Information Processing Apparatus, Information Processing Method, and Program

The information processing apparatus helps users by notifying them of relevant game events for obtaining desired objects, addressing the challenge of determining optimal events and improving game satisfaction.

JP7703080B2Active Publication Date: 2025-07-04MIXI INC
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Patent Information

Application Number
JP2024086486
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-05-28
Publication Date
2025-07-04
Estimated Expiration
2040-03-25

AI Technical Summary

Technical Problem

Users face difficulty in determining which game events to participate in to obtain objects convenient for their play style, often missing opportunities due to unclear holding periods and varying object availability, leading to decreased game satisfaction.

Method used

An information processing apparatus that includes a designated reception unit to receive user-selected quests and a notification unit to inform users of events where they can obtain related objects, such as characters or items, associated with those quests.

Benefits of technology

Users receive timely notifications about relevant events, reducing confusion and missed opportunities, thereby enhancing game satisfaction by making it easier to acquire desired objects.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide an information processor capable of reducing a load to a game on a user, and improving a game satisfaction level of the user; and to provide an information processing method and a program.SOLUTION: An information processor includes a designation reception unit for receiving a designated quest designated by a user from among quests for playing by using an object, and a notification unit for notifying the user of the occurrence of an event in which a related object related to the designated quest can be acquired by the user.SELECTED DRAWING: Figure 5
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Description

Technical Field

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

Background Art

[0002] Conventionally, in games such as online games, when an event such as a lottery or a quest is performed by a user, a game that gives an object (for example, a character or an item that can be used in the game) to the user is known.

[0003] For example, Patent Document 1 discloses that a lottery is performed in response to a request from a user, and one or a plurality of characters randomly selected from a group of characters to be lottery targets are given to the user, and as a clear reward for a battle game with an enemy character called a quest, an item or a character is given to the user.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] However, in the case of events such as lotteries and quests as in Patent Document 1, there are many cases where a period during which a user can execute (hereinafter referred to as a holding period) is set, and the objects that can be obtained also often differ in each event. Therefore, for the user, it may be difficult to determine which event to execute among a plurality of events in order to obtain an object convenient for oneself (for example, an object that makes it easier to play a game according to the user's play style). Further, even if it is possible to determine an event that can obtain an object convenient for oneself, that event is not always held. Therefore, even if the event is held, the holding period may end without the user noticing, and the user may miss the opportunity to obtain an object convenient for oneself. As described above, it may be a burden for the user to judge the optimal event by oneself and to grasp the holding period of that event, and there is a possibility that the user's satisfaction with the game may decrease.

[0006] Therefore, an object of the present invention is to provide an information processing apparatus, an information processing method, and a program that can reduce the above-described burden on the user's game and improve the user's game satisfaction.

Means for Solving the Problems

[0007] An information processing apparatus according to an aspect of the present invention includes a designated reception unit that receives a designated quest designated by a user from among quests that are played using an object in a game, and a notification unit that notifies the user when an event occurs in which the user can obtain a related object associated with the designated quest.

Effects of the Invention

[0008] When an event occurs in which the user can obtain a related object associated with the designated quest, the user can receive a notification and know it, so that the burden on the game can be reduced and the user's game satisfaction can be improved.

Brief Description of the Drawings

[0009]

Figure 1

Figure 2

Figure 3

Figure 4

Figure 5

Figure 6

Embodiments for Carrying Out the Invention

[0010] Hereinafter, the information processing apparatus, information processing method, and program of the present invention will be described in detail with reference to the preferred embodiments shown in the accompanying drawings. Note that the embodiments described below are merely examples given to facilitate understanding of the present invention and do not limit the present invention. That is, the present invention can be changed or improved from the embodiments described below without departing from its gist. Also, of course, equivalents of the present invention are included. Also, in the following description, although examples of the screens displayed on the terminal are not illustrated, the configuration examples of the screens, the information to be displayed, and the specific contents of the GUI (Graphical User Interface) can be freely designed and changed according to the design specifications and the user's preferences.

[0011] <Regarding the game> The communication system shown in FIG. 1 (hereinafter referred to as the game system S) is a communication system including an information processing apparatus (hereinafter referred to as the server 30) according to an embodiment of the present invention, and provides a game to the user U.

[0012] The "game" is an online game provided using the game system S, and refers to an electronic game in which the user U plays an event such as a lottery or a quest using an object in the game. In the present embodiment, as an example of the game, the user U forms a team consisting of a plurality of characters (for example, a set of four), operates those characters by a predetermined action to fight against enemy characters, and sequentially challenges and clears a plurality of quests prepared in the game.

[0013] The "object" includes, for example, a character that moves according to the operation of the user U in the game, and an item for promoting the game advantageously. The number of objects held increases according to logging in to the game, lottery results, quest clear rewards, or purchases. Also, the number of objects held decreases by being consumed, synthesized, sold, or discarded in the game.

