Information processing device, information processing method, and information processing program

The system displays events and missions on separate screens, allowing users to easily assess mission completion, improving user engagement by clarifying game progression.

JP7876103B2Active Publication Date: 2026-06-19MIXI INC

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
MIXI INC
Filing Date
2022-07-05
Publication Date
2026-06-19

AI Technical Summary

Technical Problem

Conventional game systems do not allow users to easily determine whether they can achieve missions associated with each event they play.

Method used

The system displays one or more playable events on a first screen and one or more missions associated with the user on a second screen, indicating for each event whether the missions can be achieved by playing that event.

Benefits of technology

Enables users to easily determine whether they can complete missions for each playable event, enhancing user engagement and clarity in game progression.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007876103000001
    Figure 0007876103000001
  • Figure 0007876103000002
    Figure 0007876103000002
  • Figure 0007876103000003
    Figure 0007876103000003
Patent Text Reader

Abstract

To provide an information processing device that enables a user to easily recognize whether each mission associated with the user can be achieved for each event that can be played by the user, an information processing method, and an information processing program.SOLUTION: An information processing device includes a display control unit. The display control unit causes one or more events that can be played by a user to be displayed on a first screen and causes one or more missions associated with the user to be displayed on a second screen. The display control unit causes whether each mission associated with the user can be achieved by playing an event to be displayed on the first screen for each of the one or more events.SELECTED DRAWING: Figure 4
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

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

Background Art

[0002] Conventionally, in games such as online games, there is a known game in which a player (user) specifies an arbitrary quest from various quests, plays the specified quest, clears it, etc., and plays while achieving a mission.

[0003] For example, in Patent Document 1, in a game in which a player battles an opponent, when another player different from the player participates in the battle, an effect of increasing the attack power of the other player is set in the battle, and information related to the effect set in the battle is displayed on a terminal used by another player who can participate in the battle.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] However, in the conventional technology including the technology disclosed in Patent Document 1, there is a problem that it is not possible to easily grasp whether each of the missions associated with the user can be achieved for each event that the user can play.

[0006] An object of the present invention is to provide an information processing apparatus, an information processing method, and an information processing program that can easily grasp whether each of the missions associated with the user can be achieved for each event that the user can play. [Means for solving the problem]

[0007] The information processing apparatus according to the present invention is Equipped with a display control unit, The display control unit displays one or more playable events on the first screen, and displays one or more missions associated with the user on the second screen. The display control unit displays on the first screen, for each of the one or more events, whether or not each of the missions associated with the user can be achieved by playing the event. [Effects of the Invention]

[0008] According to the present invention, it is possible to easily determine whether or not a user can complete each of the missions associated with them for each playable event. [Brief explanation of the drawing]

[0009] [Figure 1] This is a diagram showing the configuration of the game system in this embodiment. [Figure 2] This is a block diagram showing the server hardware configuration in this embodiment. [Figure 3] This is a block diagram showing the hardware configuration of the user terminal in this embodiment. [Figure 4] This is a block diagram showing an example of the server's functional configuration in this embodiment. [Figure 5] This is an example of a home screen displayed on the user's terminal. [Figure 6] This is an example of a mission list screen displayed on the user terminal's display. [Figure 7] This is an example of a quest list screen displayed on the user's terminal. [Figure 8] This flowchart shows an example of the screen display processing performed by the server. [Figure 9]This is a modified example of the mission list screen displayed on the display unit of the user terminal. [Figure 10] This is a modified example of the quest list screen displayed on the display unit of the user terminal.

Embodiment for Carrying Out the Invention

[0010] The embodiments of the present invention will be described with reference to the accompanying drawings. In each figure, those denoted by the same reference numerals have the same or similar configurations.

[0011] (Configuration of Game System 1) FIG. 1 shows the configuration of the game system 1 in this embodiment. The game system 1 shown in FIG. 1 includes a server 10 (game server) and a plurality of user terminals 20 (user terminal 20a, user terminal 20b, user terminal 20c). The server 10 and the user terminals 20 are communicably connected to each other via a communication line 5 such as the Internet, an intranet, a wireless LAN, or mobile communication. Note that the server 10 functions as the "information processing device" of the present invention.

