the mission settings, as well as to increase the player's motivation regarding gameplay to accomplish the various missions that the player has set, thereby increasing the player's motivation regarding the game as a whole.

[0174] Conversely, the number of points awarded may be the smallest for the first mission completed among the missions set on the point card, and greater numbers of points may be awarded for missions completed the second or subsequent times.

[0175] In at least one of these cases, the number of points added may not be different each time, but the same number of points may be added some times.

[0176] In this game, the points (in-game currency) that can be accumulated on this point card are used to exchange for items, etc. Specifically, there are patterns in which the points accumulated on the point card can be consumed at any time to acquire any item (normal item) (see Figure 1-15), and patterns in which all points accumulated on the point card can be consumed when the points accumulated on the point card reach the upper limit (MAX) to acquire a predetermined item (rare item) (see Figure 1-16).

[0177] The elements (1) to (5) above are merely a part of the elements that make up the game, and elements other than the elements (1) to (5) above may be included. As a non-limiting example, the elements of the game may include at least one of the following elements: - Display of settings-related information (notifications, menus (volume, BGM, language settings, etc.), player information) -Lotteries that give out in-game content (gacha, etc.) Mini-games other than battles that use in-game content (quests, etc.)

[0178] <Display screen> An example of a display screen in this embodiment will be described below. First, a case where settings related to a point card are made from the home screen in a game application will be illustrated.

[0179] In the following, as an example and not a limitation, a case will be illustrated in which the terminal 20A is positioned so that the display unit 24 of the display provided in the terminal 20A has a landscape display screen.

[0180] The transition of the display screens described below is merely an example of the transition of the display screens for implementing the method of the present disclosure. In the transition of the display screens illustrated below, some of the display screens may be omitted, or other display screens may be added.

[0181] 1-11 is a diagram showing an example of a screen of a game application displayed on the display unit 24 of the terminal 20A in this embodiment. Here, a screen (home screen, point card setting screen) displayed on the display unit 24 of the terminal 20A of the user AA is shown as an example.

[0182] FIG. 1-11(1) is the home screen of the game application, and in the top left corner of the screen, an icon containing the letters "GA" and the letters "Game App" are displayed as the name of the game application.

[0183] Also displayed on the top right of the screen are a home button HBT for returning to the home screen in the game application, a notification button NBT for checking notifications in the game application, a menu button MBT for displaying a menu in the game application, and an icon image for the game application of the user of this terminal 20A (in this example, "User AA").

[0184] Below that is an area showing the page currently being displayed within the game application (hereinafter referred to as the "in-app position display area"), and as this screen is the home screen, it displays "Home."

[0185] Below that, a game information display area is configured in which various information in the game application (hereinafter referred to as "game information") is displayed. Here, the game information is, by way of example and not by way of limitation, information related to the home screen, point card setting screen (mission setting screen, upgrade setting screen), training screen, and item acquisition screen (characters, ability value information, point cards, missions, mission candidates, various buttons, etc.) described below.

[0186] In this example, the game information display area displays a character (in this example, Character A), information indicating the gold currently possessed by the player (in this example, "2000 G"), parameter value information regarding the parameter values ​​of this character (in this example, the character's name is "Character A" and each ability value is "HP|50", "Strength|40", "Defense|30", "Speed|40"), a character change button CBT for switching the character (main character) displayed on the home screen, an item button IBT for viewing the items possessed by the current player, a training button TBT for training the character, a battle button BBT for having the character battle, a move enhancement button SBT for enhancing the character's moves, an EBT for going on an expedition with the character, a point card button PBT for transitioning to a point card setting screen, and an item acquisition button IGBT for acquiring items by consuming points.

[0187] As a non-limiting example, when the point card button PBT is touched by the user as shown in FIG. 1-11(1), a display as shown in FIG. 1-11(2) is displayed as a non-limiting example. This screen is a point card setting screen for configuring settings related to the point card, and the word "point card" is displayed in the in-app position display area.

[0188] In this example, the game information display area displays point card confirmation information regarding the point card that is valid for the current player (in this example, the words "Normal Card", slots 1 to 4 for which no missions have been set, information regarding the expiration date (the words "Until XX month"), information regarding the total number of points and maximum number of points on the point card (total number of points: 1000pt, maximum number of points: 3000pt, point bars indicating these values)), a mission setting screen move button TMSBT (in this example, a button containing the words "Mission Setting") for transitioning to a mission setting screen for setting missions on this point card, an upgrade setting screen move button TGUBT (in this example, a button containing the words "Upgrade") for transitioning to an upgrade setting screen for upgrading this point card, and a back button BCBT (in this example, the words "Back") for returning from this screen to the previous screen.

[0189] By way of example and not limitation, when the mission setting screen transition button TMSBT is touched by a user, a mission setting screen such as that shown in FIG. 1-12 is displayed, by way of example and not limitation. Also, by way of example and not limitation, when the upgrade setting screen move button TGUBT is touched by the user, an upgrade setting screen as shown in FIG. 1-14 is displayed, by way of example and not limitation.

[0190] In the following description of the display screen, the description of the same parts as those described above may be omitted.

[0191] Fig. 1-12 is a diagram showing an example of a screen of a game application displayed on the display unit 24 of the terminal 20A in this embodiment. Here, a screen (mission setting screen) displayed on the display unit 24 of the terminal 20A of the user AA when the mission setting screen transition button TMSBT is touched by the user on the point card setting screen shown in Fig. 1-11(2) is shown as an example.

[0192] As an example, and not by way of limitation, when the user touches the mission setting screen move button TMSBT on the point card setting screen shown in FIG. 1-11(2), the mission setting screen shown in FIG. 1-12(1) is displayed, as an example, and not by way of limitation. This screen is the first mission setting screen among the mission setting screens for setting missions for the point card, and the words "Point Card>Mission Setting" are displayed in the in-app location display area.

[0193] In this example, the game information display area displays point card confirmation information, mission candidate information regarding mission candidates that are candidates for missions that can be set on the point card (in this example, the text "Mission Candidate", mission candidate icons (icons of mission candidates corresponding to missions such as MIID: A0001, A0002, A0003, B0001, C0001, D0001, etc.), the text "Please select a mission", a decision button DBT for deciding the selected mission candidate, a back button BCBT, and a slot addition screen move button TSABT for transitioning to a slot addition screen for adding a slot to this point card.

[0194] In this example, the player can select a mission candidate by dragging each mission candidate icon and moving it to the slot in which the player wishes to place it.

[0195] By way of example and not limitation, when a mission candidate icon is dragged by a user, a display such as that shown in FIG. 1-12(2) may be displayed, by way of example and not limitation. On this screen, in the point card confirmation information, mission candidate icons are displayed for MIID: A0001 in slot 1, MIID: A0002 in slot 2, MIID: A0003 in slot 3, and MIID: C0001 in slot 4.

[0196] At this time, each area of ​​the mission candidate information in which the mission candidate icon that had moved to each slot was displayed is displayed in a manner that makes it easy to recognize that the mission candidate icon has moved (in this example, a black blank appearance).

[0197] As a non-limiting example, when the enter button DBT is touched by the user as in FIG. 1-12(2), a display as in FIG. 1-12(3) is displayed as a non-limiting example. This screen is the second mission setting screen among the mission setting screens, and the words "Point Card > Mission Setting" are continuously displayed in the in-app location display area.

[0198] In this example, the game information display area displays point card setting completion information (in this example, information similar to the point card confirmation information displayed on the first mission setting screen, and an icon containing the words "A mission has been set on your point card") indicating that the mission setting has been completed.

[0199] With this configuration, the player can set a mission of his / her choice from a number of candidate missions on the point card, providing a game using a point card that suits the player's preferences, thereby increasing motivation for the game.

[0200] Fig. 1-13 is a diagram showing an example of a screen of a game application displayed on the display unit 24 of the terminal 20A in this embodiment. Here, a screen (slot addition screen) displayed on the display unit 24 of the terminal 20A of the user AA when the slot addition screen transition button TSABT is touched by the user on the mission setting screen shown in Fig. 1-12(1) is shown as an example.

[0201] As an example and not a limitation, when the user touches the slot addition screen move button TSABT on the mission setting screen shown in FIG. 1-12(1), the first slot addition screen of the miss slot addition screen shown in FIG. 1-13(1) is displayed. This screen is an add slot screen for adding a slot to the point card, and the words "Point Card > Mission Settings > Add Slot" are displayed in the in-app location display area.

[0202] In this example, the game information display area displays information regarding the current number of slots on the point card (in this example, the text "Current Point Card", information indicating that the number of slots is four (thumbnail image of a point card indicating that the number of slots is four, and the text "Number of slots: 4")), an arrow object, information regarding the number of slots on the point card after the slots have been added (in this example, information indicating that the number of slots will be five (thumbnail image of a point card indicating that the number of slots will be five), an add slot button SABT for adding a slot as described above (in this example, a button containing the text "Add Slot"), and a back button BCBT.

[0203] For example, but not by way of limitation, when the add slot button SABT is touched by the user as shown in FIG. 1-13(1), a display as shown in FIG. 1-13(2) is displayed as an example, but not by way of limitation. This screen is the second slot addition screen among the slot addition screens, and the words "Point Card > Mission Settings > Add Slot" are continuously displayed in the in-app location display area.

[0204] In this example, the game information display area displays an image similar to the thumbnail image of the point card displayed on the first slot addition screen, indicating that the number of slots has increased to five, the text "Slot Added", a first point card button PBT1 (in this example, a button containing the text "View Point Card") for transitioning to a point card setting screen to check the point card after the slot has been added, and a back button BCBT.

[0205] As an example, but not by way of limitation, when the first point card button PBT1 is touched by the user as shown in FIG. 1-13(2), a display as shown in FIG. 1-13(3) is displayed as an example, but not by way of limitation. Regarding this screen, explanation of the parts that are similar to those in FIG. 1-11(2) described above will be omitted.

[0206] In this example, the game information display area displays point card confirmation information after the slots have been added (in this example, slots 1 to 5 and the like for which no missions have been set).

[0207] Fig. 1-14 is a diagram showing an example of a screen of a game application displayed on the display unit 24 of the terminal 20A in this embodiment. Here, an example is shown of a screen (upgrade setting screen) displayed on the display unit 24 of the terminal 20A of the user AA when the user touches the upgrade setting screen transition button TGUBT on the point card setting screen shown in Fig. 1-11(2).

[0208] As an example and not a limitation, when the user touches the upgrade setting screen move button TGUBT on the point card setting screen shown in FIG. 1-11(2), the upgrade setting screen shown in FIG. 1-14(1) is displayed, as an example and not a limitation. This screen is the first upgrade setting screen among the upgrade setting screens for upgrading the point card, and the words "Point Card>Upgrade" are displayed in the in-app location display area.

[0209] In this example, the game information display area displays information indicating the amount of gold currently possessed by the player (in this example, "2000 G"), information about the point card before the upgrade (in this example, the text "Current Point Card" and a thumbnail image indicating that the point card is a normal card), an arrow object, information about the point card after the upgrade (in this example, the text "New Point Card", a thumbnail image indicating that the point card will be a silver card, and information about the amount of gold needed to upgrade the point card (the text "1500 G")), as well as an upgrade button GUBT for upgrading the point card as described above (in this example, a button containing the text "Upgrade"), and a back button BCBT.

[0210] For example, but not by way of limitation, when the upgrade button GUBT is touched by a user as shown in FIG. 1-14(1), a display as shown in FIG. 1-14(2) is displayed as an example, but not by way of limitation. This screen is the second upgrade setting screen among the upgrade setting screens, and the words "Point Card>Upgrade" are continuously displayed in the in-app location display area.

[0211] In this example, the game information display area displays an image similar to a thumbnail image indicating that the point card displayed on the first upgrade setting screen will become a silver card, the text "Upgraded to Silver Card," a second point card button PBT2 (in this example, a button containing the text "View Point Card") for transitioning to a point card setting screen to check the upgraded point card, and a back button BCBT.