[0014] Characters, which are a type of object, each have individuality, and differ in rank, name, appearance, attribute, and various parameters (setting data related to level, physical strength, attack power, speed, luck, or special ability, etc.) for each character. Also, the user U can grow and develop those characters by accumulating experience points, using items, or synthesizing with other characters.

[0015] The "rank" is an index indicating the value of an object such as a character, and is determined based on the values of the above various parameters. Generally, an object with a high rank is difficult to obtain because the winning probability in the lottery is low, has a high rarity value, and has a small circulation volume in the game or a small past usage amount by the user U.

[0016] "Training" means strengthening or evolving a character by consuming items or other materials for that character. Training includes, for example, cases where multiple characters (e.g., Character A and Character B) are used as materials and those materials are combined to change into one special character (Character C).

[0017] "Growth" means that as a result of training, the abilities, etc. of a character change. As an example, it includes the following changes. Basically, it is a change that is advantageous to user U, but does not exclude changes that are disadvantageous to user U or changes that have no impact on advantage or disadvantage. (a) Various parameters possessed by the character improve. (b) For various parameters possessed by the character, the previously defined upper limit value (maximum value) improves. (c) Special abilities (techniques, etc.) are added to the character. (d) The special abilities possessed by the character change. (e) The name, appearance, or attributes, etc. of the character change. (f) The character changes into a special character that is higher than that character.

[0018] "Lottery" is a type of event that constitutes the game and is an event in which user U can obtain objects such as the above-mentioned characters. The lottery is carried out in response to a request for providing an object from user U (hereinafter referred to as a lottery application) during the play of the game. In the lottery, a plurality of objects with different winning probabilities are prepared as candidates, and one or a predetermined number of objects are selected from among the plurality of candidate objects, and user U can obtain the selected object as a lottery result object.

[0019] In addition, each lottery has a set holding period and is held in various ways as the game progresses. That is, the lottery occurs sequentially over time, and user U can conduct the lottery by submitting a lottery application for those lotteries during the holding period. In the lottery, the winning probability of each object as a candidate, as well as the type and number of objects included as candidates, may vary for each holding period. Therefore, depending on the holding period of the lottery, there may be cases where the winning probability of a specific object is high and it is likely to be selected as the lottery result object, or a specific object may not be included as a candidate at all.

[0020] Note that there are various forms of lotteries. For example, it includes a "single type (one-time type)" lottery that is conducted only once, and an "N-consecutive type" lottery in which N lotteries (N is a natural number of 2 or more) are conducted consecutively. Also, there are various lottery implementation conditions, such as a lottery that can be conducted by consuming a lottery item obtained for free, a lottery that can be conducted by consuming a lottery item obtained (purchased) for a fee, a lottery that can be conducted by consuming a lottery item obtained as a clear reward for a quest described later, and a lottery that can be conducted as a clear reward (when the right to conduct a lottery is given as a clear reward), etc.

[0021] A "quest" is a type of event that constitutes a game. It is a task given to user U within the game, that is, an event that forms the core of the game and involves playing using objects such as the above characters. Specifically, it includes events such as a user U using the characters they possess to fight enemy characters, events where the user encounters various characters regardless of whether they are enemies or allies, events aimed at reaching a certain location, or events where objects such as items can be obtained. These quests each have a set holding period and completion conditions, and occur variously as the game progresses. User U selects any quest to play from among these multiple quests. For example, when user U plays a quest during the holding period and completes the quest by fulfilling preset completion conditions such as defeating an enemy character, this is called "clearing" the quest. When cleared, user U can obtain objects such as the above characters, which vary for each quest, as a clear reward.

[0022] In addition, for each quest, an object associated with that quest (hereinafter referred to as an "associated character") is set. Furthermore, a quasi-associated character is associated with the associated character.

[0023] The "related character" refers to a character associated with that quest and recommended for use when playing that quest (for example, a character recommended to be included as a member of the team). In this embodiment, the related character is determined based on the characters used by other users U who have played and cleared that quest in the past. Specifically, as a result of ranking based on the number of times other users U have used characters, the top several (for example, 10) characters are selected as related characters. At this time, in addition to the number of times a character has been used, the character may also be ranked considering the clear success rate when that character was used. Note that the related character may change each time the usage times by other users U are aggregated. Also, the number of times a character has been used may be aggregated by dividing it at regular intervals, or may be aggregated separately for each character attribute or acquisition route (such as whether it was acquired as a lottery result object or as a clear reward).

[0024] The "quasi-related character" refers to a character that is not exactly the same as the related character but has some relationship with the related character. Specifically, it includes characters before or after the growth of the related character, characters that are materials for the related character, characters that have different variations (such as expressions, hairstyles, postures, clothing, or equipment) from the related character, or characters with special specifications such as time-limited or region-limited for the related character (such as Christmas version or Okinawa version).

[0025] Note that the related character may also be a character set in the game so as to produce advantageous effects for the user U, such as making it easier to clear the quest or improving the amount of clear rewards obtained, when the character is incorporated into the team and played, regardless of the number of times other users U have used the character.

