program

The program ensures continued player engagement by rewarding event occurrences beyond initial mission completion, addressing the decline in motivation due to unsatisfied achievement conditions.

JP7865853B2Active Publication Date: 2026-05-26COLOPL

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
COLOPL
Filing Date
2022-09-30
Publication Date
2026-05-26

AI Technical Summary

Technical Problem

In information processing systems or devices, the completion of missions with achievement conditions leads to a decrease in player willingness to use the game service, as the achievement condition is not satisfied upon continuous defeat of enemy characters after mission completion.

Method used

A program that grants rewards based on the occurrence of specific events within a first specific period and allows counting these events to continue into a second specific period, enabling voluntary fulfillment of granting conditions for benefits after the first period has ended.

Benefits of technology

Prevents a decrease in player willingness to use the game service by allowing continued engagement through reward opportunities based on carried-over event occurrences, enhancing player motivation.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To prevent a decrease in user's desire to use provided services.SOLUTION: A program causes a computer to function as: a privilege imparting unit capable of imparting a privilege on the basis of the satisfaction of a condition that a value based on the occurrence of a specific event reaches a specific value within a specific period; and a counting unit capable of counting a value based on the occurrence of the specific event at least after the condition is satisfied within the specific period. The privilege imparting unit is set so as to be able to impart the privilege on the basis of the counting result by the counting unit.SELECTED DRAWING: Figure 9
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Description

Technical Field

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

Background Art

[0002] Conventionally, for example, in an information processing system or an information processing device that provides a game service, various missions that can be achieved by satisfying a predetermined achievement condition as the game progresses are set, and by achieving the set missions, various benefits are given to players who receive the game service (see Patent Document 1). According to such an information processing system or information processing device, it is possible to improve the willingness of players to use the provided game service.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in the above information processing system or information processing device, for example, when a mission with an achievement condition such as defeating a predetermined number of enemy characters within a predetermined period is set, even if the enemy characters are defeated a predetermined number of times to complete the mission and then the enemy characters are continuously defeated, since the above mission has already been completed, the above achievement condition will not be satisfied again based on the fact of the defeat after mission completion. Therefore, there has been a risk of causing a decrease in the willingness of players to use the game service after mission completion.

[0005] Therefore, the present invention has been made in view of the above circumstances, and a program capable of preventing a decrease in the willingness of service users to use the provided serviceMu The purpose is to provide it. [Means for solving the problem]

[0006] To achieve the above-mentioned objectives, the present invention is configured as follows.

[0007] The program according to the present invention causes a computer to function as follows: a reward granting unit capable of granting rewards based on the fulfillment of a condition in which a value based on the occurrence of a specific event reaches a specific value within a first specific period; and a counting unit capable of counting the value based on the occurrence of the specific event at least after the fulfillment of the condition within the first specific period; and the reward granting unit capable of granting the rewards based on the counting result by the counting unit in a second specific period that begins after the end of the first specific period. In addition, the aforementioned benefits are granted based on the results of the count by the counting unit, based on the fulfillment of the granting conditions that the recipient of the aforementioned benefits may voluntarily fulfill. .

[0008] The program according to the present invention causes a computer to function as follows: a reward granting unit capable of granting rewards based on the fulfillment of a condition that a value based on the occurrence of a specific event reaches a specific value within a first specific period; and a counting unit capable of counting the value based on the occurrence of the specific event at least from the end of the first specific period until a predetermined counting deadline; and the reward granting unit capable of granting the rewards based on the counting results by the counting unit in a second specific period that begins after the end of the first specific period. In addition, the aforementioned benefits are granted based on the results of the count by the counting unit, based on the fulfillment of the granting conditions that the recipient of the aforementioned benefits may voluntarily fulfill. .

[0009] After the expiration of a predetermined period, the granting of the aforementioned benefits based on the counting results by the counting unit may be made impossible.

[0011] The aforementioned benefit granting unit has multiple The second During a specific period, the recipients of the aforementioned benefits may choose at their discretion. The second The aforementioned benefits may be granted based on the results of the count by the counting unit during a specific period. [Effects of the Invention]

[0019] According to the program related to the present invention Mu it is possible to prevent a decrease in the willingness of service users to use the provided service.

Brief Description of the Drawings

[0020] [Figure 1] It is an explanatory diagram of the overall configuration of the information processing system. [Figure 2] It is an explanatory diagram of the hardware configuration of the server. [Figure 3] It is an explanatory diagram of the hardware configuration of the user terminal. [Figure 4] It is an explanatory diagram showing an example of the mission information screen. [Figure 5] It is an explanatory diagram showing an example of the mission information screen. [Figure 6] It is an explanatory diagram showing an example of the mission information screen. [Figure 7] It is an explanatory diagram showing an example of the mission information screen. [Figure 8] It is an explanatory diagram showing an example of the mission information screen. [Figure 9] It is an explanatory diagram of the functional configuration of the server and the user terminal. [Figure 10] It is a sequence diagram explaining an example of the basic processing of the information processing system. [Figure 11] It is a flowchart explaining an example of the mission determination process at startup. [Figure 12] It is a flowchart explaining an example of the process when a specific event occurs.

Embodiments for Carrying Out the Invention

[0021] Hereinafter, embodiments of the present invention will be described with reference to the drawings. Note that the following embodiments are merely one aspect for explaining the present invention, and the numerical values and the like shown in the present embodiment are also merely examples and do not limit the present invention. Further, not all of the configurations described in the present embodiment are essential constituent elements of the present invention. Furthermore, in this specification and the drawings, elements having substantially the same functions and configurations are given the same reference numerals as much as possible, and redundant descriptions are omitted, and elements not directly related to the present invention are not shown.

[0022] (Configuration of Information Processing System S) As shown in FIG. 1, the information processing system S according to the present embodiment is a so-called client-server system constructed by connecting a server 100 and a user terminal 200 via a network 300. In the present embodiment, a case where a game is provided by the information processing system S will be described.

[0023] The information processing system S according to the present embodiment functions as an information processing apparatus in which the server 100 and the user terminal 200 cooperate to provide a game. In the server 100 and the user terminal 200, the execution of various functions in the game and the control regarding the progress of the game are respectively shared, and by the cooperation of the server 100 and the user terminal 200, the above-described various functions and the game are executed.

[0024] Server 100 is connected to multiple user terminals 200 via network 300, enabling them to communicate with each other. Each user terminal 200 can send and receive various information with Server 100 via network 300. Each user terminal 200 can also send and receive various information with other user terminals 200 via network 300 and Server 100. Server 100 stores various information (for example, player information) for each user (hereinafter also referred to as player) playing the game via user terminal 200, and can also store various information related to the game. Furthermore, based on input operations from user terminals 200, Server 100 can perform processes such as updating stored information and sending (downloading) images and various information to user terminals 200. Note that each user terminal 200 may also be able to send and receive various information directly with other user terminals 200 without going through network 300 or Server 100, using its own wireless communication function.

[0025] Network 300 consists of the internet, mobile phone networks, LAN (Local Area Network), WAN (Wide Area Network), dedicated lines, etc. Server 100 and user terminal 200 are connected wirelessly or via wired connection through Network 300.

[0026] (Hardware configuration of Server 100) As shown in Figure 2, Server 100 includes a CPU (Central Processing Unit) 110, memory 120, storage unit 130, communication unit 140, input unit 150, output unit 160, internal bus 170, input / output interface 180, etc. Hereinafter, the CPU 110, memory 120, storage unit 130, communication unit 140, input unit 150, output unit 160, internal bus 170, and input interface 180 of Server 100 will also be referred to as Server CPU 110, Server Memory 120, Server Storage Unit 130, Server Communication Unit 140, Server Input Unit 150, Server Output Unit 160, Server Internal Bus 170, and Server Input / Output Interface 180, respectively.

[0027] The server CPU 110 performs various processes such as executing various functions in the game and progressing the game, according to the programs and data stored in the server memory 120.