[0212] As an example, but not by way of limitation, when the second point card button PBT2 is touched by the user as shown in FIG. 1-14(2), a display as shown in FIG. 1-14(3) is displayed as an example, but not by way of limitation. Regarding this screen, explanation of the parts that are similar to those in FIG. 1-11(2) described above will be omitted.

[0213] In this example, the game information display area displays point card confirmation information corresponding to the fact that the upgraded point card is a silver card.

[0214] Fig. 1-15 is a diagram showing an example of a screen of a game application displayed on the display unit 24 of the terminal 20A in this embodiment. Here, an example is shown of a screen (item acquisition screen) displayed on the display unit 24 of the terminal 20A of the user AA when the user touches the item acquisition button IGBT for acquiring an item by consuming points on the home screen shown in Fig. 1-11(1).

[0215] In this example, when the total number of points on the point card has not reached the upper limit of points, the screen transitions to an item acquisition screen, and the player can acquire a normal item by spending some of the points on the point card.

[0216] By way of example and not limitation, when the user touches the item acquisition button IGBT on the home screen shown in FIG. 1-11(1), an item acquisition screen shown, by way of example and not limitation, in FIG. 1-15(1) is displayed. This screen is the 1A item acquisition screen among the item acquisition screens, and the words "GET ITEM" are displayed in the in-app location display area.

[0217] In this example, the game information display area displays the text "Please select an item to obtain using your points", information regarding the total number of points on the current point card (in this example, the text "Owned points: 1000pt"), and a list of normal items regarding normal items that the player can acquire (in this example, the first normal item information (healing potion, 10pt, item selection button ICBT (a button containing the text "Choose this")), the second normal item information (HP training cast, 200pt, item selection button ICBT), etc.).

[0218] As an example, but not limited to, when the item selection button ICBT of the first normal item information is touched by the user as in FIG. 1-15(1), a display as in FIG. 1-15(2) is displayed as an example, but not limited to. This screen is a 2A item acquisition screen among the item acquisition screens, and the words "GET ITEM" are continuously displayed in the in-app location display area.

[0219] In this example, the game information display area displays information that the normal item selected by the player on the 1A item acquisition screen has been granted to the player (in this example, the words "GET HEALTH MEDICINE!!" and an image resembling a health medicine), information about the current total number of points on the point card (in this example, the words "Owned points: 990pt"), and the home screen transition button THBT for transitioning to the home screen.

[0220] Fig. 1-16 is a diagram showing an example of a screen of a game application displayed on the display unit 24 of the terminal 20A in this embodiment. Here, an example is shown of a screen (item acquisition screen) displayed on the display unit 24 of the terminal 20A of the user AA when the user touches the item acquisition button IGBT for acquiring an item by consuming points on the home screen shown in Fig. 1-11(1).

[0221] In this example, when the total number of points on the point card reaches the maximum number of points, a notification that the total number of points on the point card has reached the maximum number of points is displayed on the home screen, and the screen transitions to an item acquisition screen, where the player can spend all of the points on the point card to acquire a rare item.

[0222] Regarding the screen of FIG. 1-16(1), explanation of the parts that are similar to the screen of FIG. 1-11(1) will be omitted. In this example, the item acquisition button IGBT is displayed in an emphasized manner (in this example, the words "Points MAX" and a right-pointing arrow object are displayed to the left of the item acquisition button, and the item acquisition button border is thick, etc.) based on the fact that the total points on the point card have reached the maximum point limit.

[0223] By way of example and not limitation, when the highlighted item acquisition button IGBT is touched by the user on the home screen shown in FIG. 1-16(1), an item acquisition screen shown in FIG. 1-16(2) is displayed, by way of example and not limitation. This screen is the 1Bth item acquisition screen among the item acquisition screens, and the words "GET ITEM" are displayed in the in-app location display area.

[0224] In this example, the game information display area displays the text "Your owned points have reached the maximum. Please accept your special item.", information regarding the current total number of points on the point card (in this example, the text "Owned points: 3000pt (MAX)"), and rare item information regarding the rare items granted to the player (in this example, the text "Special Item", the text "Move Enhancement Candy", the rare item receive button IRBT (a button containing the text "Receive"), etc.).

[0225] As a non-limiting example, when the rare item reception button IRBT is touched by the user as shown in FIG. 1-16(2), a display as shown in FIG. 1-16(3) is displayed as a non-limiting example. This screen is a 2B item acquisition screen among the item acquisition screens, and the words "GET ITEM" are continuously displayed in the in-app location display area.

[0226] In this example, the game information display area displays information about a rare item being given to the player (in this example, the words "GET SKILL ENHANCED CANDY!!" and an image resembling a candy), information about the current total number of points on the point card (in this example, the words "Owned points: 0pt"), and the home screen transition button THBT for transitioning to the home screen.

[0227] 1-17 and 1-18 are diagrams showing an example of a screen of a game application displayed on the display unit 24 of the terminal 20A in this embodiment. Here, a screen (a screen showing points being awarded for completing a mission on the training screen) displayed on the display unit 24 of the terminal 20A of the user AA is shown as an example.

[0228] In this example, a case is illustrated in which character A is developed (success pattern) and points are awarded when the mission MIID:A0001 (developing character A) is set on the point card.

[0229] By way of example and not limitation, when the user touches the training button TBT on the home screen shown in FIG. 1-11(1), a training screen shown in FIG. 1-17(1) is displayed, by way of example and not limitation. This screen is the first of the training screens, and the words "Training Stage" are displayed in the in-app position display area.

[0230] In this example, the game information display area displays the first training information (in this example, the text "Which training would you like?", the first training button TIC1 corresponding to HP UP training (in this example, an icon containing the text "HP UP"), the second training button corresponding to Strength UP training (in this example, an icon containing the text "Strength UP"), the third training button corresponding to Protection UP training (in this example, an icon containing the text "Protection UP"), the fourth training button corresponding to Speed ​​UP training (in this example, an icon containing the text "Speed ​​UP"), a rest button to allow the monster to rest without performing any training (in this example, an icon containing the text "Rest"), a back button BCBT, and the character who will perform this training (in this example, Character A)).

[0231] For example and not for limitation, when the first training icon TIC1 is touched by the user as shown in FIG. 1-17(1), a display as shown in FIG. 1-17(2) is displayed as an example and not for limitation. This screen is the second training screen among the training screens for training monsters, and the words "Training Stage" are continuously displayed in the in-app position display area.

[0232] In this example, the second training information (in this example, the text "Training Starts" and the training content selected by the player on the first training screen) is displayed in the game information display area.

[0233] As a non-limiting example, when it is time to notify the success or failure of the training, a display such as that shown in FIG. 1-17(3A) or FIG. 1-17(3B) is displayed, as a non-limiting example. As a non-limiting example, if the pattern is a success, a display like that shown in FIG. 1-17(3A) is displayed, and if the pattern is a failure, a notification that the training has failed is displayed (not shown). In this case, since none of the missions have been accomplished, the screen transitions to the home screen after a notification that the training has failed.

[0234] (Success pattern) The screen in Figure 1-17 (3A) is the 3Ath breeding screen among the breeding screens, and the words "Breeding Stage" are continuously displayed in the in-app position display area. In this example, the game information display area displays 3A training information (in this example, the words "Training successful", Character A with a happy expression, and information about the increase in parameter value from this training (in this example, the words "HP|+3")).

[0235] As a non-limiting example, when it is time to transition from the 3A development screen to the 4A development screen, a display such as that shown in FIG. 1-18(4) is displayed, as a non-limiting example. This screen is the 4A breeding screen (point allocation screen) among the breeding screens, and the word "Breeding Stage" is continuously displayed in the in-app position display area. Also, the explanation of the parts that are the same as those in Figure 1-12(3) will be omitted.

[0236] In this example, the game information display area displays point card confirmation information similar to the point card confirmation information displayed on the first mission setting screen, superimposed with an icon containing the words "Mission Accomplished."

[0237] As an example and not a limitation, when it is time to transition from the 4A development screen to the 5A development screen, a display such as that shown in FIG. 1-18(5) is displayed, as an example and not a limitation. This screen is the 5A breeding screen (point allocation screen) among the breeding screens, and the word "Breeding Stage" is continuously displayed in the in-app position display area. Also, the explanation of the parts that are the same as those in Figure 1-18(4) will be omitted.

[0238] In this example, the player is awarded points (1 pt) for completing the mission (MIID:A0001), so in the game information display area, the mission icon MIIC1 corresponding to MIID:A0001 in slot 1 of the point card confirmation information is displayed in an highlighted manner (in this example, an effect image near the icon and a thick line around the icon), and information regarding the total points and maximum points on the point card (total points: 1001 pt, maximum points: 3000 pt, point bars showing these values) is displayed in an updated manner.

[0239] As an example and not a limitation, as shown in FIG. 1-18(3), after points are awarded based on the completion of a mission, if a mission is completed again at any time, a transition will occur to either FIG. 1-18(A): consecutive completion of the same mission, or FIG. 1-18(B): completion of a different mission.

[0240] By way of example and not limitation, when the same mission is accomplished consecutively, displays like those in Figs. 1-19 and 1-20 are shown, and when different missions are accomplished, displays like those in Figs. 1-21 and 1-22 are shown.

[0241] 1-19 and 1-20 are diagrams showing an example of a screen of a game application displayed on the display unit 24 of the terminal 20A in this embodiment. Here, a screen (a screen showing points being awarded for consecutively accomplishing the same mission) displayed on the display unit 24 of the terminal 20A of the user AA is shown as an example.

[0242] In this example, as shown in Figures 1-17 and 1-18, when the mission MIID:A0001 (developing character A) is set on the point card, character A is developed (success pattern) and points are awarded, and then, with the same mission still set on the point card, character A is developed (success pattern) and points are awarded.

[0243] The display screens in Figs. 1-19(6A) to (8A) are similar to those in Figs. 1-17(1) to (3) described above, and therefore will not be described.

[0244] As a non-limiting example, when it is time to transition from the 3A development screen to the 4A development screen, a display such as that shown in FIG. 1-20 (9A) is displayed, as a non-limiting example. Regarding this screen, the explanation of the parts that are similar to those in FIG. 1-18(4) above will be omitted.

[0245] In this example, the game information display area displays information regarding the total points and maximum points on the point card (total points: 1001pt, maximum points: 3000pt, point bars showing these values).

[0246] As a non-limiting example, when it is time to transition from the 4A development screen to the 5A development screen, a display such as that shown in FIG. 1-20 (10A) is displayed, as a non-limiting example. Regarding this screen, the explanation of the parts that are similar to those in FIG. 1-18(5) above will be omitted.

[0247] In this example, the player is awarded points (1 pt) for completing the mission (MIID:A0001), so in the game information display area, the mission icon MIIC4 corresponding to MIID:A0001 in slot 1 of the point card confirmation information is displayed in an highlighted manner (in this example, an effect image near the icon and a thick line around the icon), and information regarding the total points and maximum points on the point card (total points: 2999 pt, maximum points: 3000 pt, point bars showing these values) is displayed in an unupdated manner.

[0248] 1-21 and 1-22 are diagrams showing an example of a screen of a game application displayed on the display unit 24 of the terminal 20A in this embodiment. Here, a screen (a screen showing points being awarded for accomplishing different missions) displayed on the display unit 24 of the terminal 20A of the user AA is shown as an example.

[0249] In this example, as shown in Figures 1-17 and 1-18, when missions such as MIID:A0001 (developing character A) and A0002 (developing character B) are set on the point card, character A is developed (success pattern) and points are awarded, and then the main character is changed from character A to character B, and character B is developed (success pattern) and points are awarded, with the point card still having the same mission set.

[0250] Regarding the display screens in Figs. 1-21(6B) to (8B), the description of the parts similar to those in Figs. 1-17(1) to (3) described above will be omitted. In the screens shown in Figures 1-21 (6B) and (8B), character B is displayed in place of character A in the game information display area.

[0251] As a non-limiting example, when it is time to transition from the 3A development screen to the 4A development screen, a display such as that shown in FIG. 1-22(9B) is displayed, as a non-limiting example. This screen is similar to that shown in FIG. 1-20 (9A) above, so a description thereof will be omitted.