[0026] In this embodiment, during the play of the game, when the user U designates a predetermined quest, if an event occurs in which a related character (or a quasi-related character) of the designated quest (hereinafter referred to as the designated quest) can be obtained from among a number of lotteries or events such as quests, the user U who designated the designated quest is notified.

[0027] "Notification" means informing the user U of the occurrence of an event. Specifically, during the time when the user U is playing the game, in addition to displaying an icon or a message (not shown) on the screen of the user terminal 10 (for example, a part of the game home screen), even when the user U is not playing the game, a dialog box may be displayed on the screen of the user terminal 10 each time, etc. (push notification).

[0028] At this time, the quests that can be designated may be limited to quests for which the user U has not yet received the clear reward, that is, quests that the user U has not yet cleared (hereinafter referred to as uncleared quests). Also, among the uncleared quests, in particular, it may be limited to quests that the user U has challenged in the past and failed to clear. Furthermore, it may be limited to quests of a predetermined difficulty level or higher.

[0029] Multiple designated quests may be designated, or the designated quest once designated may be changed or canceled, etc. Also, when a long time has passed since the designated quest was designated without changing or canceling the designated quest, etc., although it was an uncleared quest at the time of quest designation, if the user U has already cleared the designated quest during that period, the designation may be automatically canceled and no notification may be given even if an event occurs.

[0030] Also, when the event for obtaining a related character (or a quasi-related character) is a lottery, as described above, the winning probability of each object may differ depending on the lottery. Therefore, it may be notified in a limited or preferential manner when a lottery (second lottery) in which the winning probability of the related character (or quasi-related character) is set higher than that of another lottery (first lottery) is held. Here, the second lottery includes a lottery in which the winning probability of the related character (or quasi-related character) is set higher than the winning probability of a character of the same rank as that related character (or quasi-related character), that is, a lottery in which the related character (or quasi-related character) is easily picked up as a target (attention) item and wins.

[0031] Also, when the related character is determined based on the number of times the character is used by another user U who has cleared the specified quest, the number of times of use may be aggregated at the timing specified by the user U, etc., and the related character may be determined based on the number of times of use during the period corresponding to the time point when the user U specified the specified quest. The period corresponding to the time point when the specified quest is specified may be, for example, the period from when the quest is held to the time point when the quest is specified as the specified quest, a predetermined period such as several hours, several days, several weeks, several months or several years retroactively from the time point when the specified quest is specified, or any period selected by the user U that is a period before the time point specified as the specified quest.

[0032] Also, the notification may be limited to the case where an event occurs in which the user U can obtain an unowned related character (or quasi-related character). Also, limited-time special characters, etc. that are in collaboration with other works such as comics or movies, other artists, or other companies may be excluded from the related characters (or quasi-related characters) to be notified.

[0033] In this way, in this embodiment, when an event occurs that enables the user U to obtain a related character (or a quasi-related character) of a specified quest, the user U can receive a notification and become aware of it. Therefore, the user U does not have to be confused about which event to execute in order to obtain a related character (or a quasi-related character), that is, a character that is convenient for the user U himself / herself, and will not miss the opportunity to obtain a character that is convenient for himself / herself without noticing that the corresponding event is being held.

[0034] In addition, in this embodiment, not only can the user U play alone, but also a so-called multiplayer play (hereinafter referred to as co-play), in which a plurality of users U operate their respective user terminals 10 to play a common quest simultaneously, is possible. In this co-play, a user U (hereinafter referred to as the host) who hosts the co-play for a specific quest and recruits members, and a user U (hereinafter referred to as the guest) who applies for the recruitment and participates in the co-play form a co-relationship, and the progress of the play is synchronized among the users who perform the co-play.

[0035] The co-play is carried out through the communication function of the user terminal 10 of each user U. Specifically, when a certain user U applies to participate in the co-play recruited by the host, and the host permits the application, a communication path for co-play is established between the certain user U as a guest and the host. The application eligibility for co-play is not particularly limited and can be set arbitrarily. For example, it may be that other user Us who have a friendship relationship with a certain user U and are friend users who have approved each other among the user Us can apply.

[0036] After that, various data required for the cooperative play is transmitted and received according to a known communication method. The data at this time may be transmitted in a client-server manner via the server 30, or in a peer-to-peer (P2P) manner without the server 30. The cooperative play style is classified into a fully synchronous type and an asynchronous type, and either style may be adopted. The fully synchronous type includes a key input synchronous type and a command input type, and the asynchronous type includes a server-centralized processing type and a client-distributed processing type.

[0037] The cooperative play-compatible game includes a cooperative play game in which multiple users U cooperate, and a competitive game in which users U compete against each other, but either type may be used. The upper limit (maximum number of players) of the number of users U in one cooperative play is not particularly limited and may be set to any number, but is preferably set to a maximum of about four people, for example.