[0028] The server memory 120 consists of ROM (Read Only Memory), RAM (Random Access Memory), etc., and stores various programs and data used for executing various functions in the game and processing the game's progress. The server CPU 110 and the server memory 120 are connected to each other via the server internal bus 170.

[0029] The server storage unit 130 consists of an HDD (Hard Disk Drive), SSD (Solid State Drive), etc., and stores various programs and data. The programs and data stored in the server storage unit 130 are read (loaded) into the server memory 120 by the server CPU 110.

[0030] The server communication unit 140 consists of a communication interface and other components, and transmits and receives various data, programs, and other information to and from the user terminal 200 via the network 300. In the server 100, the server communication unit 140 receives various information from the user terminal 200, and the received information is stored in the server memory 120 or the server storage unit 130. In addition, information regarding the results of various processes executed by the server CPU 110 is transmitted to the user terminal 200 by the server communication unit 140.

[0031] The server input unit 150 consists of a keyboard, mouse, etc. Based on the input operations performed by the server input unit 150, various processes are executed, such as storing various programs and data in the server memory 120 and the server storage unit 130, and updating the various programs and data stored therein.

[0032] The server output unit 160 consists of a display capable of showing text, images, etc., and a speaker capable of outputting sound. The contents of various processes executed based on input operations from the server input unit 150 are output by the server output unit 160.

[0033] The server storage unit 130, server communication unit 140, server input unit 150, and server output unit 160 are connected to the server input / output interface 180, which in turn is connected to the server internal bus 170.

[0034] (Hardware configuration of user terminal 200) Examples of user terminals 200 include smartphones, tablets, mobile phones, personal computers, portable game consoles, and stationary game consoles installed in stores or homes. In this embodiment, the case in which a smartphone is used as the user terminal 200 will be described.

[0035] As shown in Figure 3, the user terminal 200 includes a CPU 210, memory 220, storage unit 230, communication unit 240, input unit 250, output unit 260, internal bus 270, input / output interface 280, etc. Hereinafter, the CPU 210, memory 220, storage unit 230, communication unit 240, input unit 250, output unit 260, internal bus 270, and input interface 280 of the user terminal 200 will also be referred to as the terminal CPU 210, terminal memory 220, terminal storage unit 230, terminal communication unit 240, terminal input unit 250, terminal output unit 260, terminal internal bus 270, and terminal input / output interface 280, respectively.

[0036] Furthermore, the terminal CPU 210, terminal memory 220, terminal storage unit 230, terminal communication unit 240, terminal input unit 250, terminal output unit 260, terminal internal bus 270, and terminal input / output interface 280 have substantially the same configuration and functions as the server CPU 110, server memory 120, server storage unit 130, server communication unit 140, server input unit 150, server output unit 160, server internal bus 170, and server input / output interface 180, respectively, so detailed explanations will be omitted except for some exceptions.

[0037] In the user terminal 200, the terminal CPU 210 and terminal memory 220 are connected to each other via the terminal internal bus 270, and the terminal storage unit 230, terminal communication unit 240, terminal input unit 250, and terminal output unit 260 are connected to the terminal input / output interface 280, which is connected to the terminal internal bus 270. The user terminal 200 also performs various processes such as executing various functions in the game and progressing the game according to the programs and data stored in the terminal memory 220. In addition, the user terminal 200 receives various information from the server 100 via the terminal communication unit 240, and the received information is stored in the terminal memory 220 or terminal storage unit 230. Furthermore, information regarding the results of various processes executed by the terminal CPU 210 is transmitted to the server 100 via the terminal communication unit 240.

[0038] The terminal input unit 250 is composed of, for example, a touch panel, keyboard, mouse, controller, physical buttons, etc., that can input operations for the user terminal 200. It may be mounted on the user terminal 200 itself, or it may be provided separately from the user terminal 200 and connected to the user terminal 200 by a connection cable or the like. The terminal input unit 250 may also be a microphone capable of voice input, or an accelerometer that can detect the tilt, movement, vibration, etc., of the user terminal 200 and input the detected information. In this embodiment, the user terminal 200 is equipped with a touch panel 262 that serves the functions of both the terminal input unit 250 and the terminal output unit 260.

[0039] (Overview of the game provided by the information processing system S) The game provided by the information processing system S according to this embodiment is a so-called RPG (Roll Playing Game). The player can play a game in which they control their own character, travel to various locations on the field, and progress through events such as training their own character, battling enemy characters, and acquiring equipment and items.

[0040] When the dedicated application installed on the user terminal 200 is launched, a start screen (not specifically shown in the diagram) is displayed on the user terminal 200's touch panel 262. When a start operation to begin the game is performed on the start screen (for example, tapping the start icon displayed on the start screen to start the game), the user terminal 200 communicates with the server 100, and the player can start the game.

[0041] Although not specifically illustrated, during gameplay, the game screen is displayed on the touch panel 262. This game screen displays the field where the player's characters can move, the player's characters, and other elements. Players can progress through the game by performing various operations on the touch panel 262, such as moving their characters around the field, battling enemy characters, changing equipment, and using items.

[0042] Furthermore, in the game of this embodiment, the operator of the information processing system S provides numerous missions that can be completed as the game progresses. Each mission has a set execution period from the start to the end, completion conditions that must be met, and rewards that will be given. When the completion conditions are met during the execution period, the mission is completed (cleared), and the player can obtain rewards such as equipment and items.

[0043] Missions are classified into several types based on their execution period and completion conditions. In this embodiment, missions are broadly divided into two types, daily missions and weekly missions, depending on their execution period.

[0044] Daily missions are missions whose execution period is set to the day the mission starts, and which are updated daily. In other words, a daily mission is completed if the completion conditions are met on the mission start day (the day provided by the operator). Furthermore, the execution period of a daily mission continues even after the mission is completed, until the end of the day the mission started. In this embodiment, each daily mission can only be completed once on the mission start day, which is the execution period, and it is not possible to complete it multiple times on the same day. However, if the same daily mission starts on a different day than the day it was completed by the player, it is set so that this daily mission can be completed again. It is also possible to allow multiple daily missions with different completion conditions to be completed on the same day, or to allow only one daily mission to be completed.

[0045] Weekly missions are missions whose execution period is set to the week in which the mission start date belongs, and which are updated weekly. In other words, a weekly mission is completed if the completion conditions are met within the week in which the mission start date belongs. Furthermore, the execution period of a weekly mission continues even after the mission is completed until the end of the week in which the mission start date belongs. In this embodiment, each weekly mission can only be completed once within the week in which the mission start date belongs, and it is set so that it is not possible to complete it multiple times in the same week. However, if the same weekly mission starts in a different week than the week in which it was completed by the player, it is set so that this weekly mission can be completed again. It is also possible to allow multiple weekly missions with different completion conditions to be completed in the same week, or to allow only one weekly mission to be completed.

[0046] Furthermore, the types of missions corresponding to the execution period are not limited to those described above. For example, there may be monthly missions whose execution period is set to the current month in which the mission starts and which are updated monthly; limited missions whose execution period is set to a limited period during which a special event is held in the game; and normal missions that do not have a set execution period and can be completed regardless of when the completion conditions are met. In addition, all of the above types of missions may be made available, or only one type of mission may be made available.

[0047] Furthermore, the missions in this embodiment can be broadly classified into two types, depending on the achievement conditions: event occurrence missions and event count missions.

[0048] Event-based missions are missions that are completed when an event (hereinafter also referred to as a specific event) occurs as a result of the game's progress. Event-based missions include, for example, missions with completion conditions such as visiting a designated location in the field (castle, town, cave, tower, etc.) ("Visit Village V1", "Go to the top floor of Tower T1", etc.) and missions with completion conditions such as finding a designated character in the field ("Find Character C1", "Go and meet Character C2 who lives in Village V2", etc.). In these event-based missions, "visiting a designated location" and "finding a designated character" correspond to specific events.