[0012] In this embodiment, the users using the user terminals 20a, 20b, and 20c are respectively referred to as user U1, user U2, and user U3. When there is no need to distinguish user U1, user U2, and user U3 from each other, user U1, user U2, and user U3 are respectively expressed as user U.

[0013] Also, when there is no need to distinguish the user terminals 20a, 20b, and 20c from each other, the user terminals 20a, 20b, and 20c are respectively expressed as user terminal 20.

[0014] Note that the number of user terminals 20 included in the game system 1 is not limited to three, and it may include at least one or more user terminals 20.

[0015] The user terminal 20 is an information processing terminal such as a smartphone or a tablet terminal, and provides games to the user U. The user U can log in to the game and execute the game by operating the user terminal 20.

[0016] The user terminal 20 may be any terminal such as a mobile phone, a personal computer (PC), a notebook PC, a personal digital assistant (PDA), a home game device, etc. The user terminal 20 may notify the server 10 of its own position detected using GPS (Global Positioning System) or the like.

[0017] The server 10 is a device that performs some functions in providing games to the user terminal 20, such as managing various information related to the user U and executing some processes of the game. The server 10 may be composed of one or more information processing devices, or may be configured using a virtual server (such as a cloud server).

[0018] (Game overview) Next, the overview of the game provided by the game system 1 will be described. In the game provided by the game system 1, the user U composes a deck with a character selected from a plurality of owned characters, and uses the composed deck to clear quests or achieve missions associated with the user U, thereby obtaining new characters and items (for example, orbs that are paid items, coins that are in-game currency usable in the game, etc.).

[0019] The user U can grow into a stronger character by synthesizing the obtained plurality of characters, or challenge quests with higher difficulty by strengthening the attributes of the characters using items.

[0020] Here, "quest" is a term that refers to a task that can be completed by fulfilling certain predetermined conditions. Quests are also commonly called explorations or tasks. A user U who participates in a quest can complete it by fulfilling the conditions, and upon completion, the user U will receive a reward or the game's story will progress. A mission is a task or objective that is achieved by fulfilling predetermined achievement conditions set within the game. These predetermined achievement conditions may include, for example, performing a specific action within the game. A specific action may include, for example, activating a designated skill, technique, magic, or effect. A specific action may also include completing a designated combo, creating a combination of objects that meets specified conditions, or defeating a designated enemy object that appears during quest play while meeting predetermined conditions (e.g., defeating it in one turn). A specific action may also include clearing a designated stage or quest. When the mission's achievement conditions are met by the user U, the user U will receive a reward corresponding to the mission. A quest consists of one or more stages where enemy characters are placed.

[0021] A deck is a term that refers to a group of characters combined together. When user U executes a quest, they select characters with abilities suitable for clearing that quest to form a deck and then execute the quest. In this embodiment, the act of user U "executing" a quest may be referred to as "quest play."

[0022] To complete quests, User U must consume stamina, a parameter associated with and stored for each User U. For example, if stamina runs out (reaches 0), quests cannot be performed until stamina recovers. Stamina can be recovered over time; for example, 1 point of stamina can be recovered every 3 minutes. Stamina is also fully restored when User U's rank increases through experience points gained upon completing quests. Additionally, stamina can be fully restored by using one orb. Users can easily check their current stamina by referring to the gauge (stamina gauge) displayed on the screen.

[0023] The game of this embodiment is a multiplayer game in which multiple users U can play together by operating their respective user terminals 20. That is, users U can not only play alone (solo play), but can also play together with other users U in so-called multiplayer (also called cooperative play) mode, where they play a common quest simultaneously. In multiplayer mode, each user U operates the character assigned to them from among multiple characters that make up a deck.

[0024] In this multiplayer mode, a collaborative relationship is formed between a user U who hosts a multiplayer session for a specific quest and recruits teammates (hereinafter referred to as the host user), and other users U who respond to the invitation and participate in the multiplayer session (hereinafter referred to as the guest users). The progress of the game is synchronized between the users U (host user and guest users) participating in the multiplayer session. In addition, a user U (host user) can also directly invite other users U (potential guest users) to the multiplayer session by sending them an invitation message via a messaging app.