[0038] <About the configuration of the game system S> Next, the configuration of a game system S for providing the above game to a user U will be described. 1, the game system S is constructed so that a user U can play a game, and is composed of an information terminal (hereinafter referred to as a user terminal 10) operated by the user U, and a server 30. The user terminal 10 and the server 30 are connected to each other so as to be able to communicate with each other via a network N such as the Internet.

[0039] The user terminal 10 is equipped with a program stored in the terminal and a processor that executes the program, and is carried by the user U who is its owner. The user U operates the user terminal 10 during play. As the user terminal 10, known devices used as game terminals, such as smartphones, mobile phones, notebook PCs, tablet terminals, wearable terminals, or dedicated game devices with communication functions, etc. can be used. Note that the number of user terminals 10 constituting the game system S is not particularly limited and can be any number. However, in FIG. 1, for the sake of illustration, the number of user terminals 10 is set to 3.

[0040] The server 30 is a computer that constitutes the information processing apparatus of the present invention. For example, it is composed of a server computer managed by a game providing company and is responsible for the progress processing of the game. Specifically, it manages the game accounts and statuses of the users U for each user U, and distributes data related to the progress processing of the game (hereinafter referred to as game progress data) to each user U. Also, the server 30 is not limited to a server device composed of a single computer that exhibits a specific function alone, and may be composed of a group of server devices composed of a plurality of computers that cooperate to exhibit a specific function even if they are distributed.

[0041] The network N may be any that can connect the user terminal 10 and the server 30 in a state where data communication is possible. Whether it is wired or wireless, it includes the Internet, mobile communication networks, LAN (Local Area Network), WAN (Wide Area Network), intranet, and Ethernet (registered trademark), etc. Also, the user terminals 10 may communicate with each other via the network N, or may communicate directly without passing through the network N through Bluetooth (registered trademark) or Wifi-Direct, etc.

[0042] In the game system S of the present embodiment, with the above configuration, the game progresses by the cooperation of the user terminal 10 and the server 30. Specifically, part of the game progress processing is performed on the server 30 side, and part of the graphic processing and the like is executed on the user terminal 10 side. For example, the server 30 executes a program including certain rules, logics, and algorithms. On the other hand, on the user terminal 10 side, while synchronizing with the server 30, various quests are generated according to the same rules, logics, and algorithms as the program executed on the server 30 to progress the game.

[0043] <Configuration of User Terminal 10> Next, the configuration of the user terminal 10 according to the present embodiment will be described. As shown in FIG. 2, as a hardware configuration, the user terminal 10 includes a processor 11, a storage device 12, a communication interface (denoted as communication I / F in FIG. 2), an input device 14, and an output device 15, and these devices are electrically connected via a bus (not shown).

[0044] The processor 11 includes, for example, a Central Processing Unit, a Micro Processing Unit, a Graphics Processing Unit, or a Digital Signal Processor, etc., and executes various arithmetic processes based on programs or data stored in the storage device 12, and controls each part of the user terminal 10. The programs executed by the processor 11 include an OS (Operating System), which is system software for controlling the entire user terminal 10, and application programs for games, etc. When these various programs are read and executed by the processor 11, the functions of the user terminal 10 as a component of the game system S are exerted.

[0045] The storage device 12 includes, for example, a memory or a storage, etc., and stores various programs or data. The memory is composed of semiconductor memories such as ROM (Read Only Memory) and RAM (Random Access Memory), provides a working area for the processor 11 by temporarily storing programs and data, and temporarily stores various data generated by the processes executed by the processor 11. The storage stores various data related to the game and is composed of, for example, flash memory, HDD (Hard Disc Drive), SSD (Solid State Drive), FD (Flexible Disc), MO disc (Magneto-Optical disc), CD (Compact Disc), DVD (Digital Versatile Disc), SD card (Secure Digital card), and USB memory (Universal Serial Bus memory), etc.

[0046] The communication interface 13 is composed of, for example, a network interface card (NIC) etc., and controls the communication processing of the user terminal 10. The communication standard by the communication interface 13 is not particularly limited, and any public communication standard can be applied without limitation. Also, the communication method by the communication interface 13 may be a wireless method or a wired method.

[0047] The input device 14 is a device that receives the operation of the user U and generates data indicating the content of the received operation. As an example, operation keys, operation buttons, a microphone for sound collection, and a camera for photography provided on the user terminal 10 etc. can be used.

[0048] The output device 15 is a device that draws a screen to display images, character information, etc., or plays audio. As an example, a liquid crystal display or an organic EL (Electroluminescence) display provided in the user terminal 10, a head-mounted display, a speaker, etc. can be used. In this embodiment, the output device 15 has at least a display. The display may also have the functions of both the input device 14 and the output device 15, such as a touch panel display.