[0049] Event count missions are missions that are completed when the number of times a specific event occurs reaches a certain value. Examples of event count missions include missions where the completion conditions are set to the number of times you battle or defeat a specific enemy character (e.g., "Battle enemy character E1 5 times," "Defeat enemy character E2 5 times"), and missions where the completion conditions are set to the number of times you perform a specific action (e.g., "Use 10 healing potions during a battle," "Enhance your equipment 3 times"). In these event count missions, "battling a specific enemy character," "winning a battle against a specific enemy character," and "performing a specific action" are considered specific events.

[0050] Furthermore, event occurrence missions and event count missions are not limited to the above, and missions may be set with various specific events occurring or various specific events occurring a certain number of times as achievement conditions (for example, event occurrence missions that are achieved by clearing a quest, event count missions that are achieved when the number of times a quest is cleared reaches a certain value, etc.).

[0051] Furthermore, the specific events that are the target of mission completion may include not only events that may occur as a result of game progression, but also events that are not based on game progression. For example, a mission may be set up in which the launch of an application (logging into server 100) is the specific event, and the mission is completed when the number of times the application is launched reaches a specific value. Alternatively, a mission may be set up in which the execution of wireless communication with another user terminal 200 is the specific event, and the mission is completed when the number of times wireless communication is performed during the game reaches a specific value.

[0052] In this embodiment, various missions are provided that combine either a daily mission or a weekly mission with either an event occurrence mission or an event count mission. For example, daily missions could include an event count mission such as "Fight enemy character E1 3 times" and an event occurrence mission such as "Find character C2". Weekly missions could include an event count mission such as "Defeat enemy character E2 30 times" and an event occurrence mission such as "Visit village V1 this week". Note that daily and weekly missions may include missions with identical completion conditions (for example, a daily and weekly mission such as "Defeat enemy character E2 10 times" or a daily and weekly mission such as "Find character C2"), or they may include only missions with different completion conditions.

[0053] In the following, to facilitate understanding of the present invention, we will explain an example setting in which, as an example, the following are provided as executable daily missions: an event count mission called "fight enemy character E1 3 times" (hereinafter also referred to as Daily Mission D1) and an event count mission called "fight enemy character E2 5 times" (hereinafter also referred to as Daily Mission D2); and as executable weekly missions, an event count mission called "fight enemy character E1 10 times" (hereinafter also referred to as Weekly Mission W1) and an event occurrence mission called "find character C1" (hereinafter also referred to as Weekly Mission W2). Furthermore, we will explain a setting in which one of the daily missions is executed on the same day and one of the weekly missions is executed on the same week.

[0054] In this embodiment, during the execution period of an event count mission, each time a specific event corresponding to this mission occurs as the game progresses, the number of times this specific event has occurred is counted. When the counted number of occurrences of this specific event reaches a specific value defined as the achievement condition for the ongoing event count mission, the mission is completed and predetermined rewards are granted.

[0055] For example, during the execution period of Daily Mission D1, each time a specific event corresponding to this mission, "battle against enemy character E1," occurs, the number of occurrences of this specific event is counted. When the counted number of occurrences of this specific event reaches "3," which is a specific value set as the completion condition for Daily Mission D1, Daily Mission D1 is completed, and the player is granted the reward of Daily Mission D1, a "healing potion" (see Figure 4). On the other hand, if the execution period of Daily Mission D1 ends without the counted number of occurrences of the specific event reaching the specific value, Daily Mission D1 is not completed, and Daily Mission D1 ends without the reward being granted. Also, as the execution period of Daily Mission D1 ends, the counted number of occurrences of the specific event mentioned above is reset.

[0056] Furthermore, during the execution period of an event occurrence mission, if a specific event corresponding to that mission occurs as the game progresses, the mission will be completed and predetermined rewards will be granted.

[0057] For example, during the execution period of Weekly Mission W2, if the specific event "Discovery of Character C1" corresponding to this mission occurs, Weekly Mission W2 will be completed, and the player will be granted the reward "Longsword" for Weekly Mission W2 (see Figure 5). On the other hand, if the execution period of Weekly Mission W2 passes without the above specific event occurring, Weekly Mission W2 will be considered incomplete, and Weekly Mission W2 will end without the reward being granted.

[0058] (Summary of the number of occurrences of specific events and the carryover of specific events) As stated above, the execution period for daily missions continues until the end of the day in which the mission started, even after the mission is completed. Similarly, the execution period for weekly missions continues until the end of the week in which the mission started, even after the mission is completed.

[0059] In this embodiment, if the achieved mission is an event count mission, the number of occurrences of a specific event corresponding to this event count mission is counted during the execution period following the achievement of the mission. This counted number of occurrences of the specific event is stored (carried over) without being cleared until a predetermined carryover period has elapsed. Then, if a new event count mission corresponding to the above specific event is executed after the execution period has elapsed, and the carryover period has not elapsed, the system is set to be able to achieve the newly executed event count mission using the carried-over count value (i.e., the result of counting the number of occurrences of the specific event).

[0060] Furthermore, if the completed mission was an event occurrence mission, and a specific event corresponding to this event occurrence mission occurs during the execution period following mission completion, event occurrence information indicating that this specific event has occurred will be stored. This storage of event occurrence information occurs only when the first specific event occurs after mission completion, and not when the specific event occurs a second time or more. Also, this event occurrence information will remain stored (carried over) without being cleared until a predetermined carryover period has elapsed. Then, if a new event occurrence mission corresponding to the above specific event is executed after the execution period has elapsed, and the carryover period has not elapsed, the system is configured to allow the newly executed event occurrence mission to be completed using the carried-over event occurrence information.

[0061] (Specific examples regarding the carryover of the number of occurrences of a particular event) For example, if Daily Mission D1 (a mission that requires players to "fight enemy character E1 three times") is executed, as described above, during the execution period of Daily Mission D1, on the day the mission starts, each time the specific event of "fighting enemy character E1" occurs, the number of occurrences of this specific event is counted. When the counted number of occurrences of this specific event reaches the specific value "3" required for completion, Daily Mission D1 is completed.

[0062] Even after completing a mission, if the specific event "battle against enemy character E1" corresponding to Daily Mission D1 occurs during the mission start date, which is the execution period for Daily Mission D1, the number of times this specific event occurs will be counted. Furthermore, the number of times the above specific event occurs, counted after completing a mission, will remain stored (carried over) without being cleared until a predetermined carryover deadline (for example, two weeks after the mission execution period has ended). Then, after the execution period for Daily Mission D1 has ended (after the mission start date has ended), if a new Daily Mission D1 is executed, or if a Weekly Mission W1 with "battle against enemy character E1" as its specific event is executed, the carried-over number of occurrences of the specific event can be used to complete the newly executed Daily Mission D1 or Weekly Mission W1, provided that the carryover deadline has not passed.

[0063] For example, after completing Daily Mission D1, if the specific event "battle against enemy character E1" occurs three times before the execution period for Daily Mission D1 expires, the number of occurrences of this specific event will be counted as "3," and this count of "3" will be carried over until the carryover period expires. If a new Daily Mission D1 is executed before the carryover period expires, the carried-over number of occurrences of the specific event "battle against enemy character E1" ("3") will have reached the specific value of "3" required to complete Daily Mission D1, and the newly executed Daily Mission D1 will be completed based on this carried-over number of occurrences of the specific event. In other words, the mission can be completed without causing the specific event "battle against enemy character E1" to occur again after the start of Daily Mission D1. Also, upon completion of the mission, the carried-over number of occurrences of the specific event mentioned above will be cleared.

[0064] Similarly, for example, if the number of occurrences of the specific event "battle enemy character E1" is carried over to "15 times," and before the carryover period expires, the same specific event, Weekly Mission W1 ("battle enemy character E1 10 times" mission), is completed, then the carried-over number of occurrences of the specific event "battle enemy character E1" ("15 times") will reach the specific value of "10" required to complete Weekly Mission W1. Therefore, Weekly Mission W1 will be completed based on this carried-over number of occurrences of the specific event. In addition, upon completion of the mission, the carried-over number of occurrences of the specific event will be cleared.