[0252] As an example and not a limitation, when it is time to transition from the 4A development screen to the 5A development screen, a display such as that shown in FIG. 1-22 (10B) is displayed, as an example and not a limitation. Regarding this screen, the explanation of the parts that are similar to those in FIG. 1-20 (10A) described above will be omitted.

[0253] In this example, the player is awarded a point (1 pt) for completing the mission (MIID:A0002), so in the game information display area, the mission icon MIIC2 corresponding to MIID:A0002 in slot 2 of the point card confirmation information is displayed in an highlighted manner (in this example, an effect image near the icon and a thick line around the icon), and information regarding the total number of points and maximum number of points on the point card (total number of points: 1002 pt, maximum number of points: 3000 pt, point bars showing these values) is displayed in an updated manner.

[0254] 1-23 is a diagram showing an example of a screen of a game application displayed on the display unit 24 of the terminal 20A in this embodiment. Here, an example of the screen is shown when the total points awarded for completing a mission exceed the upper limit points.

[0255] In this example, the total number of points on the point card is 2999 points, a mission such as MIID:C0001 (strengthen attack move) is set on the point card, an attack move is strengthened (success pattern: 1 level up), and points are about to be awarded.

[0256] As a non-limiting example, when it is time to transition from the 3A development screen to the 4A development screen, a display like that shown in FIG. 1-23(1) is displayed, as a non-limiting example. This screen is a 4A breeding screen (point giving screen) among the breeding screens. Also, a description of the parts that are the same as those in FIG. 1-18(4) will be omitted.

[0257] In this example, the game information display area displays information regarding the total points and maximum points on the point card (total points: 2999pt, maximum points: 3000pt, point bars showing these values).

[0258] As an example and not a limitation, when it is time to transition from the 4A development screen to the 5B development screen, a display like that shown in FIG. 1-23(2) is displayed, as an example and not a limitation. This screen is the 5B breeding screen (point allocation branch screen) among the breeding screens, and the word "Breeding Stage" is continuously displayed in the in-app position display area. Also, the explanation of the parts that are the same as those in Figure 1-23(1) will be omitted.

[0259] In this example, the mission (MIID: C0001) is accomplished and points (2pt) are awarded to the player, so in the game information display area, the mission icon MIIC4 corresponding to the MIID: C0001 of the slot 4 of the point card confirmation information is displayed in an emphasized manner (in this example, the effect image near the icon and the thick line of the icon outer frame), and information on the total number of points and the upper limit number of points on the point card (total number of points: 2999pt, upper limit number of points: 3000pt, point bars showing these values) are displayed in an unupdated manner. In addition, in the center of the game information display area, the upper limit point excess information (in this example, the text "The total points will exceed the upper limit points", the upgrade setting screen transition button TGUBT1 for transitioning to the upgrade setting screen (in this example, a button containing the text "Upgrade the card"), and the surplus point discard button for discarding the points that have exceeded the upper limit points (in this example, a button containing the text "Discard the surplus points")) are superimposed and displayed.

[0260] Here, a player who does not want to waste the remaining points can be presented with the option of upgrading the point card to increase the upper limit points, and a player who does not mind discarding the remaining points can be presented with the option to do so, thereby providing a game that meets the needs of the players.

[0261] <Timing chart> FIG. 1-24 is a timing chart showing an example of the execution timing of each effect when a mission is accomplished in this embodiment.

[0262] First, when the total points are 2990 points, the game part corresponding to the mission with MIID: A0001 (awarded points: 1 point) is started (time T1), and when this game part ends (time T2), the total points are increased by 1 point to become 2991 points.

[0263] Next, when the total points are 2991 points, when the game part corresponding to the mission with MIID: B0002 (15 points awarded) is started (at timing T3), the advance excess notification information described below (in this example, "If you complete this mission, your points will exceed the upper limit.") is displayed on the display unit 24. When this game part ends (T4), 9 points are added to the mission's assigned points (15 points), bringing the total points to the upper limit of 3000 points. At this time, 6 points are left over.

[0264] Although an example has been shown in which advance excess notification information is displayed on the display unit 24 at the start of a mission in which the points to be awarded will exceed the upper limit points, the example is not limited to this, and advance excess notification information may be displayed on the display unit 24 at a timing before the mission starts or at a timing after the mission starts.

[0265] <Processing> 1-25 and 1-26 are flowcharts showing an example of the flow of the game application processing and game application management processing executed by each device in this embodiment. In this figure, an example of a process executed by the control unit 21 of the terminal 20A (terminal 20 of user AA) is shown on the left, and an example of a process executed by the control unit 11 of the server 10 is shown on the right.

[0266] Note that this process is merely an example of a process for implementing the method of the present disclosure, and is not limited to this process. Another step may be added to this process, or some steps may be omitted (deleted) from this process. This also applies to each of the flowcharts (processes) described below.

[0267] First, game processing is started between the terminal 20A and the server 10 (A110, S110). The game processing described in this specification can include, by way of example and not by way of limitation, processing for realizing each game part (development, battle, skill strengthening, expedition, point accumulation, etc.) in the game, as described above.

[0268] For convenience, steps related to setting missions on the point card, etc. are illustrated and described in Figures 1-25 to 1-26 as steps that occur after the game processing has started, but these steps related to setting missions on the point card, etc. can also be part of the game processing. The same can be applied to the processing of FIG. 1-27 described later.

[0269] In the game processing, the control unit 11 of the server 10 updates the player management data of this player in the player management database 153 of the storage unit 15 according to the progress of the game, for example and not for limitation.

[0270] After the game processing has started, the control unit 21 of the terminal 20A determines whether or not to set up a point card by, for example, determining whether a user input (as an example, and not limited to, an operation by the player on the point card button PBT on the home screen) to set up a point card on the home screen or the like has been made via the input / output unit 23 (A120). If it is determined that the point card is not to be set (A120: NO), then the control unit 21 of the terminal 20A advances the process to step A200, for example and not limitation.

[0271] If it is determined that the point card should be set (A120: YES), the control unit 21 of the terminal 20A reads out from the storage unit 28 information relating to the point card previously obtained from the server 10 and stored in the storage unit 28 (in this example, information relating to the type of point card, information relating to the missions already set on the point card, information relating to the total number of points on the point card, etc.). Then, the control unit 21 of the terminal 20A causes the display unit 24 to display a point card setting screen including information relating to the currently valid point card, etc., by way of example and not limitation (A130).

[0272] Next, the control unit 21 of the terminal 20A determines whether or not to set a mission by, for example, determining whether a user input (operation by the player on the mission setting screen move button TMSBT on the point card setting screen) to set a mission on the point card setting screen has been made via the input / output unit 23 (A140). If it is determined that a mission is not to be set (A140: NO), then the control unit 21 of the terminal 20A advances the process to A210, for example and not limitation.

[0273] If it is determined that a mission should be set (A140: YES), the control unit 21 of the terminal 20A transmits mission candidate request information, which includes, by way of example and not limitation, information requesting information regarding mission candidates to be displayed on the mission setting screen, to the server 10 via the communication I / F 22 (A150).

[0274] After step S110, when mission candidate request information is received from the terminal 20A via the communication I / F 14, the control unit 11 of the server 10 performs a mission candidate generation process (S120). Specifically, by way of example and not limitation, mission candidates are generated according to a mission candidate generation program based on the progress of the player's game (save data, play history data, already generated mission candidates, etc.) contained in the player management data described above. Information about the generated mission candidates is then stored in the player management data in which the player ID of user AA is stored.

[0275] After step S120, the control unit 11 of the server 10 transmits mission candidate information including information on the mission candidates generated in step S120 to the terminal 20A via the communication I / F 14 (S130).

[0276] After step A150, when the mission candidate information is received from the server 10 via the communication I / F 22, the control unit 21 of the terminal 20A causes the display unit 24 to display the mission candidate information based on the received mission candidate information (A160).

[0277] In this example, the mission candidate information sent from the control unit 11 of the server 10 may also include information regarding the mission type corresponding to each mission (candidate), and upon receiving the mission candidate information, the control unit 21 of the terminal 20A may be able to obtain and display the mission type of each mission candidate from the received mission candidate information, in which case the user can understand the mission type of each mission candidate.

[0278] Next, the control unit 21 of the terminal 20A determines whether or not to set the mission candidate selected by the player as a mission for each slot of the point card, for example by determining whether a user input (operation by the player on the decision button DBT on the mission setting screen) to select / decide a mission for the point card on the mission setting screen has been made via the input / output unit 23 (A170).

[0279] If it is determined that a mission is not to be selected / determined for the point card (A170: NO), the control unit 21 of the terminal 20A returns the process to step A130, for example and not by way of limitation. In this example, cases where it is determined that no mission selection / decision is to be made for the point card can include, by way of example and not limitation, the above-mentioned (1) pattern in which the back button BCBT is touched by the player, and (2) pattern in which the slot addition screen transition button TSABT for transitioning to a slot addition screen for adding a slot to this point card is touched by the player. In the case of (2), by way of example and not limitation, the control unit 21 of the terminal 20A can perform processing related to adding a slot to the point card before returning the processing to step A130 after step A170:NO (not shown).

[0280] If it is determined that a mission should be selected / decided on the point card (A170: YES), the control unit 21 of the terminal 20A sends, by way of example and not limitation, mission setting request information to the server 10 via the communication I / F 22, which includes information about the mission candidates selected by the player and requests that these mission candidates be set on the point card (A180).

[0281] After step S130, when the communication I / F 14 receives mission setting request information from the terminal 20A, the control unit 11 of the server 10 performs a mission setting process (S140). Specifically, by way of example and not limitation, a process is performed in which the mission candidates selected by the player are associated with each slot on the point card according to the mission setting process program based on information about the mission candidates selected by the player included in the mission setting request information, and this information is stored in the point management data of the player management data in which the player ID of user AA is stored.

[0282] After step S140, the control unit 11 of the server 10 transmits mission setting completion information, including information related to the mission setting executed in step S140, to the terminal 20A via the communication I / F 14 (S150).

[0283] After step A180, when mission setting completion information is received from the server 10 via the communication I / F 22, the control unit 21 of the terminal 20A causes the display unit 24 to display the mission setting completion information based on the received mission setting completion information (A190).

[0284] After step A190, the control unit 21 of the terminal 20A determines whether or not to end the processing of the game application, including the processing related to mission setting (A200). If it is determined that the process should be continued (A200: NO), the control unit 21 of the terminal 20A returns the process to step A120, for example and not by way of limitation. On the other hand, if it is determined that the processing should be ended (A200: YES), the control unit 21 of the terminal 20A ends the game processing being executed, and ends the processing of the game application.

[0285] If A140: NO, the control unit 21 of the terminal 20A determines whether or not to upgrade the point card by determining whether or not a user input to upgrade the point card on the point card setting screen (as an example, and not a limitation, the player's operation on the upgrade setting screen move button TGUBT on the point card setting screen, and the player's operation on the upgrade button GUBT on the upgrade setting screen, as mentioned above) has been made via the input / output unit 23 (A210). If it is determined that the point card is not to be upgraded (A210: NO), then the control unit 21 of the terminal 20A returns the process to step A130, for example and not for limitation.

[0286] If it is determined that the point card should be upgraded (A210: YES), the control unit 21 of the terminal 20A sends, by way of example and not limitation, point card upgrade request information requesting that the point card be upgraded to the server 10 via the communication I / F 22 (A220).

[0287] After step S150, when point card upgrade request information is received from the terminal 20A via the communication I / F 14, the control unit 11 of the server 10 performs a point card upgrade process (S160). Specifically, as a non-limiting example, a process of upgrading the point card is performed according to a point card upgrade processing program based on the player management data (as a non-limiting example, the amount of gold possessed in the player management data is subtracted, and the valid flag of CA01 of the point card in the point card management data is set to OFF, and the valid flag of CA02 is set to ON). This information is then stored in the player management data in which the player ID of user AA is stored. Although the above description shows a case where the point card is upgraded by spending gold, it may be upgraded by paying some other value.