[0049] Next, with reference to FIG. 3, the configuration of the user terminal 10 will be described again from the functional aspect. As shown in FIG. 3, the user terminal 10 includes a plurality of functional units, specifically, an operation specifying unit 16, a terminal-side storage unit 17, a terminal-side generation unit 18, a terminal-side transmission / reception unit 19, and a display processing unit 20. These functional units are realized by the cooperation of the hardware devices of the user terminal 10 and a program as software stored in the user terminal 10.

[0050] [Operation Specifying Unit 16] The operation specifying unit 16 is mainly realized by the processor 11 and the input device 14, and specifies the contents of various operations performed by the user U through the input device 14 of the user terminal 10. The operations specified by the operation specifying unit 16 include operations for game progress and operations related to co-play. The operations for game progress include, in addition to the operation of moving a character by a predetermined action, the operation of specifying a designated quest, and the operation of performing a lottery. Also, the operations related to co-play include operations related to the recruitment of co-play, the application for co-play, and the approval or rejection of the application.

[0051] [Terminal-Side Storage Unit 17] The terminal-side storage unit 17 is mainly realized by the processor 11 and the storage device 12, and stores various data related to game progress (for example, video data, image data, and audio data, etc.).

[0052] [Terminal-Side Generation Unit 18] The terminal-side generation unit 18 is mainly implemented by the processor 11 and the storage device 12, and generates game operation data and the like according to the operation content of the user U specified by the operation specifying unit 16. The game operation data generated here includes character operation data based on an operation to move a character by a predetermined action, designated quest data based on an operation to designate a designated quest, lottery execution data based on an operation to perform a lottery, and co-play data based on an operation related to co-play. These generated data are transmitted by the terminal-side transmission / reception unit 19 toward the server 30.

[0053] [Terminal-side transmission / reception unit 19] The terminal-side transmission / reception unit 19 is mainly implemented by the processor 11, the storage device 12, and the communication interface 13, and transmits and receives data and information between the server 30 and the user terminal 10 of another user U. For example, during the play of a game, the terminal-side transmission / reception unit 19 receives game progress data sent from the server 30 and transmits the game operation data toward the server 30. Also, when co-play of a game is being performed, the terminal-side transmission / reception unit 19 may transmit and receive co-play data (specifically, the game operation data of each user U) with the user terminal 10 of another user U.

[0054] [Display processing unit 20] The display processing unit 20 is mainly implemented by the processor 11, the storage device 12, and the output device 15, and executes display processing for displaying the data and information received by the terminal-side transmission / reception unit 19 on the display by means of a browsing function. Specifically described, the display processing unit 20 draws a game screen at the start of the game, and during the game play, expands the game progress data received by the terminal-side transmission / reception unit 19 from the server 30 and displays video and other information in the game screen. Also, during the game play, the display processing unit 20 displays video (specifically, video that moves according to the operation of the user U) that changes according to the game operation data generated by the terminal-side generation unit 18 in the game screen.

[0055] [Configuration of server 30] Next, the configuration of the server 30 according to the present embodiment will be described. As shown in FIG. 2, the server 30 has the same hardware configuration as a general server computer, and includes a processor 31, a storage device 32, and a communication interface (denoted as communication I / F in FIG. 2) 33, and these devices are electrically connected via a bus (not shown).

[0056] The processor 31 is composed of a CPU, MPU, GPU, DSP, etc., and executes various processes by executing the programs installed in the server 30. The programs executed by the processor 31 are an OS which is system software for controlling the entire server 30, and application programs for causing the server 30 to function as the information processing apparatus of the present invention.

[0057] The storage device 32 includes, for example, a memory or a storage, and stores various programs or data. The memory is composed of semiconductor memories such as ROM and RAM, provides a work area for the processor 31 by temporarily storing programs and data, and temporarily stores the data generated by various processes executed by the processor 31. The storage stores various data related to the user U and games, etc., and is composed of, for example, a flash memory, HDD, SSD, FD, MO disk, CD, DVD, SD card, and USB memory. Note that a server computer for a database connected to the server 30 via the network N may be used as the storage.

[0058] The communication interface 33 is composed of, for example, a network interface card, etc., and controls the communication processing of the server 30. The communication standard by the communication interface 33 is not particularly limited, and any public communication standard can be applied without limitation. Also, the communication method by the communication interface 33 may be a wireless method or a wired method.

[0059] Next, with reference to FIG. 4, the configuration of the server 30 will be described again from a functional perspective. As shown in FIG. 4, the server 30 includes a plurality of functional units, specifically, a server-side storage unit 34, a server-side transmission / reception unit 35, a server-side generation unit 36, a designation reception unit 37, a notification unit 38, and a determination unit 39. These functional units are realized by the cooperation of the hardware devices of the server 30 and the programs as software stored in the server 30. When the server 30 is configured by a plurality of computers, the above functions may be distributed so that each of the plurality of computers exhibits different functions from each other.