[0065] In contrast, if the number of occurrences of the specific event "battle against enemy character E1" is carried over to "2 times," and a new daily mission D1 or weekly mission W1 is completed before the carryover period expires, the carried-over number of occurrences of the specific event "battle against enemy character E1" ("2 times") will not reach the specific value required to complete daily mission D1 or weekly mission W1, and therefore these missions will not be completed. Also, if the mission is not completed, the carried-over number of occurrences of the specific event will be reset.

[0066] (Specific examples regarding the carryover of the occurrence of a particular event) For example, if Weekly Mission W2 (a mission to trigger the event "Find Character C1") is executed, as described above, Weekly Mission W2 will be completed if the specific event "Discovery of Character C1" occurs during the week in which Weekly Mission W2 is executed, which includes the mission start date.

[0067] Subsequently, even after the mission is completed, if the specific event "Discovery of Character C1" corresponding to Weekly Mission W2 occurs during the same week in which the mission start date falls (which is the execution period for Weekly Mission W2), event occurrence information indicating that this specific event has occurred will be stored. Furthermore, the above event occurrence information stored after the mission is completed will remain stored (carried over) without being cleared until a predetermined carryover period has elapsed (for example, one month after the mission execution period has ended). If a new Weekly Mission W2 is executed before the carryover period has elapsed, the event occurrence information for "Discovery of Character C1" will be stored, and this carried-over event occurrence information will result in the completion of the newly executed Weekly Mission W2. In other words, the mission is completed without causing the specific event "Discovery of Character C1" to occur again after the start of Weekly Mission W2. Also, upon completion of the mission, the carried-over event occurrence information will be cleared.

[0068] Furthermore, in this embodiment, when a confirmation operation is performed to check various information related to a mission on the game screen displayed during gameplay (for example, an operation such as tapping a mission icon displayed on the game screen to check various information related to a mission), the mission information screen MS is displayed on the touch panel 262.

[0069] As shown in Figure 4, the mission information screen MS displays three icons: icon I1 for checking daily missions, icon I2 for checking weekly missions, and icon I3 for checking carryover information. Users can select one of these icons by tapping it. The content displayed on the mission information screen MS changes according to the selected icon.

[0070] As shown in Figure 4, when icon I1 is tapped, information about the daily mission during the execution period is displayed on the mission information screen MS. Specifically, the mission details (details of the specific event, completion conditions), the remaining time until the end of the execution period, the rewards granted upon completion of the mission, and the mission completion status (information indicating whether or not the mission has been completed) are displayed. The information about the daily mission displayed is not limited to the above; for example, if the currently running daily mission is an event count mission, the remaining number of occurrences of the specific event until the completion conditions are met (until a specific value is reached) may be displayed. In addition, the history of previously executed missions may be displayed.

[0071] As shown in Figure 5, when icon I2 is tapped, information about the weekly missions for the current period is displayed on the mission information screen MS. Since the information about weekly missions is the same as that for daily missions, a detailed explanation is omitted.

[0072] As shown in Figure 6, when icon I3 is tapped, information regarding the carryover is displayed on the mission information screen MS. Specifically, the content of the specific event subject to carryover, the carryover status (content of the event occurrence information that has been carried over, the number of times the specific event has been carried over, etc.), and the remaining period until the carryover deadline are displayed.

[0073] Here, the server memory unit 130 of server 100 stores data on missions that can be executed. One of these missions is selected and provided to the player as a daily mission or weekly mission. For daily missions, the mission to be executed is updated daily as the mission selection is made each day. For weekly missions, the mission to be executed is updated weekly as the mission selection is made each week. The server memory unit 130 also stores information indicating which mission is the daily mission or weekly mission currently being executed (selected). Furthermore, when the application is started, the user terminal 200 communicates with server 100 to obtain data on the daily mission and weekly mission for the execution period. As a result, information regarding the daily mission and weekly mission for the execution period is displayed on the mission information screen MS.

[0074] The server memory unit 130 also stores data regarding the player's progress on daily and weekly missions during the execution period, as well as data regarding the carryover of specific events. The data regarding the player's progress includes, for example, whether or not the daily and weekly missions during the execution period have been completed, and the remaining number of occurrences of specific events until the completion conditions are met (until a specific value is reached). The data regarding the carryover of specific events includes, for example, information on the occurrence of carried-over events, the number of occurrences of carried-over specific events, and the carryover deadline.

[0075] When a specific event corresponding to a mission occurs during the game, the user terminal 200 sends information about the specific event to the server 100. If the server 100 receives the above information before the completion of the daily or weekly missions during the execution period, it performs processing such as determining whether the specific event has occurred and counting the number of times the specific event has occurred based on the received information. Then, when the completion conditions for the missions during the execution period are met, the server 100 sends information to the user terminal 200 indicating that the mission has been completed. As a result, the mission information screen MS displays a message indicating that the completed daily and weekly missions have been completed (see Figure 7). As described above, the game screen (not specifically shown) is displayed on the touch panel 262 during the game, but when a mission is completed, the game screen may display a message indicating that the mission has been completed and prompt the player to display the mission information screen MS.

[0076] Furthermore, when the above information is received after the completion of daily and weekly missions during the execution period, the server 100 processes the received information, such as storing event occurrence information for carryover and counting the number of times a specific event has occurred. Once this storage and counting is complete, the server 100 sends the carryover information after these processes to the user terminal 200. As a result, the mission information screen MS displays an updated information regarding the carryover.

[0077] Furthermore, when the application is launched, a new daily mission is executed each day and a new weekly mission is executed each week (i.e., the daily and weekly missions for the execution period are updated). When the newly executed daily and weekly missions are completed based on the carried-over event occurrence information and the number of occurrences of specific events, the server 100 sends information to the user terminal 200 indicating that the missions have been completed based on the carried-over event occurrence information and the number of occurrences of specific events. As a result, the mission information screen MS displays that the completed daily and weekly missions have been completed based on the carried-over event occurrence information and the number of occurrences of specific events (see Figure 8). As described above, when the application is launched, a start screen (not specifically shown) is displayed on the touch panel 262. However, when a mission is completed based on the carried-over event occurrence information and the number of occurrences of specific events, the start screen may display a message indicating that the mission has been completed, prompting the player to display the mission information screen MS.

[0078] (Functional configuration of information processing system S) Next, the functional configuration of the information processing system S for executing missions in accordance with the progress of the game as described above will be explained with reference to Figure 9. The server memory 120 of the server 100 and the terminal memory 220 of the user terminal 200 store programs for executing the game and missions described above. The server CPU 110 of the server 100 makes the data transmission / reception unit 182, memory processing unit 184, game execution unit 186, mission setting unit 188, judgment unit 190, pre-completion count unit 192, post-completion count unit 194, post-completion event processing unit 196, and reward granting unit 198 by executing each of the stored programs. In addition, the terminal CPU 210 of the user terminal 200 makes the user terminal 200 function as a data transmission / reception unit 282, memory processing unit 284, game execution unit 286, judgment unit 288, and display control unit 290 by executing each of the stored programs.

[0079] These are just examples of functional units, and the server 100 and user terminal 200 are equipped with various other functional units. Furthermore, each functional unit may be located in either the server 100 or the user terminal, and functional units that perform the same role may be duplicated and located in both the server 100 and the user terminal 200.