[0288] After step S160, the control unit 11 of the server 10 transmits point card upgrade completion information, including information related to the point card upgrade executed in step S150, to the terminal 20A via the communication I / F 14 (S170).

[0289] After step A220, when point card upgrade completion information is received from the server 10 via the communication I / F 22, the control unit 21 of the terminal 20A displays the point card upgrade completion information on the display unit 24 based on the received point card upgrade completion information (A230), and proceeds to step A200.

[0290] After step S170, the control unit 11 of the server 10 determines whether or not to end the management process of the game application (S180). If it is determined that the processing should be continued (S180: NO), the control unit 11 of the server 10 waits to receive mission candidate request information from the terminal 20A, for example and not for limitation, and if received, executes the processing of S120 again. On the other hand, if it is determined that the processing should be ended (S180: YES), control unit 11 of server 10 ends the game processing being executed, and ends the management processing of the game application.

[0291] FIG. 1-27 is a flowchart showing an example of the flow of a process related to adding points upon mission accomplishment among the game application processes (game processes) executed by each device in this embodiment.

[0292] After step A110, the control unit 21 of the terminal 20A determines whether or not the set mission has been accomplished as the game progresses (A310).

[0293] In this example, even if the game part corresponding to the mission set on the point card progresses, if the expiration date of the point card has passed, the mission is not considered to be accomplished. Therefore, in the step (A310) of determining whether the mission has been accomplished, it is also possible to determine whether the expiration date expiration flag of the point card is ON or OFF.

[0294] This can also be done in the process (A310) of determining whether or not a mission has been accomplished in the process of adding up subtotal points (see FIG. 2-6) described later. Specifically, even if the game part corresponding to each mission set in each slot of the point card has progressed, if the expiration date of each mission has passed, the mission is not considered to have been accomplished. Therefore, in the step (A310) of determining whether the mission has been accomplished, it can also be determined whether the expiration date expiration flag of each mission on the point card is ON or OFF.

[0295] If it is determined that the mission has not been accomplished (A310: NO), the control unit 21 of the terminal 20A advances the process to step A200, for example and not limitation.

[0296] If it is determined that the mission has been accomplished (A310: YES), the control unit 21 of the terminal 20A determines, by way of example and not limitation, whether the total number of points has reached the upper limit number of points (upper limit value) based on the player's total number of points and the upper limit number of points stored in the memory unit 28 of the terminal 20A (A320). If it is determined that the total number of points has reached the upper limit number of points (upper limit value) (A320: YES), by way of example and not limitation, the control unit 21 of the terminal 20A proceeds to step A200.

[0297] If it is determined that the total point number has not reached the upper limit point number (upper limit value) (A320: NO), the control unit 21 of the terminal 20A sends point addition process request information to the server 10 via the communication I / F 22, as an example and not a limitation, requesting that the points awarded for completing the mission be added to the total points (A330).

[0298] After step S110, when point addition process request information is received from the terminal 20A via the communication I / F 14, the control unit 11 of the server 10 performs point addition process (S310). Specifically, by way of example and not limitation, the points awarded for mission completion are added to the total points based on the point addition processing data and in accordance with the point addition processing program, and this information is stored in the player management data that stores the total points of user AA.

[0299] After step S310, the control unit 11 of the server 10 sends point addition process completion information, including information regarding the total number of points updated due to the completion of the point addition process executed in step S310, to the terminal 20A via the communication I / F 14 (S320).

[0300] In addition, if the total number of points exceeds the upper limit number of points in the point addition process (step S310), the control unit 11 of the server 10 may, by way of example and not limitation, perform an excess notification process after step S310 to include excess notification information in the above-mentioned point addition process completion information to notify the player that the total number of points will exceed the upper limit number of points (upper limit value). In this case, if the total points do not exceed the upper limit points in the point addition process (step S310), the control unit 11 of the server 10 does not perform the excess notification process, for example and not by way of limitation.

[0301] The timing of execution of the excess notification process is not limited to the timing after the point addition process (step S310), and may be executed at other times. As a non-limiting example, the excess notification process may be executed at the following times. -Timing before points are added -Timing before the mission begins -When a mission is in progress -Timing after the mission ends

[0302] Specifically, when the excess notification process is executed before a mission is started, when the player attempts to play the game part corresponding to the mission, the control unit 11 of the server 10 performs a provisional point addition process to provisionally add the points that are to be awarded when the mission is completed to the total points, and transmits this information (provisional point addition result information) to the terminal 20A via the communication I / F 14. Then, when the provisional point addition result information is received from the server 10 via the communication I / F 22, the control unit 21 of the terminal 20A causes the display unit 24 to display the provisional point addition result information based on the received provisional point addition result information.

[0303] When the total points exceed the upper limit points in the provisional point addition process, the provisional point addition result information includes advance excess notification information for notifying the player that the total points will exceed the upper limit points before playing the game part. On the other hand, if the total points do not exceed the upper limit points in the provisional point addition process, the provisional point addition result information does not include advance excess notification information.

[0304] If the total number of points exceeds the upper limit number of points in the point addition process (step S310), the control unit 11 of the server 10 may, by way of example and not limitation, perform upgrade promotion processing after step S310 to include upgrade promotion information for upgrading the point card based on the total number of points exceeding the upper limit number of points (upper limit value). In this case, if the total number of points does not exceed the upper limit number of points in the point addition process (step S310), the control unit 11 of the server 10 does not perform the upgrade promotion process, for example and not for limitation.

[0305] As with the execution timing of the excess notification process, the execution timing of the upgrade promotion process is not limited to the timing after the point addition process (step S310) and may be executed at other times. As a non-limiting example, the excess notification process may be executed at the following times. -Timing before points are added -Timing before the mission begins -When a mission is in progress -Timing after the mission ends

[0306] After step A330, when point addition processing completion information is received from the server 10 via the communication I / F 22, the control unit 21 of the terminal 20A displays the point addition processing completion information on the display unit 24 based on the received point addition processing completion information (A340), and proceeds to step A200.

[0307] After step S320, the control unit 11 of the server 10 determines whether or not to end the process (S180). If it is determined that the processing should be continued (S180: NO), the control unit 11 of the server 10 waits to receive point addition processing request information from the terminal 20A, for example and not limitation, and if received, executes the processing of S310 again. On the other hand, if it is determined that the process is to be ended (S180: YES), the control unit 11 of the server 10 ends the process.

[0308] <Effects of the First Embodiment> In this embodiment, the server 10 (not limited to this, but an example of a server that communicates with a terminal that performs processing related to a game) performs processing to display multiple mission candidates, which are candidates for a mission that will be associated with points for the user of the terminal 20 when the mission is completed, on the display unit 24 of the terminal 20 by the control unit 11. This processing can include, for example and not limited to this, a processing to transmit mission candidate information to the terminal 20, etc. The server 10 also performs a process (mission setting process, as an example, not a limitation) of associating a plurality of missions based on a plurality of mission candidates selected by the user of the terminal 20 from among a plurality of mission candidates displayed on the display unit 24 of the terminal 20, with the user of the terminal 20. The server 10 also performs a process of adding points based on the achievement of a first mission among the plurality of missions associated with the user of the terminal 20 to the total points associated with the user of the terminal 20, and adding points based on the achievement of a second mission among the plurality of missions associated with the user of the terminal 20 to the total points, with the control unit 11. The server 10 also performs a process of adding points based on the achievement of at least the first mission among the first and second missions to the total points. The server 10 also shows a configuration in which the control unit 11 performs a process of associating privilege information based on the total points with the user of the terminal 20.

[0309] In addition, in this embodiment, the terminal 20 (not limiting, an example of a terminal) that communicates with the server 10 (not limiting, an example of a server) and performs processing related to the game displays multiple mission candidates on the display unit 24, which are candidates for missions that will be associated with points for the user of the terminal 20 when the mission is accomplished, and transmits information such as mission setting request information (not limiting, an example of first information) for associating multiple missions based on multiple mission candidates selected by the user of the terminal 20 from the multiple mission candidates displayed on the display unit 24 to the user of the terminal 20 via the communication I / F 22. Also, the terminal 20 receives information such as mission setting completion information (not limiting, an example of second information) regarding the association of multiple missions based on the multiple mission candidates selected by the user of the terminal 20 from the server 10 via the communication I / F 22. Furthermore, the terminal 20 displays the total points on the display unit 24 based on the points based on the completion of a first mission among the multiple missions associated with the user of the terminal 20 being added to the total points associated with the user of the terminal 20, and displays the total points on the display unit 24 based on the points based on the completion of a second mission among the multiple missions associated with the user of the terminal 20 being added to the total points. Furthermore, the terminal 20 displays the total points on the display unit 24 based on the points based on the completion of at least the first mission among the first and second missions being added to the total points. The terminal 20 is configured to display bonus information based on the total points on the display unit 24.

[0310] As an example of the effect of an embodiment obtained by such a configuration, a user of a terminal can select multiple missions that he or she wishes to accomplish from a number of candidate missions displayed on the terminal, and can earn points whenever any of the selected multiple missions are accomplished. Also, points can be earned when the same mission is accomplished repeatedly, and bonus information can be obtained based on the points earned in this way, thereby providing a gameplay that suits the user's preferences.

[0311] This embodiment illustrates a configuration in which the server 10, via the control unit 11, adds points based on the achievement of the first mission to the total points associated with the user of the terminal 20, and adds points based on the achievement of the second mission to the total points associated with the user of the terminal 20, within the range in which the total points associated with the user of the terminal 20 does not exceed an upper limit value. As an example of the effect of an embodiment obtained by such a configuration, when the first mission and when the second mission are accomplished, points are added up to an upper limit, making the result of accomplishing the mission clear and increasing the motivation to accomplish the multiple missions set.

[0312] In this embodiment, the server 10 adds first points based on the achievement of the first mission to the total points and adds second points based on the achievement of the second mission to the total points, within a range in which the total points associated with the user of the terminal 20 do not exceed an upper limit, by the control unit 11. If the total points have not reached the upper limit and the value obtained by adding the first points to the total points exceeds the upper limit, the server 10 causes the control unit 11 to perform a notification process for notifying the terminal 20 of the upper limit before the first mission is achieved, and if the total points have not reached the upper limit and the value obtained by adding the second points to the total points exceeds the upper limit, the server 10 causes the control unit 11 to perform a notification process before the second mission is achieved. As an example of the effect of an embodiment obtained by such a configuration, when the points that can be earned vary depending on the mission completed, the user can be notified before each mission is completed that even if the mission is completed, there is a possibility that at least a portion of the points that could have been earned will not be earned due to an upper limit.

[0313] Furthermore, this embodiment illustrates a configuration in which, when the total points associated with the user of the terminal 20 have not reached the upper limit value, and the value obtained by adding the first points to the total points does not exceed the upper limit value, and the value obtained by adding the second points to the total points exceeds the upper limit value, the server 10 does not perform notification processing before the first mission is accomplished, and the control unit 11 performs notification processing before the second mission is accomplished. As an example of the effect of an embodiment obtained by such a configuration, by executing notification processing according to the type of mission that can be achieved and the time allowed until the upper limit, notification processing can be kept to a necessary minimum so as not to interfere with the progress of the game.

[0314] In addition, this embodiment illustrates a configuration in which, when the total points associated with the user of the terminal 20 have not reached the upper limit value and the value obtained by adding the first points to the total points exceeds the upper limit value when the first mission is accomplished, the server 10 causes the control unit 11 to perform a process different from the process of adding the first points to the total points, and, when the total points have not reached the upper limit value and the value obtained by adding the second points to the total points exceeds the upper limit value when the second mission is accomplished, the server 10 causes the control unit 11 to perform a process different from the process of adding the second points to the total points. As an example of the effect of an embodiment obtained by such a configuration, even in a situation where the total points do not increase even if a mission is completed, the completion of the mission itself is still possible, and processing is executed according to the type of mission that has been completed, thereby preventing excessive restrictions on game progress due to the relationship between the total points and the upper limit value.