[0060] [Server-side storage unit 34] The server-side storage unit 34 is mainly realized by the processor 31 and the storage device 32, and stores various data including data related to the user U and game progress data. As data related to the user U, it includes an identifier (user ID or terminal ID) that identifies the user U or the user terminal 10 used by the user U, and various information associated with the identifier (personal information of the user U, model of the user terminal 10, login history, payment history, and game progress status such as status). As game progress data, it includes information related to related characters associated with each quest, information related to quasi-related characters associated with the related characters, information related to objects such as characters and items possessed by the user U, and various information related to quests set for each user U (including quest clear history and clear failure history, etc.).

[0061] [Server-side transmission / reception unit 35] The server-side transmission / reception unit 35 is mainly realized by the processor 31, the storage device 32, and the communication interface 33, and transmits and receives data and information to and from the user terminal 10. For example, during the play of a game, the server-side transmission / reception unit 35 transmits game progress data to the user terminal 10 of user U and receives game operation data from that user terminal 10. Also, while co-play of the game is being performed, the server-side transmission / reception unit 35 receives co-play data from each of the user terminals 10 of a plurality of users U performing co-play, and transmits data (game progress data in a broad sense) for synchronization among users U to each user terminal 10.

[0062] [Server-side generation unit 36] The server-side generation unit 36 is mainly realized by the processor 31 and the storage device 32, and generates the data transmitted by the server-side transmission / reception unit 35. Specifically, the data generated here includes, for example, game progress data corresponding to the game operation data received from the user terminal 10. Note that the game progress data also includes data for notifying that an event has occurred in which a related character (or a quasi-related character) of a specified quest can be acquired, data for causing the user terminal 10 to display a screen for designating a specified quest, data for causing the user terminal 10 to display a screen for playing a quest, data for causing the user terminal 10 to display a screen for performing a lottery, and data for synchronization among a plurality of users U performing co-play while co-play is being performed, and the like.

[0063] [Designation reception unit 37] The designated reception unit 37 is mainly realized by the processor 31, the storage device 32, and the communication interface 33. Based on the designated request data from the user terminal 10 received by the server-side transmission / reception unit 35, it identifies the designated request and accepts the request designated by the user U. In addition, the designated reception unit 37 also accepts changes or cancellations of the designated request. Note that the designated request accepted by the designated reception unit 37 may be an uncleared request, and in particular, it may be limited to requests that the user U has challenged in the past and failed to clear, etc. among the uncleared requests.

[0064] [Notification unit 38] The notification unit 38 is mainly realized by the processor 31, the storage device 32, and the communication interface 33. When an event such as a lottery or a quest occurs where the user U can obtain related characters associated with the designated request, it cooperates with the server-side transmission / reception unit 35 to transmit and notify the user terminal 10 of the information related to the occurred event. At this time, it may be controlled to notify limitedly or preferentially when a second lottery with a high winning probability of related characters (or quasi-related characters) not possessed by the user U is held. Also, when the user U has already cleared the designated request after designating the request, the designation may be automatically canceled, and it may be controlled not to notify even if the corresponding event occurs.

[0065] [Determination unit 39] The determination unit 39 is mainly realized by the processor 31 and the storage device 32, and determines the related characters recommended for use when playing a quest for each quest. Specifically, for each quest, the characters used by other users U who have played and cleared that quest in the past are ranked based on the number of uses, and the characters in the upper ranks of the ranking are determined as the related characters. The aggregation of the number of uses may be performed each time the user U designates a designated request, or may be performed regularly (for example, once a day, etc.) or irregularly. In that case, if the ranking of the characters fluctuates each time of aggregation, the related characters will also be changed each time.

[0066] Note that, in general, the user terminal 10 and the server 30 have various other functions as well. However, here, only the characteristic functions that have an effect in the game system S of the present invention will be described, and illustration and description of other known functions and the like will be omitted.

[0067] <Regarding the processing flow of the game system S> Next, with reference to FIGS. 5 and 6, the processing flow executed in the game system S having the above configuration will be described. The information processing method according to the present embodiment is realized by using the game system S that functions as a computer system. In other words, in the information processing executed by the game system S, the information processing method according to the present embodiment is applied.

[0068] The information processing executed in the game system S in the present embodiment is mainly composed of two types of processing: [event notification processing] and [related character determination processing]. Hereinafter, each type of processing will be described individually.

[0069] [Event notification processing] First, based on FIG. 5, the recommended quest notification processing will be described. The "event notification processing" is a process executed in the server 30. When an event occurs in which the user U can acquire a related character associated with a specified quest, information regarding the occurred event is notified to the user U. Here, the case where the user U does not possess the related character and the specified quest is an un-cleared quest will be described as a premise for the processing.

[0070] As shown in FIG. 5, when the server 30 receives specified quest data from the user terminal 10 and accepts the specification of the specified quest from the user U (S101), it identifies the related character associated with the specified quest (S102).

[0071] When an event occurs that enables the acquisition of the identified related character (S103: YES), the server 30 compares the related character with the characters already possessed by the user U. If the user U does not possess the related character (S104: YES) and the designated quest is an uncompleted quest (S105: YES), the server 30 notifies the user U of the occurrence of the event by transmitting information related to the occurred event to the user terminal 10 (S106), and ends the process.