[0080] Both the data transmission / reception unit 182 of the server 100 and the data transmission / reception unit 282 of the user terminal 200 transmit and receive various information and data between the server 100 and the user terminal 200. For example, when the application starts, the data transmission / reception unit 182 of the server 100 receives login information for logging into the game from the user terminal 200 and transmits data about daily and weekly missions during the execution period, data about the player's progress, data about the carryover of specific events, information about the occurrence of carried-over events, data about the completion of daily and weekly missions based on the number of occurrences of specific events, and data about the execution of the game (for example, data and image data about settings such as fields, characters, and items). In addition, when event occurrence information is stored in the server storage unit 130, the data transmission / reception unit 182 of the server 100 transmits information to the user terminal 200 indicating that event occurrence information has been stored. Furthermore, for example, the data transmission / reception unit 282 of the user terminal 200 transmits information to the server 100 indicating that a specific event corresponding to a daily mission or weekly mission has occurred during the execution period.

[0081] The memory processing unit 184 of server 100 stores various information and data received from the user terminal 200 in the server memory unit 130. This information and data includes player information, information about the occurrence of specific events corresponding to daily and weekly missions during the execution period, etc. Player information also includes, for example, player ID, allied characters controlled in the game, and setting data such as owned equipment and items.

[0082] In addition, the server memory unit 130 stores a large amount of information and data, including player information and information regarding the occurrence of specific events corresponding to daily and weekly missions during the execution period. For example, as mentioned above, data on missions that can be executed, data on the player's progress regarding daily and weekly missions during the execution period, data on the carryover of specific events, and data related to game execution (for example, data and image data related to the settings of fields, characters, items, etc.) are also stored in the server memory unit 130.

[0083] The memory processing unit 284 of the user terminal 200 stores various information and data received from the server 100 in the terminal memory 220 and terminal storage unit 230. The various information and data include, for example, data on daily and weekly missions during the execution period described above, data on the player's progress, data on the carryover of specific events, information on the occurrence of carried-over events, and data on the completion of daily and weekly missions based on the number of occurrences of specific events.

[0084] In addition to the information and data mentioned above, the terminal memory 220 and terminal storage unit 230 also store screen data for displaying various screens such as the start screen and mission information screen MS on the touch panel 262.

[0085] Both the game execution unit 186 on server 100 and the game execution unit 286 on user terminal 200 control the overall progress of the game. For example, game execution units 186 and 286 control various events that occur in the field, control battles with enemy characters, and so on.

[0086] The mission setting unit 188 of server 100 controls the execution of missions. For example, the mission setting unit 188 selects one of the missions stored in the server storage unit 130 and sets it as a daily mission or a weekly mission.

[0087] Both the determination unit 190 of the server 100 and the determination unit 288 of the user terminal 200 perform determinations regarding specific events that occur in accordance with the progress of the game. Specifically, the determination unit 288 of the user terminal 200 determines whether or not a specific event corresponding to the daily missions and weekly missions during the execution period has occurred. If it determines that an event has occurred, the data transmission / reception unit 282 sends information that this specific event has occurred to the server 100. When the determination unit 190 of the server 100 receives information from the user terminal 200 that a specific event has occurred, it determines whether or not the daily missions and weekly missions during the execution period have not yet been completed. Note that instead of the determination unit 288 of the user terminal 200 and the determination unit 190 of the server 100 dividing the above determinations, one of the determination units may perform all the determinations.

[0088] The pre-completion count unit 192 of server 100 counts and stores the number of occurrences of a specific event corresponding to a mission before the mission is completed, when the daily missions and weekly missions during the execution period are event count missions. In other words, the pre-completion count unit 192 is a counter that counts each time a specific event corresponding to a mission occurs before the daily missions and weekly missions during the execution period are completed. Furthermore, when both the daily missions and weekly missions during the execution period are event count missions, the pre-completion count unit 192 counts and stores the number of occurrences of the specific events corresponding to each mission separately. When the judgment unit 190 determines that the daily missions and weekly missions during the execution period have not been completed, the count value stored in the pre-completion count unit 192 is incremented by 1. Also, when the completion conditions are met (the count value of the pre-completion count unit 192 reaches a specific value that is the completion condition) and the mission is completed, the count value of the pre-completion count unit 192 is cleared.

[0089] The post-completion count unit 194 of server 100 counts and stores the number of occurrences of a corresponding specific event when the daily and weekly missions during the execution period are event count missions, while the execution period is still ongoing and after the missions have been completed. In other words, the post-completion count unit 194 is a counter that counts each time a specific event corresponding to a daily or weekly mission occurs after the daily and weekly missions during the execution period have been completed. Furthermore, when both the daily and weekly missions during the execution period are event count missions, the post-completion count unit 194 separately counts and stores the number of occurrences of the specific events corresponding to each of these missions. When the determination unit 190 determines that the daily and weekly missions during the execution period have been completed, the count value stored in the post-completion count unit 194 is incremented by 1. This count value is stored (carried over) until the carryover deadline has passed, but is cleared if the mission is completed based on the number of occurrences of the specific event counted by the post-completion count unit 194 before the carryover deadline has passed. Additionally, this count value is reset if the mission is not completed and the carryover deadline passes.

[0090] The post-completion event processing unit 196 of server 100 stores event occurrence information in the server storage unit 130 if a corresponding specific event occurs after the completion of a daily or weekly mission during the execution period, while the execution period is still ongoing. Furthermore, if both the daily and weekly missions during the execution period are event occurrence missions, the post-completion event processing unit 196 stores event occurrence information separately in the server storage unit 130, indicating that the specific events corresponding to each mission have occurred. Additionally, if a mission is completed based on the stored event occurrence information, this event occurrence information is cleared. This event occurrence information is stored (carried over) until the carryover deadline has passed, but is cleared if a mission is completed based on this event occurrence information before the carryover deadline has passed. This event occurrence information is also cleared if the carryover deadline has passed without the mission being completed.

[0091] The reward distribution unit 198 of server 100 grants rewards to players when the daily and weekly missions during the execution period meet their completion conditions. In addition, the reward distribution unit 198 also grants rewards to players when newly executed daily and weekly missions at the time the application is launched meet their completion conditions based on the number of occurrences of specific events carried over or event occurrence information.

[0092] The display control unit 290 of the user terminal 200 controls various screens displayed on the touch panel 262 based on various data stored in the terminal memory 220 and the terminal storage unit 230. For example, the display control unit 290 performs processes such as displaying a start screen (not shown) when an application is launched, displaying a game screen (not shown) during gameplay, and displaying a mission information screen MS when a confirmation operation is performed to check various information related to a mission.

[0093] (Processing by information processing system S) Next, an example of basic processing in the information processing system S will be explained with reference to the sequence diagram in Figure 10. Here, we will mainly explain the processing related to the execution of the missions mentioned above and the carryover of specific events, and will omit explanations of other processes.

[0094] When the application is launched on the user terminal 200, the data transmission / reception unit 282 of the user terminal 200 sends login information for logging into the game to the server 100 (step 100). When the server 100 receives the login information, it executes startup processing (step 101). During startup processing, the data transmission / reception unit 182 sends data about daily and weekly missions during the execution period, data about the player's progress, data about the carryover of specific events, etc., to the user terminal 200. Also, if the mission setting unit 188 has set new daily missions or new weekly missions, the data transmission / reception unit 182 sends data about these missions, etc., to the user terminal 200. Furthermore, if the server 100 has carryover data (event occurrence information, number of occurrences of a specific event), the determination unit 190 determines whether the carryover deadline has passed. If the carryover deadline has passed, the post-achievement count unit 194 and the post-achievement event processing unit 196 perform processes to clear the carryover data (processing to clear the count value of the post-achievement count unit 194, processing to clear the event occurrence information stored in the server storage unit 130), etc.

[0095] When new daily or weekly missions have been set, the server 100 executes a startup mission determination process (step 102) to determine whether these missions have been completed based on the carried-over event occurrence information and the number of occurrences of specific events. The data transmission / reception unit 182 transmits information to the user terminal 200 indicating that the missions have been completed based on the carried-over event occurrence information and the number of occurrences of specific events, etc., according to the result of the startup mission determination process. The memory processing unit 284 of the user terminal 200 stores the received information in the terminal memory 220 and the terminal storage unit 230.