[0315] In this embodiment, the server 10 adds first points based on the achievement of the first mission to the total points and adds second points based on the achievement of the second mission to the total points, within a range in which the total points associated with the user of the terminal 20 do not exceed an upper limit value, by means of the control unit 11. The server 10 also shows a configuration in which, when the value obtained by adding the first points to the total points exceeds the upper limit value when the first mission is accomplished, the control unit 11 performs a notification process for notifying the terminal 20 of the upper limit value, and, when the value obtained by adding the second points to the total points exceeds the upper limit value when the second mission is accomplished, the control unit 11 performs a notification process. As an example of an effect of an embodiment obtained by such a configuration, a first point based on the achievement of a first mission is added to the total points, and a second point based on the achievement of a second mission is added to the total points, so long as the total points do not exceed an upper limit value; on the other hand, if the value obtained by adding the first point to the total points when the first mission is accomplished exceeds the upper limit value, a notification process is performed on the terminal to notify the user of the upper limit value, and if the value obtained by adding the second point to the total points when the second mission is accomplished exceeds the upper limit value, the above notification process is performed to notify the user that the total points will exceed the upper limit value when the mission is accomplished and the upper limit value, or to urge the user to increase the upper limit value.

[0316] In this case, the server 10 may cause the control unit 11 to perform a process of increasing the upper limit value based on the payment of the fee by the user of the terminal 20. As an example of an effect of the embodiment obtained by such a configuration, the upper limit can be increased based on the payment of a fee by the user.

[0317] In addition, this embodiment illustrates a configuration in which the control unit 11 performs a process in which the server 10 adds points based on the achievement of the first mission to the total points associated with the user of the terminal 20, and adds points based on the achievement of the second mission to the total points associated with the user of the terminal 20, if it is within a specified deadline. As an example of the effect of an embodiment obtained by such a configuration, a common deadline for adding points is set for multiple selected missions, which can encourage the achievement of the missions.

[0318] Furthermore, in this embodiment, the number of missions that can be associated with a user of terminal 20 is equal to or less than an upper limit, and the server 10 is configured to cause the control unit 11 to perform a process of increasing the upper limit based on payment of a fee by the user of terminal 20. Furthermore, in this embodiment, the number of missions that can be associated with a user of terminal 20 is equal to or less than an upper limit, and terminal 20 performs processing related to the payment of a fee by the user of terminal 20 using control unit 21, and displays information related to the increased upper limit on display unit 24 based on the processing related to the payment of the fee. As an example of the effect of an embodiment obtained by such a configuration, when the total points approach an upper limit, the upper limit can be increased by the user by paying a fee, and the total points can continue to increase as missions are completed.

[0319] Furthermore, this embodiment illustrates a configuration in which terminal 20 displays on display unit 24 a point card (not limiting, but an example of an object) having a plurality of slots (not limiting, but an example of a first area) capable of displaying mission images corresponding to missions associated with the user of terminal 20, and displays on display unit 24 a point card (object) with an increased number of slots (first areas) based on processing related to payment of a fee. As an example of an effect of an embodiment obtained by such a configuration, mission images corresponding to each of the selected missions are displayed in the multiple first areas of the object, allowing the user to understand at a glance what missions he or she has selected and also to easily understand that by paying a fee, more missions can be selected.

[0320] <First Modification> In the above embodiment, by way of example and not limitation, paid slots that were not displayed until a point card was activated may be displayed before the point card is activated. In this modified example, paid slots that are not valid on the point card can be displayed in an invalid mode as shown below. Invalid state: A state indicating that a paid slot is not enabled and that there is a paid slot that can be enabled

[0321] 1-28 is a diagram showing an example of a screen of a game application displayed on the display unit 24 of the terminal 20A in this modified example. Here, a screen displayed on the display unit 24 of the terminal 20A of the user AA in a case where a paid slot that is not enabled is displayed in an disabled mode is shown as an example.

[0322] Regarding the screen in FIG. 1-28, the explanation of the parts that are similar to those in FIG. 1-13(1) described above will be omitted. In this example, the game information display area displays information regarding the current number of slots on the point card, which indicates that there are two inactive paid slots, and displays two inactive paid slots (in this example, the slots are outlined with a dotted line) below the third and fourth free slots. In addition, in the game information display area, as information regarding the number of slots on the point card after the slots are added, the game continues to display a disabled paid slot below the fourth free slot based on the fact that one of the two inactive paid slots is being activated (slot 5 below slot 3 is being activated, and slot 6 below slot 4 is not being activated).

[0323] For example, but not by way of limitation, when the add slot button SABT is touched by the user as shown in FIG. 1-28(1), a display as shown in FIG. 1-28(2) is displayed as an example, but not by way of limitation. Regarding this screen, the explanation of the parts that are similar to those in FIG. 1-13(2) described above will be omitted.

[0324] In this example, the game information display area displays an image similar to the thumbnail image of the point card displayed on the first slot addition screen, indicating that the number of slots has increased to five (in this example, including slot 6, which is in an invalid state).

[0325] As a non-limiting example, when the first point card button PBT1 is touched by the user as shown in FIG. 1-28(2), a display as shown in FIG. 1-28(3) is displayed as a non-limiting example. Regarding this screen, the explanation of the parts that are similar to those in FIG. 1-13(3) above will be omitted.

[0326] In this example, the game information display area displays point card confirmation information after the slots have been added (in this example, slots 1 to 5 are enabled and have no missions set, and slot 6 is disabled and not enabled, etc.).

[0327] In this way, when there is a slot on the point card that has not been activated, the slot in an inactivated state is displayed, thereby making the player aware that there is a slot that can be activated, and encouraging the player to activate the slot.

[0328] In this modified example, terminal 20 displays on display unit 24 a point card (not limiting, an example of an object) having a plurality of first slots (not limiting, an example of a first region) and at least one second slot (not limiting, an example of a second region) different from the first slots. Terminal 20 is configured to display on display unit 24 a point card (object) in which the first slots (first region) have been increased by a predetermined number and the second slots (second region) have been decreased by a predetermined number based on a process related to the payment of a consideration. As an example of the effect of the modified example obtained by such a configuration, it is possible to clearly show that by paying the fee, the user is able to select more missions using areas that would not have been available if the user had not paid the fee, thereby emphasizing the results that can be obtained by paying the fee.

[0329] <Second Example> The second embodiment is an example, not a limitation, in which a user can select multiple missions to be completed by the user from multiple missions prepared in advance, and each of the selected multiple missions has its own completion deadline and its own upper limit set.

[0330] The contents described in the second embodiment are applicable to any of the other embodiments and other modified examples. Furthermore, the same components as those already mentioned are given the same reference numerals and will not be described again.

[0331] In this embodiment, by way of example and not limitation, a subtotal point and a subtotal upper limit point (subtotal upper limit value) are provided for each mission on the point card. The subtotal points may include, for example and without limitation, information regarding the subtotal value (subtotal number of points) of points awarded to a player for completing one mission in the game. Further, the subtotal upper limit point may include, by way of example and not limitation, information regarding the upper limit of the subtotal points (subtotal upper limit point number) that the player can accumulate in one mission of the point card.

[0332] In this embodiment, in order to clearly distinguish the subtotal upper limit points from the subtotal points, the upper limit points of the total points shown in the first embodiment will be referred to as the "total upper limit points".

[0333] <Data Structure> 2-1 is a diagram showing an example of the data configuration of the point card management data 1531B in this embodiment. Explanation of the same parts as those in FIG. 1-6 will be omitted.

[0334] In this point card management data 1531B, as a non-limiting example, when a mission is set for a slot, the mission ID set for that slot, the subtotal points for that mission, the subtotal upper limit points for that mission, etc. are stored in association with each other.

[0335] Specifically, the data includes the following, by way of example and not limitation: Of the point cards, the valid flag for "CA01" is ON, and the valid flags for the other point cards are OFF. The valid flags for the free slots (slot 1 to slot 4) are ON, and the valid flags for the paid slots (slot 5, slot 6, ...) are OFF. A mission (MIID:A0001) is set in slot 1, the subtotal points are "100 (points)", the subtotal upper limit points are "300 (points)", and no missions are set for the other slots, the total points are "100 (points)", the upper limit points are "3000 (points)", and the expiration date is set to "△ / ○ / ×" (year / month / day), etc.

[0336] Fig. 2-2 is a diagram showing an example of the data configuration of the mission data 154B in this embodiment. Description of parts that are the same as those in Fig. 1-7 described above will be omitted.

[0337] In this mission data 154B, by way of example and not limitation, a mission type, a mission ID (MIID), a mission name, a game part, a mission content, points to be awarded, a subtotal upper limit point, and other registration information are defined in association with each other.

[0338] The subtotal upper limit point field sets an upper limit for the subtotal number of points that will be awarded to a player when the corresponding mission is accomplished.

[0339] Specifically, the subtotal upper limit points in this data are set as shown below by way of example and not by way of limitation. For missions with mission IDs such as "A0001", "A0002", and "A0003", the subtotal point limit is set to "300 (points)". In addition, for missions with mission IDs such as "B0001", "C0001", and "D0001", the subtotal upper limit point is set to "600 (points)".

[0340] Although an example in which the subtotal upper limit points differ for each mission is shown here, the present invention is not limited to this example. For example and not by way of limitation, the subtotal point limit may be different for each mission type.

[0341] In addition, as a non-limiting example, a subtotal upper limit point may be set for each mission, but the subtotal upper limit point may be common to all missions. An example of the data configuration of the mission data 154C in this case is shown in FIG. In this mission data 154C, the subtotal upper limit points for the mission IDs: "A0001", "A0002", "A0003", "B0001", "C0001", "D0001", etc. are set to a common value of "300 (points)" for all mission IDs.

[0342] <Display screen> 2-4 is a diagram showing an example of a screen of a game application displayed on the display unit 24 of the terminal 20A in this embodiment. Here, an example of a screen displayed on the display unit 24 of the terminal 20A of the user AA is shown in which a subtotal upper limit is set for each mission set on the point card.

[0343] Regarding the display screen in FIG. 2-4(1), the description of the parts that are similar to those in FIG. 1-12(1) described above will be omitted. In this example, the game information display area displays mission candidate information (in this example, information regarding the subtotal points and subtotal upper limit points for each mission candidate (subtotal points corresponding to MIID:A0001: 0pt, subtotal upper limit points: 300pt, point bars indicating these values, subtotal points corresponding to MIID:A0002: 0pt, subtotal upper limit points: 300pt, point bars indicating these values), etc.).

[0344] By way of example and not limitation, when a mission candidate icon is dragged by a user, a display such as that shown in FIG. 2-4(2) may be displayed, by way of example and not limitation. Regarding this screen, the explanation of the parts that are similar to those in FIG. 1-12(2) described above will be omitted.

[0345] In this example, the point card confirmation information displays mission candidate icons for MIID:A0001 in slot 1, MIID:A0002 in slot 2, MIID:A0003 in slot 3, and MIID:C0001 in slot 4, as well as information regarding the subtotal points and subtotal maximum points for each mission candidate.

[0346] At this time, each area of ​​the mission candidate information in which the mission candidate icon that had moved to each slot was displayed is displayed in a manner that makes it easy to recognize that the mission candidate icon has moved (in this example, a black blank appearance).

[0347] As a non-limiting example, when the enter button DBT is touched by the user as in FIG. 2-4(2), a display as in FIG. 2-4(3) is displayed as a non-limiting example. Regarding this screen, the explanation of the parts that are similar to those in FIG. 1-12(3) will be omitted.

[0348] In this example, the game information display area displays point card setting completion information (in this example, information similar to the point card confirmation information displayed in Figure 2-4 (2) and an icon containing the words "A mission has been set on your point card") indicating that the mission setting has been completed.

[0349] 2-5 is a diagram showing an example of a screen of a game application displayed on the display unit 24 of the terminal 20A in this embodiment. Here, an example of a screen displayed on the display unit 24 of the terminal 20A of the user AA when the subtotal point number of any one of the missions set on the point card reaches the subtotal upper limit is shown.