[0072] On the other hand, if the designated quest has already been cleared by the user U and is no longer an uncompleted quest at the time of the occurrence of the above event (S105: NO), the server 30 cancels the designation of the designated quest (S107) and ends the process. Also, if an event that enables the acquisition of the identified related character has not occurred (S103: NO) and the user U possesses the related character (S104: NO), the server 30 ends the process as it is.

[0073] Note that the events to be notified may be limited to a lottery. When the event is a lottery, it may be limited to or prioritized for a second lottery in which the winning probability of the related character (or quasi-related character) is set high. Also, when notifying regardless of whether the user U possesses the related character or when notifying regardless of whether the designated quest is uncompleted, the above steps (S104 or S105) may be omitted respectively.

[0074] When the series of steps shown in FIG. 5 above is completed, the event notification process ends. Thereafter, during the time when the user U is playing the game or even when the user U is not playing the game, the above series of steps are repeatedly executed regularly or irregularly according to the passage of time. The above is an example of the event notification process.

[0075] [Related Character Determination Process] Next, based on FIG. 6, the related character determination process will be described. The "related character determination process" is a process executed on the server 30. For each specified quest, it is a process of determining related characters based on the number of times the characters used by other users U in that specified quest.

[0076] As shown in FIG. 6, the server 30 identifies the characters used by other users U who have played and cleared that quest in the past from the play history stored for each quest (S201), and totals the number of times each character has been used for each quest (S202). Note that the number of times a character is used may be totaled collectively for the entire period, or may be totaled separately for each predetermined period. Also, the number of times a character is used may be totaled separately according to the character's attributes or acquisition route, etc.

[0077] Next, the server 30 ranks the characters in descending order of the number of times used for each quest (S203), and determines the top N characters as related characters (S204). Then, it stores the determined related characters in association with that quest (S205) and ends the process.

[0078] When the series of steps shown in FIG. 6 is completed, the related character determination process ends. Thereafter, each time a user U specifies a specified quest, or when the above series of steps is repeatedly executed regularly or irregularly, if the ranking of the characters changes each time, the related characters are changed according to the ranking. The above is an example of the related character determination process.

[0079] <Other Embodiments> The present invention is not limited to the above embodiments. For example, in the above embodiment, a character is described as an example of an object that can be obtained in an event. However, the object that can be obtained in the event, that is, the related object associated with the specified quest, is not limited to a character, and may be an item or the like.

[0080] In the above-described embodiment, the program of the present invention is executed by the server 30 to function as the information processing apparatus of the present invention. However, part or all of the functions of the information processing apparatus possessed by the server 30 may be provided in the user terminal 10. For example, functions corresponding to the notification unit 38 and the determination unit 39 etc. may be provided in the user terminal 10.

[0081] In the above-described embodiment, as an example of the game, an online game that uses data communication performed between the user terminal 10 operated by the user U and the server 30 has been described. However, the type of the game is not particularly limited, and it may be an offline game that does not require data communication. Further, for example, it may be a social game that can be used only with an account of a web browser and SNS (Social Networking Service).

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

[0083] [1] The information processing apparatus according to the present embodiment includes a designated reception unit that receives a designated quest designated by a user from among quests played using an object in a game, and a notification unit that notifies the user when an event in which the user can acquire a related object associated with the designated quest occurs. According to the above-described information processing apparatus, when an event such as a lottery or a quest in which the user can acquire a related object associated with the designated quest occurs, the user can receive a notification and know about it. As a result, the user does not have to be confused about which event to execute in order to acquire an object that is convenient for himself / herself, and does not miss the opportunity to acquire an object that is convenient for himself / herself without noticing that the corresponding event is being held. Therefore, the burden on the user for the game is reduced, and the user's game satisfaction can be improved.

[0084] [2]In the information processing apparatus described above, the notification unit notifies when a second lottery with a higher winning probability of the related object than the first lottery is held. As described above, the user can receive a notification and know when, among events, a second lottery with a higher winning probability of the related object than the first lottery is held. Therefore, the user will not miss the opportunity to obtain an object convenient for himself or herself with a higher probability. As a result, the burden on the user for the game is further reduced, and the user's game satisfaction can be further improved.

[0085] [3]The information processing apparatus described above further includes a determination unit, and the determination unit determines the related object based on the number of times the object used in the specified quest by another user has been used. As described above, the user can receive a notification and know when an event occurs in which the related object determined based on the number of times the object used in the specified quest by another user has been used can be obtained. Therefore, the user can obtain information about an event for more efficiently obtaining an object convenient for himself or herself. As a result, the burden on the user for the game is further reduced, and the user's game satisfaction can be further improved.