[0096] When a start operation is performed on the user terminal 200 to begin the game (step 103), the data transmission / reception unit 282 transmits start information related to the start of the game to the server 100. Subsequently, game control processing is performed on the server 100 and the user 200 to control the progress of the game (steps 104 and 105). For example, the game execution units 186 and 286 control various events that occur in the field, control battles with enemy characters, etc. The display control unit 290 performs processes such as displaying the game screen on the touch panel 262 and updating the game screen as the game progresses.

[0097] When a confirmation operation is performed on the user terminal 200 to check various information related to the mission, the display control unit 290 displays the mission information screen MS on the touch panel 262 (step 106). Although not specifically shown in the figures, the display control unit 290 also performs a process to switch the displayed content on the mission information screen MS to one of the following depending on the icon that is tapped: information related to daily missions during the execution period, information related to weekly missions during the execution period, or information related to carryovers.

[0098] When a specific event corresponding to a daily or weekly mission occurs during the execution period, the user terminal 200 executes a specific event information transmission process (step 107). In the specific event information transmission process, the data transmission / reception unit 182 transmits information indicating the occurrence of this specific event to the server 100.

[0099] When the server 100 receives information from the user terminal 200 indicating the occurrence of a specific event corresponding to the daily missions and weekly missions during the execution period, it executes the specific event occurrence processing (step 108). The data transmission / reception unit 182 transmits information to the user terminal 200, such as information indicating that the mission has been completed, information regarding the occurrence of events related to carryover, and the number of times the specific event related to carryover has occurred, according to the result of the specific event occurrence processing. The memory processing unit 284 of the user terminal 200 stores the received information in the terminal memory 220 and the terminal storage unit 230 (step 109).

[0100] Next, an example of the startup mission determination process in step 102 described above will be explained with reference to the flowchart in Figure 11. When a new daily mission or a new weekly mission is set, the determination unit 190 determines whether or not there is carryover data (event occurrence information, number of occurrences of the specific event) for the specific event corresponding to this new daily mission or weekly mission (step 200). If it is determined that there is carryover data (Y in step 200), the determination unit 190 determines whether or not the newly set daily mission or weekly mission meets the achievement conditions based on this carryover data (step 201). If it is determined that the achievement conditions are met (Y in step 201), the reward granting unit 198 grants the reward corresponding to the achieved daily mission or weekly mission (step 202), and the data transmission / reception unit 182 sends information to the user terminal 200 indicating that the mission has been achieved based on the carryover data. At this time, the post-achievement counting unit 194 and the post-achievement event processing unit 196 also execute a process to clear the carryover data that was the target of the mission achievement. On the other hand, if it is determined that there is no carryover data (N in step 200), or if it is determined that the achievement conditions have not been met (N in step 201), the startup mission determination process ends.

[0101] Next, an example of the processing when a specific event occurs in step 108 described above will be explained with reference to the flowchart in Figure 12. When the determination unit 190 receives information indicating the occurrence of a specific event corresponding to a daily mission or weekly mission during the execution period, it determines whether or not the daily mission or weekly mission during the execution period corresponding to the specific event that occurred has not yet been completed (step 300). If it is determined that the mission has not yet been completed (Y in step 300), the determination unit 190 determines whether or not the mission that was determined to be uncompleted is an event occurrence mission, that is, whether or not the mission will be completed by the occurrence of the specific event (step 301). If it is determined that it is not an event occurrence mission (N in step 301), that is, if it is determined that it is an event count mission, the count value of the pre-completion count unit 192 is incremented by 1, and the pre-completion count unit 192 counts the number of times the specific event has occurred (step 302). The determination unit 190 then determines whether the mission, which was determined to be incomplete, meets the completion conditions, that is, whether the number of occurrences of the specific event counted by the pre-completion count unit 192 has reached a specific value (step 303). If it is determined that the completion conditions have been met (Y in step 303), the reward granting unit 198 grants the reward corresponding to the completed daily mission or weekly mission (step 304), and the data transmission / reception unit 182 transmits information that the mission has been completed to the user terminal 200. At this time, a process to clear the count value of the pre-completion count unit 192 is also executed. On the other hand, if it is determined that the completion conditions have not been met (N in step 303), the specific event occurrence processing ends.

[0102] Furthermore, if the mission that was determined to be incomplete in step 301 is determined to be an event occurrence mission (Y in step 301), the determination unit 190 determines that the mission that was determined to be incomplete has met the completion conditions. The reward granting unit 198 then grants the reward corresponding to the completed daily mission and weekly mission (step 304), and the data transmission / reception unit 182 transmits information that the mission has been completed to the user terminal 200.

[0103] Furthermore, in step 300, if it is determined that the daily and weekly missions corresponding to the specific event that occurred during the execution period have been completed (N in step 300), the determination unit 190 determines whether the missions that were determined to be completed are event occurrence missions (step 305). If it is determined that they are event occurrence missions (Y in step 305), the determination unit 190 determines whether the event occurrence information corresponding to the specific event that occurred is stored in the server storage unit 130 (step 306). If it is determined that the event occurrence information is not stored (N in step 306), the post-completion event processing unit 196 stores the event occurrence information corresponding to the specific event that occurred in the server storage unit 130 (step 307), and the data transmission / reception unit 182 transmits information indicating that this event occurrence information has been stored to the user terminal 200. On the other hand, if it is determined that the event occurrence information is stored (Y in step 306), the specific event occurrence processing ends.

[0104] Furthermore, if, in step 305, the mission that was determined to be completed is determined not to be an event occurrence mission (N in step 305), the count value of the completion count unit 194 is incremented by 1, and the completion count unit 194 counts the number of times the specific event has occurred (step 308). The data transmission / reception unit 182 then transmits the count value of the completion count unit 194 to the user terminal 200.

[0105] As described above, in this embodiment, when an event count mission is executed as a daily or weekly mission, the number of occurrences of a specific event corresponding to the mission is counted during the continuation of the execution period after the mission is completed. Then, using this counted number of occurrences of the specific event, it is possible to complete a new event count mission corresponding to the specific event that is executed after the execution period of the mission has elapsed. This prevents specific events that occur during the continuation of the execution period after the mission is completed from going to waste, maintains motivation to continue playing the game even after the mission is completed, and prevents a decrease in the player's willingness to use the provided game service.

[0106] Furthermore, in this embodiment, when an event occurrence mission is being executed as a daily or weekly mission, if a specific event corresponding to the mission occurs during the continuation of the execution period after the mission is completed, event occurrence information indicating that this specific event has occurred is stored. Then, using this event occurrence information, an event occurrence mission corresponding to the specific event, which is newly executed after the execution period of the mission has elapsed, can be completed. As a result, similar to the above, specific events that occur during the continuation of the execution period after the mission is completed are not wasted, motivation to continue playing the game after mission completion can be maintained, and a decrease in the player's willingness to use the provided game service can be prevented.

[0107] Furthermore, in this embodiment, after a predetermined carryover period has elapsed, the number of occurrences of specific events that can be used to complete the mission and the event occurrence information are cleared. After the predetermined carryover period has elapsed, it is not possible to complete the mission based on the number of occurrences of the specific events and the event occurrence information. As a result, after the carryover period has elapsed, the game must be played in order to complete the mission, which promotes the use of the game service.

[0108] Although one embodiment of the present invention has been described above, the present invention is not limited to the above embodiment, and various modifications are possible without departing from the spirit of the invention.

[0109] (1) In the above embodiment, the occurrence of a specific event and the number of times the specific event occurs during the execution period after the achievement of the mission can be used to respond to this specific event and to achieve the mission set thereafter. However, the occurrence of a specific event and the number of times the specific event occurs that can be used to achieve the mission are not limited to this.

[0110] (1-1) For example, during a period when a mission to count the number of occurrences of a specific event is not being executed, the number of occurrences of that specific event may be counted. Subsequently, when the mission to count the number of occurrences of that specific event is executed, the number of occurrences of the specific event that was counted during the non-execution period may be used to complete the executed mission. In other words, during the execution period of daily or weekly missions, the number of occurrences of specific events that do not correspond to these missions may be counted, and this count may be used to complete the missions corresponding to the specific events that are executed afterward.