[0350] Regarding the display screen in FIG. 2-5, the explanation of the parts similar to those in FIG. 1-11(2) and FIG. 2-4(2) will be omitted.

[0351] In this example, information regarding the subtotal points and subtotal upper limit points for each mission candidate corresponding to the mission candidate icon in slot 1 (MIID: A0001) (subtotal points: 300pt, subtotal upper limit points: 300pt, point bars showing these values) is displayed. In addition, a MAX icon MXIC, which notifies the player that the subtotal points have reached the subtotal upper limit point, is superimposed and displayed in the upper left corner of the mission candidate icon for slot 1 (MIID: A0001). In addition, to the right of the mission setting screen move button TMSBT (in this example, a button containing the words "Mission Setting"), mission reset promotion information (in this example, an image containing a left-facing arrow object and the words "There are missions that have reached MAX") is displayed to encourage the player to reset the missions based on the fact that the subtotal points have reached the subtotal upper limit points.

[0352] In this way, by setting a subtotal upper limit for each mission, the opportunity to reach the upper limit is more likely to arise than if a subtotal upper limit was not set for each mission, thereby providing motivation to play the game in order to reach the upper limit.

[0353] <Processing> 2-6 is a flowchart showing an example of the flow of processing executed by each device in this embodiment. The diagram can be read in the same way as the above-mentioned flowchart. It should be noted that if each step of the process has the same step number as described above, the explanation will be omitted.

[0354] If the result of step A320 is NO, the control unit 21 of the terminal 20A determines whether the subtotal point number has reached the subtotal upper limit point number (upper limit value) by, for example and not by way of limitation, referring to the player's subtotal point number and the subtotal upper limit point number stored in the memory unit 28 of the terminal 20A (A430). If it is determined that the subtotal point number has reached the subtotal upper limit point number (subtotal upper limit value) (A430: YES), then the control unit 21 of the terminal 20A advances the process to step A200, for example and not limitation.

[0355] If it is determined that the subtotal point number has not reached the subtotal upper limit point number (subtotal upper limit value) (A430: NO), the control unit 21 of the terminal 20A sends subtotal point addition process request information to the server 10 via the communication I / F 22, as an example and not a limitation, to request that a process be performed to add the points awarded for mission completion to the subtotal points (A440).

[0356] After step S110, when subtotal point addition process request information is received from the terminal 20A via the communication I / F 14, the control unit 11 of the server 10 performs subtotal point addition process (S410). Specifically, by way of example and not limitation, a process is performed to add the points awarded for the mission completion to the subtotal points according to a subtotal point addition program based on subtotal point addition processing data (not shown). This information is then stored in the player management data that stores the number of subtotal points for user AA.

[0357] After step S410, the control unit 11 of the server 10 transmits subtotal point addition process completion information, including information regarding the updated subtotal point number due to the completion of the subtotal point addition process executed in step S410, to the terminal 20A via the communication I / F 14 (S420).

[0358] After step A440, when subtotal point addition processing completion information is received from the server 10 via the communication I / F 22, the control unit 21 of the terminal 20A displays the subtotal point addition processing completion information on the display unit 24 based on the received subtotal point addition processing completion information (A450), and proceeds to step A200.

[0359] As a non-limiting example, an individual expiration date (hereinafter referred to as "individual expiration date" or "mission expiration date") may be set for each mission set on the point card. For example and not limitation, this expiration date may be set when the mission candidate is generated (for example and not limitation, one month after the mission candidate is generated), may be set when the mission is set on the point card (for example and not limitation, two weeks after the mission is set on the point card), or may be set to a predetermined deadline (for example and not limitation, mission type A missions are on the 10th of each month, mission type B missions are on the 15th of each month, mission type C missions are on the 20th of each month, mission type D missions are on the 25th of each month, etc.).

[0360] 2-7 is a diagram showing an example of the data configuration of the point card management data 1531C in this case. Explanation of the same parts as those in FIG. 1-6 will be omitted.

[0361] In this point card management data 1531C, as a non-limiting example, when a mission is set for a slot, the mission ID set for that slot, the expiration date of that mission, and information regarding the ON / OFF of the expiration date exceeded flag corresponding to that expiration date are stored in association with each other.

[0362] Specifically, the data includes the following, by way of example and not limitation: Of the point cards, the valid flag for "CA01" is ON, the valid flags for the other point cards are OFF, the valid flags for the free slots (slot 1 to slot 4) are ON, and the valid flags for the paid slots (slot 5, slot 6, ...) are OFF, a mission (MIID: A0001) is set in slot 1, the expiration date of this mission is "A / B / C" (year A month B day C), the expiration date corresponding to the expiration date of this mission is OFF, no missions are set in the other slots, the total points are "0 (points)", the maximum points are "3000 (points)", and the expiration date of the point cards is set to "△ / ○ / ×" (year / month / day), etc.

[0363] 2-8 is a diagram showing an example of the data configuration of the mission data 154D in this embodiment. Description of parts that are the same as those in FIG. 1-7 will be omitted.

[0364] This mission data 154D includes, by way of example and not limitation, a mission type, a mission ID (MIID), a mission name, a game part, mission content, points to be awarded, an expiration date corresponding to each mission, and other registration information, all of which are associated with each other.

[0365] Specifically, the expiration dates corresponding to each mission in this data are set to the following, by way of example and not limitation: The expiration date corresponding to the mission ID: "A0001" is "A / B / C", the expiration date corresponding to the mission ID: "A0002" is "D / E / F", the expiration date corresponding to the mission ID: "A0003" is "G / H / I", the expiration date corresponding to the mission ID: "B0001" is "J / K / L", the expiration date corresponding to the mission ID: "C0001" is "M / N / O", and the expiration date corresponding to the mission ID: "D0001" is "P / Q / R", etc.

[0366] 2-9 is a diagram showing an example of a screen of a game application displayed on the display unit 24 of the terminal 20A in this embodiment. Here, an example of a screen displayed on the display unit 24 of the terminal 20A of the user AA is shown in which an expiration date is set for each mission set on the point card.

[0367] Regarding the display screen in FIG. 2-9(1), the description of the parts that are similar to those in FIG. 2-4(1) described above will be omitted. In this example, information regarding the expiration date of each corresponding mission (in this example, an icon containing the text "Until B-month C" corresponding to the mission with MIID:A0001, an icon containing the text "Until E-month F" corresponding to the mission with MIID:A0002, etc.) is displayed in the upper right corner of the mission candidate icon in the game information display area.

[0368] By way of example and not limitation, when a mission candidate icon is dragged by a user, a display such as that shown in FIG. 2-9(2) may be displayed, by way of example and not limitation. Regarding this screen, the explanation of the parts that are similar to those in FIG. 2-4(2) above will be omitted.

[0369] In this example, information regarding the expiration date of each corresponding mission is displayed in the upper right corner of the mission candidate icon for each slot (in this example, an icon containing the text "Until B / C" corresponding to the mission of MIID:A0001, an icon containing the text "Until E / F" corresponding to the mission of MIID:A0002, an icon containing the text "Until H / I" corresponding to the mission of MIID:A0003, an icon containing the text "Until N / O" corresponding to the mission of MIID:C0001, etc.).

[0370] As a non-limiting example, when the enter button DBT is touched by the user as in FIG. 2-9(2), a display as in FIG. 2-9(3) is displayed as a non-limiting example. Regarding this screen, the explanation of the parts that are similar to those in FIG. 2-4(3) above will be omitted.

[0371] In this example, the game information display area displays point card setting completion information for the point card for which mission setting has been completed (in this example, information similar to the point card confirmation information displayed in Figure 2-9 (2) and an icon containing the text "A mission has been set on your point card").

[0372] 2-10 is a diagram showing an example of a screen of a game application displayed on the display unit 24 of the terminal 20A in this embodiment. Here, the screen shown on the display unit 24 of the terminal 20A of the user AA when the expiration date of any one of the missions set on the point card has passed is illustrated.

[0373] Regarding the display screen in FIG. 2-10, the explanation of the parts similar to those in FIG. 1-11(2) and FIG. 2-9(2) will be omitted.

[0374] In this example, an expiration icon EXIC (in this example, an icon containing the word “Expired”) is superimposed on the upper left corner of the mission candidate icon (MIID: A0001) for slot 1 to notify that the expiration date has passed. In addition, to the right of the mission setting screen navigation button TMSBT (in this example, a button containing the words "Mission Setting"), mission reset promotion information (in this example, an image containing a left-facing arrow object and the words "Some missions have reached MAX") is displayed to encourage the player to reset the mission based on the fact that the expiration date has expired.

[0375] In this way, by setting an expiration date for each mission, the player is more likely to complete each mission within its expiration date than if no expiration date was set for each mission, thereby motivating the player to play the game.

[0376] <Effects of the second embodiment> In this embodiment, the server 10, via the control unit 11, adds points based on the achievement of a first mission to the first subtotal points associated with the user of the terminal 20 within the range in which the first subtotal points do not exceed a first upper limit value, and adds points based on the achievement of a second mission to the second subtotal points associated with the user of the terminal 20 within the range in which the second subtotal points do not exceed a second upper limit value. As an example of the effect of this embodiment obtained by such a configuration, since an upper limit value is set for each of the selected multiple tasks, it is possible to prevent the game from progressing excessively with respect to a specific task.

[0377] Furthermore, this embodiment shows a configuration in which, if the first specified deadline is not reached, the server 10 causes the control unit 11 to perform a process of adding points based on the achievement of the first mission to the first subtotal points associated with the user of the terminal 20 within the range in which the first subtotal points do not exceed a first upper limit value, and, if the second specified deadline is reached, adding points based on the achievement of the second mission to the second subtotal points associated with the user of the terminal 20 within the range in which the second subtotal points do not exceed a second upper limit value. As an example of the effect of an embodiment obtained by such a configuration, since a deadline for adding points is set individually for each of the selected multiple missions, the achievement of each mission can be promoted.

[0378] <Third Example> The third embodiment is an example, not a limitation, in which a user can select multiple missions to be accomplished from multiple missions prepared in advance, but the selection is limited depending on the type of mission.

[0379] The contents described in the third embodiment are applicable to any of the other embodiments and other modified examples. Furthermore, the same components as those already mentioned are given the same reference numerals and will not be described again.

[0380] In this embodiment, the types of missions that can be set for each slot on the point card are determined in advance. Specifically, as an example and not a limitation, of the free slots, only missions of mission type A can be set in slot 1, missions of mission type B in slot 2, missions of mission type C in slot 3, and missions of mission type D in slot 4. Also, as a non-limiting example, among the paid slots, it is assumed that slot 5 can be set to a mission of mission type A or mission type B, and slot 6 can be set to a mission of mission type C or mission type D, etc. However, this is merely an example and is not limiting.

[0381] <Data Structure> An example of the data configuration of the point card management data 1531D in this embodiment is shown in FIG. In the description of FIG. 3-1, the description of the parts that are the same as those in FIG. 1-6 described above will be omitted.

[0382] Specifically, the data includes the following, by way of example and not limitation: On the point card, slot 1 is assigned as the slot for mission type A, slot 2 is assigned as the slot for mission type B, slot 3 is assigned as the slot for mission type C, and slot 4 is assigned as the slot for mission type D. Of the point cards, "CA01" has the valid flag set to ON, while the valid flags of the other point cards are set to OFF. The valid flags of the free slots (slot 1 to slot 4) are set to ON, while the valid flags of the paid slots (slot 5, slot 6, ...) are set to OFF. No missions are set for any of the slots, the total points are "0 (points)", the maximum points are "3000 (points)", and the expiration date of the point card is set to "△ / ○ / ×" (year / month / day), etc.

[0383] <Display screen> 3-2 is a diagram showing an example of a screen of a game application displayed on the display unit 24 of the terminal 20A in this embodiment. Here, an example of a screen displayed on the display unit 24 of the terminal 20A of the user AA is shown in which there is a limit to the mission types of the missions that can be set in each slot of the point card.