[0086] [4]In the information processing apparatus described above, the determination unit determines the related object based on the number of times the object has been used during a period corresponding to the time when the user specified the specified quest. As described above, the user can receive a notification and know when an event occurs in which the related object determined based on the number of times the object has been used by other users during a period corresponding to the time when the user specified the specified quest can be obtained. Therefore, the user can obtain information about an event for more efficiently obtaining an object convenient for himself or herself. As a result, the burden on the user for the game is further reduced, and the user's game satisfaction can be further improved.

[0087] [5]In the information processing apparatus described above, the designation reception unit receives a designation as a designated quest for a quest that the user has failed to clear as a result of playing. As described above, when an event occurs in which the user can acquire a related object associated with a quest that the user has failed to clear, the user can receive a notification and become aware of it. Therefore, the user can obtain information about the event for more efficiently acquiring an object that is convenient for the user. As a result, the burden on the user's game is further reduced, and the user's game satisfaction can be further improved.

[0088] [6]In the information processing apparatus described above, when the user clears the designated quest, the notification unit cancels the designation of the designated quest and does not issue a notification even if an event occurs. As described above, when the user clears the designated quest, the user no longer receives a notification that has already become unnecessary. Therefore, the user can obtain information about the event for more efficiently acquiring an object that is convenient for the user. As a result, the burden on the user's game is further reduced, and the user's game satisfaction can be further improved.

[0089] [7]In the information processing apparatus described above, when an event occurs in which the user can acquire an object that the user does not possess among the related objects, the notification unit issues a notification. As described above, when an event occurs in which the user can acquire an object that the user does not possess, the user can receive a notification and become aware of it. Therefore, the user can obtain information about the event for more efficiently acquiring an object that is convenient for the user. As a result, the burden on the user's game is further reduced, and the user's game satisfaction can be further improved.

[0090] [8] Also, according to the information processing method according to this embodiment, the computer receives a designated quest specified by the user from among quests played using an object in the game, and notifies the user when an event occurs in which the user can acquire a related object associated with the designated quest. According to the above information processing method, when an event such as a lottery or a quest in which the user can acquire a related object associated with the designated quest occurs, the user can receive a notification and know about it. As a result, the user does not have to be confused about which event to execute in order to acquire an object that is convenient for himself / herself, and does not miss the opportunity to acquire an object that is convenient for himself / herself without noticing that the corresponding event is being held. Therefore, the burden on the user for the game is reduced, and the user's game satisfaction can be improved.

[0091] [9] Also, according to the program according to this embodiment, it is a program executed by a computer, which causes the computer to receive a designated quest specified by the user from among quests played using an object in the game, and to notify the user when an event occurs in which the user can acquire a related object associated with the designated quest. According to the above program, when an event such as a lottery or a quest in which the user can acquire a related object associated with the designated quest occurs, the user can receive a notification and know about it. As a result, the user does not have to be confused about which event to execute in order to acquire an object that is convenient for himself / herself, and does not miss the opportunity to acquire an object that is convenient for himself / herself without noticing that the corresponding event is being held. Therefore, the burden on the user for the game is reduced, and the user's game satisfaction can be improved.

Explanation of Signs

[0092] 10 User terminal 11 Processor 12 Memory device 13 Communication interface 14 Input device 15 Output device 16 Operation specifying unit 17 Terminal-side memory unit 18 Terminal-side generation unit 19 Terminal-side transmission / reception unit 20 Display processing unit 30 Server 31 Processor 32 Memory device 33 Communication interface 34 Server-side memory unit 35 Server-side transmission / reception unit 36 Server-side generation unit 37 Designation reception unit 38 Notification unit 39 Decision unit N Network S Game system U User

Claims

1. Comprising a processor, the processor associates an object used by another user for playing a quest with the quest, receives a specified quest from the user, notifies the user of the occurrence of an event when an event occurs in which the user can acquire a related object associated with the quest and the user has not cleared the quest, and cancels the reception when the user has cleared the quest, An information processing apparatus.

2. The processor notifies the user of the occurrence of an event when an event occurs in which the user can acquire a related object associated with the quest but not owned by the user and the user has not cleared the quest, and cancels the reception when the user has cleared the quest, The information processing apparatus according to claim 1.

3. The processor associates an object used by another user for playing a quest with the quest, the processor receives a specified quest from the user, the processor notifies the user of the occurrence of an event when an event occurs in which the user can acquire a related object associated with the quest and the user has not cleared the quest, and cancels the reception when the user has cleared the quest, An information processing method.

4. Causes the processor to associate an object used by another user for playing a quest with the quest, causes the processor to receive a specified quest from the user, causes the processor to notify the user of the occurrence of an event when an event occurs in which the user can acquire a related object associated with the quest and the user has not cleared the quest, and cancels the reception when the user has cleared the quest, A program for executing the process.

5. Comprising a server and an information terminal, the server associates an object used by another user for playing a quest with the quest, receives a specified quest from the user, When an event occurs that enables the user to obtain related objects associated with the quest, and the user has not cleared the quest, notify the user's information terminal of the occurrence of the event, and cancel the acceptance when the user has cleared the quest. System.

Citation Information

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