[0111] More specifically, let's assume that in the above example setting, the execution period for Daily Mission D2 (a mission counting the number of times you fight enemy character E2, "fight enemy character E2 5 times") and Weekly Mission W2 (a mission occurring the event "find character C1") is in effect. During this execution period, the number of occurrences of a specific event, "fighting enemy character E1," which does not correspond to these missions, is counted. Subsequently, for example, if Daily Mission D1, which corresponds to the specific event "fighting enemy character E1," is executed after the execution period has elapsed, and the number of occurrences of the specific event has reached a specific value of "3," then Daily Mission D1 will be considered completed. Similarly, for example, if Weekly Mission W1, which corresponds to the specific event "fighting enemy character E1," is executed after the execution period has elapsed, and the number of occurrences of the specific event has reached a specific value of "10," then the executed Weekly Mission W1 will be considered completed.

[0112] Furthermore, the above count may be set to be performed until a predetermined count deadline is reached. The count deadline can be, for example, the start of the mission corresponding to the specific event being counted, or a predetermined period (e.g., 3 days, 2 weeks, etc.) after the count has started.

[0113] Furthermore, similar to the above embodiment, the number of occurrences of a specific event counted up to the counting deadline may be stored (carried over) until a predetermined carryover deadline has elapsed. If a mission corresponding to the counted specific event is executed before the carryover deadline has elapsed, the system may be configured to allow the mission to be completed based on the number of occurrences of the specific event that has been carried over.

[0114] (1-2) For example, when an event occurrence mission corresponding to a predetermined specific event is not being executed, if the specific event occurs, event occurrence information indicating that the specific event has occurred may be stored. Subsequently, when the event occurrence mission corresponding to this specific event is executed, the event occurrence information stored while the mission was not being executed may be used to complete the executed event occurrence mission. In other words, during the execution period of daily or weekly missions, the occurrence of specific events that do not correspond to these missions may be stored, and this may be used to complete the missions corresponding to the specific events that are executed afterward.

[0115] More specifically, let's assume, for example, that in the above example settings, the execution period for Daily Mission D2 and Weekly Mission W1 is in effect. If a specific event, "Discovery of Character C1," which does not correspond to these missions, occurs during the execution period, the event occurrence information for this specific event will be stored. Subsequently, for example, if Weekly Mission W1, which corresponds to the specific event "Discovery of Character C1," is executed after the execution period has elapsed, the stored event occurrence information will be used to determine the completion of the executed Weekly Mission W1.

[0116] Furthermore, the storage of event occurrence information for the above-mentioned specific event may be set to occur only if the specific event occurs within a predetermined storage period. The storage period can be, for example, the period from the time when all running missions no longer correspond to the specific event to be stored until the time when a mission corresponding to the specific event to be stored is started, or the period from the time when all running missions no longer correspond to the specific event to be stored until a predetermined period (e.g., 3 days, 2 weeks, etc.) has elapsed.

[0117] Furthermore, similar to the above embodiment, event occurrence information stored during the storage period may be set to be stored (carried over) until a predetermined carryover deadline has elapsed. If a mission corresponding to a specific event to be stored is executed before the carryover deadline has elapsed, the mission may be made achievable based on the carried-over event occurrence information.

[0118] In this manner, the event occurrence information of a specific event that was stored when the mission corresponding to that specific event was not being executed, and the number of occurrences of that specific event that was counted when the mission corresponding to that specific event was not being executed, can be used to complete the mission corresponding to that specific event that is to be executed afterward. This makes it possible to maintain the motivation to continue playing the game even when the mission corresponding to that specific event is not being executed, and prevents a decrease in the player's willingness to use the provided game service.

[0119] (2) In the above embodiment, when a mission corresponding to a specific event that has been carried over is executed, the mission is completed simply by fulfilling the completion conditions. However, the system is not limited to this, and the player may decide whether or not to complete the mission using the event occurrence information and the number of times the specific event has occurred that has been carried over. For example, when the number of occurrences of the specific event "battle against enemy character E1" has been carried over to "3 times," and daily mission D1 is executed, the player may be asked to make an input operation to decide whether or not to complete this daily mission D1 using the number of times the specific event has occurred that has been carried over, and if the player makes an input operation to complete the mission, daily mission D1 will be completed. In this way, the player can decide which mission to complete using the event occurrence information and the number of times the specific event has occurred that has been carried over, so that a strategic element can be added to the completion of the mission and the player's interest can be enhanced.

[0120] (3) When multiple missions that meet the completion conditions for a specific event that has been carried over are executed simultaneously, the player may be allowed to decide which mission to complete using the event occurrence information and the number of occurrences of the specific event that has been carried over. For example, when the number of occurrences of the specific event "battle against enemy character E1" has been carried over to "10 times", and both daily mission D1 and weekly mission W1 are executed simultaneously, the player may be allowed to make an input operation to decide which mission to complete using the number of occurrences of the specific event that has been carried over, and the mission corresponding to this input operation may be completed. In this case as well, since the player can decide which mission to complete using the event occurrence information and the number of occurrences of the specific event that has been carried over, a strategic element can be added to the completion of the mission, and the player's enjoyment can be enhanced.

[0121] Furthermore, in response to specific events that have been carried over, if multiple missions that meet the completion conditions are executed simultaneously, the mission corresponding to the predetermined selection criteria may be completed. For example, the mission with the highest difficulty level among multiple missions may be completed, or the mission that grants the rarest or most valuable reward may be completed.

[0122] (4) In order to complete a mission using the event occurrence information and the number of occurrences of specific events that have been carried over, it may be necessary to fulfill other granting conditions different from the completion conditions. For example, a mission may be made possible by using special items that can be obtained in the game or virtual currency that can be obtained outside the game. Also, the granting conditions may differ depending on the mission to be completed. For example, in order to complete a mission that is relatively difficult to complete or a mission that grants rewards of relatively high rarity or value, it may be necessary to use items that have a relatively high probability of being obtained or a relatively large number of items, and in order to complete a mission that is relatively easy to complete or a mission that grants rewards of relatively low rarity or value, it may be necessary to use items that have a relatively low probability of being obtained or a relatively small number of items. In this way as well, it is possible to improve the player's interest in the missions.

[0123] (5) In the above embodiment, when an event count mission was being executed, the number of occurrences of the specific event corresponding to this mission was counted for carryover purposes only during the continuation of the execution period after the mission was completed. However, the system is not limited to this. For example, even after the execution period has elapsed, if a mission corresponding to the specific event to be counted has not been executed, the number of occurrences of the specific event may be continuously counted until a predetermined count deadline (for example, the start of the mission corresponding to the specific event to be counted, or the end of a predetermined period (for example, 3 days, 2 weeks, etc.) after the count has started), and the counted number of occurrences of the specific event may be carried over. The same effects as in the above embodiment are achieved when this is done.

[0124] (6) In the above embodiment, the number of occurrences of a specific event is carried over, and when an event count mission corresponding to this specific event is newly executed, if the number of occurrences of the carried-over specific event has not reached a specific value which is the achievement condition for the event count mission, the number of occurrences of the carried-over specific event is cleared, but it is not limited to this. For example, the number of occurrences of the specific event in the newly executed event count mission may be counted by accumulating it with the number of occurrences of the carried-over specific event, and when this counted number of occurrences of the specific event reaches a specific value, the mission may be completed. Specifically, for example, if the number of occurrences of the specific event "battle against enemy character E1" is carried over to "2 times", and weekly mission W1 is newly executed, the specific value "10", which is the achievement condition for weekly mission W1, has not been reached, and at this point, weekly mission W1 will not be completed due to the number of occurrences of the carried-over specific event. In this case, the number of occurrences of the specific event that has been carried over, "2 times," may be used as the initial value, and the number of occurrences of the specific event during the execution period of Weekly Mission W1 may be counted by accumulating from this value. When the counted number of occurrences of the specific event reaches a specific value of "10," Weekly Mission W1 may be considered completed. In this case as well, the same effects and advantages as in the above embodiment will be achieved.