[0384] Regarding the display screen in FIG. 3-2(1), the description of the parts that are similar to those in FIG. 1-12(1) described above will be omitted. In this example, the game information display area displays point card confirmation information (in this example, the word "Training" is displayed in slot 1 to correspond to the fact that the mission type of the mission that can be set in slot 1 is mission type A, the word "Battle" is displayed in slot 2 to correspond to the fact that the mission type of the mission that can be set in slot 2 is mission type B, the word "Skill Enhancement" is displayed in slot 3 to correspond to the fact that the mission type of the mission that can be set in slot 3 is mission type C, and the word "Expedition" is displayed in slot 4 to correspond to the fact that the mission type of the mission that can be set in slot 4 is mission type D), Ath mission candidate information corresponding to mission type A (in this example, a box containing the word "Training" with a mission candidate icon (icons of mission candidates corresponding to missions such as MIID: A0001, A0002, A0003, etc.), and Bth mission candidate information corresponding to mission type B (in this example, a box containing the word "Battle" with a mission candidate icon (icons of mission candidates corresponding to missions such as MIID: B0001, etc.)) and the like.

[0385] As an example and not by way of limitation, when a mission candidate icon with MIID: A0001 of mission type A is dragged by the user to slot 1, and a mission candidate icon with MIID: B0001 of mission type B is dragged by the user to slot 3, the display shown in Figure 3-2(2) will be displayed, as an example and not by way of limitation.

[0386] Regarding the display screen in FIG. 3-2(2), the description of the parts that are similar to those in FIG. 3-2(1) described above will be omitted. In this example, the game information display area displays, as point card confirmation information, a mission candidate icon with MIID:A0001 in slot 1 and a mission candidate icon with MIID:B0001 being dragged by the player toward slot 3.

[0387] As an example and not a limitation, when a user drags a mission candidate icon with MIID: B0001 for mission type B to slot 3 and the player releases his / her finger at slot 3, a display like that shown in Figure 3-2(3) will be displayed, as an example and not a limitation.

[0388] Regarding the display screen in FIG. 3-2(3), the description of the parts that are similar to those in FIG. 3-2(2) described above will be omitted. In this example, the mission candidate icon with MIID:B0001 that was dragged into slot 3 by the player is displayed in its original position, with superimposed information warning that an attempt was made to set a mission candidate icon that does not correspond to the slot (in this example, the text "Please check the mission types that can be set to the slot", and an OK button (a button containing the word "OK") to close this window).

[0389] In this embodiment, the mission types that can be set for each slot on the point card are not predetermined, but by changing the efficiency of accumulating points (point efficiency) depending on the mission type of the mission set for the slot on the point card, it is possible to guide (limit) the mission types of the missions that the player sets for each slot on the point card. Specifically, by providing combinations of missions (hereinafter referred to as "mission patterns" as appropriate) that increase point efficiency depending on the mission type set on the point card, it is possible to make it difficult for missions to be set in mission patterns other than those that increase point efficiency.

[0390] <Data Structure> FIG. 3-3 is a diagram illustrating an example of information stored in the storage unit 15 of the server 10 in this embodiment. In the description of FIG. 3-3, the description of the parts that are the same as those in FIG. 1-3 described above will be omitted. The memory unit 15 stores, by way of example and not limitation, an application management processing program 151, player registration data 152, a player management database 153, mission data 154, bonus data 155, and point addition processing data 156, as well as, by way of example and not limitation, mission pattern data 1541.

[0391] The mission pattern data 1541 is, by way of example and not limitation, data relating to a mission pattern (hereinafter referred to as a "mission pattern") (data in which a mission pattern is set), and an example of the data configuration of the mission pattern data 1541A is shown in FIG. 3-4. In the mission pattern data 1541A, for example and not by way of limitation, a pattern ID, a mission pattern, a mission effect, and other registered information are stored in association with each other.

[0392] The pattern ID is information used to identify a mission pattern. This pattern ID is preferably a value unique to each mission pattern, and as a non-limiting example, a unique value (proper value) is set and stored by the server 10 for each mission pattern.

[0393] The mission pattern is information including specific details of the mission pattern, and as a non-limiting example, a mission pattern based on a combination of missions set on a point card is stored.

[0394] The mission effect is information regarding the effect obtained when a mission is configured with the corresponding mission pattern, and by way of example and not limitation, a mission pattern effect regarding the effect obtained when a mission is configured with the corresponding mission pattern is stored.

[0395] The other registration information may include various types of information, such as, for example and without limitation, information regarding the expiration date for which the mission pattern is valid, and information regarding the number of times the mission pattern has been set.

[0396] Specifically, the data includes the following, by way of example and not limitation: In pattern ID: MP0001, the mission pattern is set to "Mission of different types (4 types) is set" and the mission effect is set to "Mission point limit +10%". The mission pattern of "Mission of different types (4 types) is set" means that four different mission types are set on the point card, and the mission effect of "Mission point limit +10%" means that the mission point limit for those four different mission types increases by 10%.

[0397] In pattern ID: MP0002, the mission pattern is set to "Different types (2 types) of missions are set" and the mission effect is set to "+5% points when missions are completed." The mission pattern of "Different types (2 types) of missions are set" is when two different mission types are set on the point card, and the mission effect of "+5% points when missions are completed" is when the points for those two different mission types are increased by 5%.

[0398] In pattern ID: MP0003, the mission pattern is set to "Mission of the same type is set for all slots," and the mission effect is set to "Mission points awarded when mission is completed are reduced by 10%." The mission pattern of "Mission of the same type is set for all slots" is when missions of the same mission type are set for all slots on the point card, and the mission effect of "Mission points awarded when mission is completed are reduced by 10%" is when the points awarded for each mission of the same mission type are reduced by 10%.

[0399] In this way, since mission effects with high point efficiency such as pattern ID: MP0001 and MP0002 are advantageous to the player, it is possible to guide the player to set missions in these mission patterns. On the other hand, mission effects with low point efficiency such as pattern ID: MP0003 are disadvantageous to the player, so it is possible to guide the player not to set missions in these mission patterns.

[0400] In this embodiment, when setting a mission on a point card, information regarding the mission pattern including the mission effect may be displayed on the display unit, allowing the player to recognize the mission pattern and its mission effect.

[0401] Note that the above is not limited to the above, and as a non-limiting example, the number of the same mission types may be limited to n types with respect to the mission types of the missions that can be set in the slots of the point card. As a non-limiting example, the number of the same mission types may be limited to one, two, or three types with respect to the mission types of the missions that can be set in the slots of the point card.

[0402] In addition, in this embodiment, a normal mission pattern and a special mission pattern different from the normal mission pattern may be provided as the mission pattern. Specifically, as a non-limiting example, a constant mission pattern that is always set as a mission pattern and a limited mission pattern that is set as a time-limited mission pattern may be provided.

[0403] Fig. 3-5 is a diagram showing an example of the data configuration of mission pattern data 1541B, which is an example of the mission pattern data 1541 in this case. Description of parts that are the same as those in Fig. 3-4 described above will be omitted.

[0404] Specifically, the data includes the following, by way of example and not limitation: As regular mission patterns, mission patterns with pattern IDs: MP0001, MP0002, MP0003, etc. are provided. In addition, time-limited mission patterns such as pattern IDs: MP0001T, MP0002T, etc. are provided.

[0405] In pattern ID: MP0001T, the mission pattern is set to "Battle mission is set" and the mission effect is set to "+20% points awarded when mission is completed." The mission pattern "Battle mission is set" refers to when a mission of mission type B (battle) is set on the point card, and the mission effect "+20% points awarded when mission is completed" refers to an increase of 20% in points awarded for missions corresponding to mission type B.

[0406] In pattern ID: MP0002T, the mission pattern is set to "Expedition mission set" and the mission effect is set to "Expedition mission point limit +20%." The mission pattern "Expedition mission set" refers to when a mission of mission type D (expedition) is set on the point card, and the mission effect "Expedition mission point limit +20%" refers to the mission point limit for missions corresponding to mission type D increasing by 20%.

[0407] In addition, other registration information for the time-limited mission pattern may include information regarding the expiration date for which each time-limited mission pattern is valid, and the time-limited mission pattern may become invalid after the expiration date.

[0408] This game may be either a one-time purchase game or a managed game, and in such a game, the game distributor or manager may upgrade the game to improve its functions and performance after the game is sold or while the game is being managed. At the time of such an upgrade, the mission pattern data may be changed from mission pattern data 1541A to mission pattern data 1541B.

[0409] <Processing> In this embodiment, by way of example and not limitation, the mission pattern data 1541 may be referred to by the control unit 11 of the server 10 in the process of FIG. 1-25 described above. Here, the processing of steps S140 and S150 in FIG. 1-25 will be described, and the other steps will not be described since they are the same as those described above.

[0410] After step S130, when the communication I / F 14 receives mission setting request information from the terminal 20A, the control unit 11 of the server 10 performs a mission setting process (S140). Specifically, as an example and not by way of limitation, a process is performed in which the mission candidates selected by the player are associated with each slot on the point card according to the mission setting process program, based on information about the mission candidates selected by the player, which is included in the mission setting request information. Also, based on the mission pattern data 1541, a process is performed in which it is determined whether or not the combination of mission candidates selected by the player matches any of the mission patterns, based on the mission pattern data 1541, and in the case where they match, a process is performed in which the corresponding mission effect is associated with the point card. Then, this information is stored in the point management data of the player management data in which the player ID of user AA is stored.

[0411] After step S140, the control unit 11 of the server 10 transmits mission setting completion information, including information on the mission setting and mission effect executed in step S140, to the terminal 20A via the communication I / F 14 (S150).

[0412] <Effects of the third embodiment> In this embodiment, a mission is associated with at least one of multiple types of attributes, and the server 10 is configured to use the control unit 11 to perform a process of associating multiple missions based on multiple mission candidates selected by the user of the terminal 20 with the user of the terminal 20 based on the above-mentioned attributes. As an example of the effect of the embodiment obtained by such a configuration, by using attributes, an index can be provided when the user selects from multiple missions.

[0413] Furthermore, this embodiment shows a configuration in which a game is made up of a plurality of game parts, and an attribute associated with a mission is associated with at least one of the plurality of game parts. As an example of the effect of the embodiment obtained by such a configuration, since the attributes of the missions and the progress of the game are closely related, it is possible to achieve both the interest of accomplishing the missions and the interest of progressing through the game.

[0414] <Fourth Example> The fourth embodiment is an example, not a limitation, of an embodiment in which a user can automatically select a mission from a plurality of pre-prepared missions, without the player having to select the mission himself / herself.

[0415] The contents described in the fourth embodiment are applicable to any of the other embodiments and other modified examples. Furthermore, the same components as those already mentioned are given the same reference numerals and will not be described again.

[0416] In this embodiment, an automatic setting button is provided on the mission setting screen for selecting mission candidates to be set on the point card, for automatically setting a mission without the player having to select any mission candidate. When the automatic setting button is touched by the player, the server 10 executes a process for automatically setting a mission in the mission setting process (automatic mission setting process).

[0417] <Data Structure> 4-1 is a diagram showing an example of information stored in the storage unit 15 of the server 10 in this embodiment. Description of parts that are the same as those in FIG. 1-3 will be omitted. The memory unit 15 stores, by way of example and not limitation, an application management processing program 151, player registration data 152, a player management database 153, mission data 154, bonus data 155, and point addition processing data 156, as well as, by way of example and not limitation, data 157 for automatic mission setting.

[0418] The automatic mission setting data 157 can be, by way of example and not limitation, data referenced in an automatic mission setting process, which is a type of mission setting process, and stores information, etc., referenced when performing the automatic mission setting process.

[0419] Specifically, the data may be set with the following contents, which are not limiting, and a priority (not shown) may be set for each of them. In the following description, for convenience, the contents will be described in order of decreasing priority as (1), (2), .... However, the contents and priorities are not limited to these examples. (1) Different mission types will be set (2) Missions with an upcoming expiration date are set (3) Missions with high levels of achievement are set (4) New missions added after the version update will be set. (5) The operator sets the missions for the game parts that the player wants to play.

[0420] <Display screen> 4-2 is a diagram showing an example of a screen of a game application displayed on the display unit 24 of the terminal 20A in this embodiment. Here, a screen displayed on the display unit 24 of the terminal 20A of the user AA when a mission is automatically set on the point card is shown as an example.

[0421] Regarding the display screen in FIG. 4-2(1), the description of the parts that are similar to those in FIG. 1-12(1) described above will be omitted. In this example, an automatic setting button ASBT (in this example, a button containing the words "Auto Select") for automatically setting a mission is displayed below the words "Please select a mission" in the game information display area.

[0422] As a non-limiting example, when the automatic setting button ASBT is touched by the user as shown in FIG. 4-2(1), a display as shown in FIG. 4-2(2) is displayed as a non-limiting example. Regarding this screen, the explanation of the parts that are similar to those in FIG. 1-12(3) will be omitted.

[0423] In this example, the game information display area displays superimposed automatic setting confirmation information (in this example, the text "A mission has been automatically set on your point card", a button to approve the automatic setting content (a button containing the text "Set with this"), and a button to not approve the automatic setting content and perform the automatic mission processing again (a button containing the text "Retry")).

[0424] <Other Examples> (1) The process for setting a mission does not necessarily have to be performed by the server 10, but may be performed by the terminal 20.

[0425] (2) In the above embodiment, an example of a game in which a character appears as in-game content is shown, but the invention is not limited to such an example and may be a game in which content other than a character appears as in-game content.

[0426] For example and without limitation, the game may be one in which a vehicle appears as in-game content. In this case, the game may be one in which a vehicle is modified (developed) and a battle (race) is conducted.

[0427] For example and not for limitation, the game may be one in which a human (humanoid character) appears as in-game content. In this case, the game may be one in which a humanoid character is trained to advance through battles and a story.

[0428] (3) In the above embodiment, the difficulty level at which the player plays each game part (play difficulty level) may be different. In this example, the game parts may have different levels of difficulty. For example and not by way of limitation, the training game part may have a low level of difficulty and the expedition game part may have a high level of difficulty. In addition, the difficulty level may be different for each mission in the same game part. As a non-limiting example, in a training game part, a mission to train character C once is more difficult than a mission to train character A once.

[0429] (4) In the above embodiment, an example was shown in which the player can select missions for all of the free slots for which missions can be set on the point card, but this is not limited to this form, and the player may be able to select missions for some of the free slots for which missions can be set on the point card.

[0430] In this example, if a point card has six slots in which missions can be set, missions assigned by the operator may first be automatically set for the first through sixth slots, and then the player may be able to select a mission for only the first slot. In this case, the player may be allowed to select a mission for two or more slots by paying a fee.

[0431] (5) In the above embodiment, an example was shown in which an automatic mission setting process was performed to automatically set a mission, but the present invention is not limited to this example. The player may specify a pattern for setting a mission (automatic mission setting pattern), and then the automatic mission setting process may be performed to automatically set a mission.

[0432] In this example, the following mission automatic setting patterns are set as the mission automatic setting patterns. Emphasis on points awarded (missions with a large number of points awarded are set) Emphasis on difficulty (low / high difficulty missions are set) -Emphasis on training (missions for training game parts are set) -Focus on battle (missions for the battle game part are set) - Focus on strengthening skills (Mission for strengthening skills is set in the game part) -Expedition-focused (missions for the expedition game part are set) -Emphasis on balance (missions are set evenly for each game part) Then, the automatic mission setting process may be performed based on the automatic mission setting pattern selected by the player from among these automatic mission setting patterns.

[0433] (6) In the above embodiment, an example of a mission pattern is given in the explanation of the mission pattern data, but the present invention is not limited to this example, and other mission patterns may be provided.

[0434] In this example, by way of example and not limitation, the following mission patterns (mission effects) may be provided: - Missions for game parts that were not set previously (+10% points awarded) - Mission for the previously set game part (+5% points awarded) Missions related to newly implemented characters (Character Z, etc.) (Points awarded +20%) Newly implemented game part (training, etc.) missions (maximum points +20%)

[0435] (7) In the above embodiment, points are awarded only when the mission is completed, but the present invention is not limited to this example, and points may be awarded even when the mission is not completed.

[0436] In this example, the mission may have a tiered completion line. As a non-limiting example, in a game part for training a highly difficult character Z, the following patterns of training results when training character Z are provided: training result pattern D, training result pattern C, training result pattern B, training result pattern A, and training result pattern S. The training results are in order of training result D pattern < training result C pattern < training result B pattern < training result A pattern < training result S pattern, and the parameter values ​​that increase are also higher. In this case, as a result of the training game part, training outcome D pattern is a failure pattern, while training outcome C pattern, training outcome B pattern, training outcome A pattern, and training outcome S pattern are success patterns.

[0437] As a non-limiting example, regardless of whether or not this mission was accomplished (the training was successful), the following points will be awarded: Training Result D Pattern (1pt) < Training Result C Pattern (3pt) < Training Result B Pattern (5pt) < Training Result A Pattern (7pt) < Training Result S Pattern (10pt). In other words, points will be awarded even if the training is a failure pattern.

[0438] (8) The present invention is not limited to the above embodiment, and specific items may be awarded in accordance with a mission set on the point card.

[0439] In this example, depending on the mission type of the mission set on the point card, the player is more likely to be given an item that makes it easier to complete the mission. As a non-limiting example, if the point card has many battle-related missions set, items that are not related to the missions and can be acquired through expeditions and the like are more likely to appear as battle-specific items that make it easier to win when used in battle.

[0440] (9) Without being limited to the above embodiments, by paying a fee, the upper limit of the point card may be increased or the expiration date may be extended, or the upper limit for each mission may be increased or the expiration date may be extended.

[0441] (10) As described in the above embodiment, multiple point cards may be valid for one player. In this case, the handling of multiple valid point cards in the game may be as follows, by way of example and not limitation. All valid point cards can be used with the same performance as the point card. -The performance of at least some valid point cards will change Here, the default performance of the point card (number of slots, mission type, number of points granted, maximum number of points, etc.) will be referred to as "initial performance" as appropriate. Also, a valid point card will be referred to as "valid point card" as appropriate.

[0442] "All valid point cards can be used with their original capabilities" means, by way of example and not limitation, that a first valid point card and a second valid point card can be used with their original capabilities. Specifically, as a non-limiting example, when a normal card and a silver card are valid, if a mission set for the normal card is accomplished, the number of points preset for the normal card may be awarded to the player, and if a mission set for the silver card is accomplished, the number of points preset for the silver card may be awarded to the player. In other words, each point card may be usable with the default initial performance set for the point card.

[0443] "The performance of at least some of the valid point cards is changed" may mean, by way of example and not limitation, that at least one of a first valid point card and a second valid point card can be made to be usable with performance different from the default initial performance.

[0444] Specifically, as a non-limiting example, when a normal card and a silver card are valid, if a mission set for the silver card that has been made valid by payment of a fee or the like is accomplished, the number of points preset for the silver card may be awarded to the player, and if a mission set for the normal card is accomplished, half (50%) of the number of points preset for the normal card may be awarded to the player. In other words, the silver card may be usable with initial performance, while the normal card may be usable with performance that is reduced from the initial performance.

[0445] Also, as a non-limiting example, when a normal card and a silver card are active, if a mission set for the silver card that has been activated by payment of a fee or the like is accomplished, the player may be granted a number of points that is reduced (by 20%) from the number of points that has been preset for the silver card, and if a mission set for the normal card is accomplished, the player may be granted a number of points that is reduced (by 20%) from the number of points that has been preset for the normal card. In other words, both the normal card and the silver card may be usable with performance that is lower than their initial performance. In this example, although both cards have lower performance than their initial performance, the player has the advantage of being able to use two cards.

[0446] Here, when multiple point cards are valid, the point card that can be used with the initial performance may be called the "main point card", and the other point cards may be called "sub-point cards".

[0447] In addition, the player may be allowed to arbitrarily select which of multiple valid point cards will be the main point card. As a non-limiting example, multiple valid point cards may be displayed on a point card setting screen (e.g., Figure 1-11 (2)), and the player may be allowed to select / set any one of these point cards as the main point card.

[0448] In this case, by way of example and not limitation, the point card set as the main point card may be usable with initial performance, and the point card set as the sub-point card may be usable with performance that is lower than the initial performance. [Explanation of symbols]

[0449] 1. Communication Systems 10 Server 20 Terminals 30 Network

Claims

1. A program executed by a terminal that communicates with a server and performs processing related to a game, displaying a plurality of candidate missions on a display unit of the terminal, the candidate missions being candidates for a mission that, if completed, will be associated with points for a user of the terminal; displaying, on the display unit, an object having a plurality of first regions capable of displaying mission images corresponding to a mission candidate selected by the user from among the plurality of mission candidates displayed on the display unit; displaying the object with the increased number of first regions on the display unit based on an input from the user; transmitting, to the server, first information for associating a mission corresponding to the mission image displayed in the first area with the user, by a communication unit of the terminal; receiving, from the server by the communication unit, second information regarding a mission corresponding to the mission image displayed in the first area being associated with the user; displaying a total point on the display unit based on points based on completion of a first mission among a plurality of missions associated with the user being added to a total point associated with the user, and displaying the total point on the display unit based on points based on completion of a second mission among a plurality of missions associated with the user being added to the total point; displaying the total points on the display unit based on the points based on the fact that at least the first mission out of the first mission and the second mission has been accomplished again being added to the total points; The terminal displays on the display unit bonus information based on the total points.

2. The program according to claim 1, performing a process related to the payment of a price by the user based on the input by the user, using a control unit of the terminal; The terminal executes a process for displaying on the display unit the object with the increased number of first regions based on the process related to the payment of the consideration.

3. The program according to claim 1 or 2, the object has a plurality of first regions and at least one second region different from the first regions before the user input is performed; The terminal executes a process of displaying, on the display unit, the object in which the first area is increased by a predetermined amount and the second area is decreased by the predetermined amount based on the input by the user.

4. An information processing method for a terminal that communicates with a server and performs processing related to a game, comprising: displaying a plurality of candidate missions on a display unit of the terminal, the candidate missions being candidates for a mission that, if completed, will be associated with points for a user of the terminal; displaying, on the display unit, an object having a plurality of first regions capable of displaying mission images corresponding to a mission candidate selected by the user from among the plurality of mission candidates displayed on the display unit; displaying the object with the increased number of first regions on the display unit based on an input from the user; transmitting, to the server, first information for associating a mission corresponding to the mission image displayed in the first area with the user, by a communication unit of the terminal; receiving, from the server by the communication unit, second information regarding a mission corresponding to the mission image displayed in the first area being associated with the user; displaying a total point on the display unit based on points based on completion of a first mission among a plurality of missions associated with the user being added to a total point associated with the user, and displaying the total point on the display unit based on points based on completion of a second mission among a plurality of missions associated with the user being added to the total point; displaying the total points on the display unit based on the points based on the fact that at least the first mission out of the first mission and the second mission has been accomplished again being added to the total points; and displaying bonus information based on the total points on the display unit.

5. A terminal that communicates with a server and performs processing related to a game, a display unit that displays a plurality of mission candidates which are candidates for a mission that will be associated with points for the user of the terminal when the mission candidates are achieved, displays an object having a plurality of first areas capable of displaying a mission image corresponding to a mission candidate selected by the user from among the displayed mission candidates, and displays the object with an increased number of the first areas based on an input from the user; a communication unit that transmits first information to the server for associating a mission corresponding to the mission image displayed in the first area with the user, and receives second information from the server regarding the association of the mission corresponding to the mission image displayed in the first area with the user, The display unit is displaying a total point based on points being added to a total point associated with the user based on completion of a first mission among a plurality of missions associated with the user, and displaying the total point based on points being added to the total point based on completion of a second mission among a plurality of missions associated with the user; displaying the total points based on the points based on the fact that at least the first mission out of the first mission and the second mission has been accomplished again being added to the total points; Benefit information based on the total points is displayed.

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