[0125] (7) In the above embodiment, the number of occurrences of a specific event is carried over, and when a new event count mission corresponding to this specific event is executed, if the carried-over number of occurrences of the specific event exceeds a specific value which is the achievement condition for the event count mission, the new event count mission is achieved and the carried-over number of occurrences of the specific event is cleared. However, the embodiment is not limited to this. For example, the number of occurrences of the specific event that exceeds the specific value may be carried over further, and a new event count mission may be achieved based on this carried-over number of occurrences of the specific event. For example, when the number of occurrences of the specific event "battle against enemy character E1" is carried over at "13 times", and a new daily mission D1 is executed, the specific value "3", which is the achievement condition for daily mission D1, is reached, and daily mission D1 is achieved based on the carried-over number of occurrences of the specific event. In this case, the excess number of occurrences of the specific event, "10 times", is set to be carried over. Subsequently, for example, if Weekly Mission W1 is executed again, the specific value "10", which is the completion condition for Weekly Mission W1, has been reached. Therefore, Weekly Mission W1 may be completed based on the number of occurrences of the carried-over specific event. In this case, the same effects and advantages as in the above embodiment are achieved.

[0126] (8) In the above embodiment, the number of occurrences of a specific event before the completion of the mission and the number of occurrences of a specific event after the completion of the mission were counted by different counting units (pre-completion counting unit 192, post-completion counting unit 194), but the embodiment is not limited to this. For example, one counting unit may be used to count both the number of occurrences of a specific event before and after the completion of the mission. Specifically, one counting unit is provided to count the number of occurrences of a specific event. When the event count mission is executed, this counting unit may count the number of occurrences of a specific event before the completion of the mission, and when the mission is completed, the count value may be cleared and then this counting unit may count the number of occurrences of a specific event after the completion of the mission. Alternatively, even when the mission is completed, the count value may not be cleared, and the number of occurrences of a specific event after the completion of the mission may be continuously counted, and when the execution period of the event count mission has elapsed, the count value of the counting unit may be subtracted from the count value at that time to become the number of occurrences of a specific event after the completion of the mission.

[0127] (9) In the above embodiment, a carryover deadline was provided for carrying over the event occurrence information and the number of occurrences of the specific event that have been carried over, but the system is not limited to this. For example, the event occurrence information and the number of occurrences of the specific event that have been carried over may be carried over indefinitely without setting a carryover deadline. In this case, the same effects and advantages as in the above embodiment will be achieved.

[0128] (10) In the above embodiment, mission completion and carryover were performed based on the number of occurrences of a specific event, but the system is not limited to this. For example, points or items corresponding to the specific event may be accumulated each time a specific event occurs, and the mission may be completed when the number of accumulated points or items reaches a specific value. Alternatively, even after the mission is completed, points or items may be accumulated each time a specific event occurs, and these accumulated points or items may be carried over, allowing newly executed missions to be completed using the carried-over points or items. The same effects as in the above embodiment are achieved when these are implemented.

[0129] (11) In the above embodiment, if the execution period for the event count mission has elapsed without the mission being achieved, the counted number of occurrences of the specific event is cleared, but the embodiment is not limited to this. For example, the number of occurrences of the specific event during the execution period that has elapsed without the mission being achieved may be carried over, and if a new event count mission corresponding to this specific event is executed, the carried-over number of occurrences of the specific event may be used to achieve the new event count mission.

[0130] (12) In the above embodiment, the server 100 performs processes related to mission completion and carryover, and the user terminal 200 receives data based on these processes and performs processes to update the display, but the division of processing between the server 100 and the user terminal 200 is not limited to this. Each process in the above embodiment only needs to be performed on at least one of the server 100 and the user terminal 200, and the timing of execution and the device on which it is performed are not particularly limited. Furthermore, the functions of the server 100 may be all provided by a single server 100, or they may be distributed among multiple servers 100. In this case as well, the same effects and advantages as in the above embodiment will be achieved.

[0131] (13) In the above embodiment, a smartphone was used as the user terminal 200, and the game could be run using a dedicated application installed on the user terminal 200. However, the type of user terminal 200 and the tools for running the game are not limited to this. For example, a personal computer may be used as the user terminal 200, or the game may be run using a general web browser. In such cases, the same effects and advantages as in the above embodiment will be achieved.

[0132] (14) Although the information processing system S in the above embodiment provided games, the same processing and control as in the above embodiment may be performed in an information processing system S that provides general services other than games, such as online shopping. For example, in an information processing system S that provides online shopping services, when the number of visits or purchases to the shopping site during a predetermined period reaches a specific value, a reward may be given to the user, and the number of visits or purchases during the predetermined period after the reward has been given may be carried over, so that the reward can be given in a different predetermined period depending on the number of visits or purchases. In the above embodiment, as in the above embodiment, it is possible to prevent a decrease in the user's willingness to use the services provided.

[0133] (15) The program for executing the processing in the above embodiment may be stored in a computer-readable storage medium and provided as a storage medium. Furthermore, the above embodiment may not be a client-server type information processing system S, but an information processing device that stores the above program and can independently execute the same processing as the information processing system S, or it may be an information processing method that realizes each function and the steps shown in the flowchart.

[0134] The execution period of the mission in the above embodiment corresponds to an example of a specific period in the present invention. The number of occurrences of a specific event in the above embodiment corresponds to an example of a value based on the occurrence of a specific event in the present invention. The post-achievement count unit 194 in the above embodiment corresponds to an example of a count unit in the present invention. In the modified example of the above embodiment, the period when the event count mission corresponding to a predetermined specific event is not being executed corresponds to an example of being outside the specific period in the present invention. In the modified example of the above embodiment, the use of a special item obtainable during the game corresponds to an example of the fulfillment of the granting conditions in the present invention. The player in the above embodiment corresponds to an example of a person who is eligible to receive the grant in the present invention. In the above embodiment, the occurrence of a specific event corresponding to the event occurrence mission corresponds to an example of the fulfillment of the condition that a specific event occurs in the present invention. [Explanation of Symbols]

[0135] S Information Processing System 100 servers 192 Pre-achievement count 194 Count after achievement 196 Post-Achievement Event Processing Unit 198 Special Offer Section 200 user terminals

Claims

1. A reward granting unit that can grant rewards based on the fulfillment of the condition that a value based on the occurrence of a specific event reaches a specific value within a first specific period, At least after the conditions are met within the first specified period, the computer is made to function as a counting unit capable of counting values ​​based on the occurrence of the specified event. The reward granting unit is a program that, in a second specific period that begins after the end of the first specific period, can grant the reward based on the results of the count by the counting unit, and grants the reward based on the results of the count by the counting unit, based on the fulfillment of granting conditions that the recipient of the reward can arbitrarily fulfill.

2. A reward granting unit that can grant rewards based on the fulfillment of the condition that a value based on the occurrence of a specific event reaches a specific value within a first specific period, The computer is made to function as a counting unit capable of counting values ​​based on the occurrence of the specified event, at least from the end of the first specified period until a predetermined counting deadline. The reward granting unit is a program that, in a second specific period that begins after the end of the first specific period, can grant the reward based on the results of the count by the counting unit, and grants the reward based on the results of the count by the counting unit, based on the fulfillment of granting conditions that the recipient of the reward can arbitrarily fulfill.

3. The program according to claim 1 or 2, characterized in that, after the expiration of a predetermined period, the granting of the benefits based on the counting results by the counting unit becomes impossible.

4. The program according to claim 1 or 2, characterized in that the benefit granting unit grants the benefit based on the counting result by the counting unit during a second specific period arbitrarily selected by the person eligible for the benefit from among a plurality of second specific periods.