[0025] Multiplayer is conducted through the communication function of each user U's user terminal 20. Specifically, a guest user makes a matching request to a host user who is hosting a multiplayer game and recruiting players, and confirms one or more host users displayed in response to that request. The guest user then applies to join a multiplayer game hosted by the desired host user, and if the host user accepts the application, a communication path for multiplayer is established between the guest user and the host user. There are no particular restrictions on eligibility to apply for multiplayer, and can be set arbitrarily. For example, an application may be made to a host user's game that is within a predetermined distance from the guest user making the application, or another user U who has a friendship with a certain user U and has been mutually approved as a friend (guest user) may be allowed to apply.

[0026] Subsequently, the transmission and reception of various data required for multiplayer is carried out according to a known communication method. This data may be transmitted via a client-server system through server 10, or via a peer-to-peer (P2P) system without server 10. Furthermore, the multiplayer format can be classified into fully synchronous and asynchronous types, and either format may be adopted.

[0027] Multiplayer games include cooperative games where multiple users cooperate, and competitive games where users compete against each other; either type is acceptable. Furthermore, there is no particular limit on the number of users (maximum number of players) in a single multiplayer session; it can be set to any number, although setting it to around 4 players is recommended.

[0028] (Hardware configuration of Server 10) Figure 2 is a block diagram showing the hardware configuration of the server 10 in this embodiment. As shown in Figure 2, the server 10 is configured to include a control unit 11, a storage unit 12, a communication unit 13, an operation input unit 14, and a monitor 15.

[0029] The control unit 11 includes, for example, a CPU (Central Processing Unit), a microprocessor, a DSP (Digital Signal Processor), and controls the overall operation of the server 10.

[0030] A portion of the memory unit 12 is composed of, for example, RAM (Random Access Memory) or DRAM (Dynamic Random Access Memory), and is used as a work area when the control unit 11 executes processing based on various programs.

[0031] Furthermore, a portion of the storage unit 12 is, for example, a non-volatile memory such as ROM (Read Only Memory) or an HDD (Hard Disk Drive), which stores various data and programs used for processing by the control unit 11. The storage unit 12 can also maintain a database that includes one or more tables for recording various information and processing results.

[0032] The programs stored in the memory unit 12 include, for example, an OS (Operating System) for realizing the basic functions of the server 10, drivers for controlling various hardware, and programs for realizing various functions, and include programs that function as the "information processing program" of the present invention.

[0033] The communication unit 13 is, for example, a NIC (Network Interface Controller) and has the function of connecting to the communication line 5. Alternatively, the communication unit 13 may have functions to connect to a wireless LAN (Local Area Network), a wireless WAN (Wide Area Network), short-range wireless communication such as Bluetooth®, and infrared communication, either in place of or in conjunction with the NIC. The server 10 is connected to user terminals 20, etc., via the communication line 5 and can send and receive various types of data with the user terminals 20, etc.

[0034] The operation input unit 14 consists of a keyboard and mouse, and accepts input of various operations from user U using the server 10. The monitor 15 is, for example, a liquid crystal display device, and displays various images.

[0035] The control unit 11, storage unit 12, communication unit 13, operation input unit 14, and monitor 15 are electrically connected to each other via the system bus 16. Therefore, the control unit 11 can access the storage unit 12, display images on the monitor 15, understand the operation status of the operation input unit 14 by the user U, and access various communication networks and the user terminal 20 via the communication unit 13.

[0036] (Hardware configuration of user terminal 20) Figure 3 is a block diagram showing the hardware configuration of the user terminal 20 in this embodiment. As shown in Figure 3, the user terminal 20 is configured to include a control unit 21, a storage unit 22, a communication unit 23, a display unit 24, a speaker 25, a microphone 26, a camera 27, and operation buttons 28.

[0037] The control unit 21 is, for example, a CPU (Central Processing Unit), a microprocessor, a DSP (Digital Signal Processor), and controls the overall operation of the user terminal 20.

[0038] A portion of the memory unit 22 is composed of, for example, RAM (Random Access Memory) or DRAM (Dynamic Random Access Memory), and is used as a work area when the control unit 21 executes processing based on various programs.

[0039] Furthermore, a portion of the storage unit 22 is, for example, non-volatile memory such as ROM (Read Only Memory) or HDD (Hard Disk Drive), which stores various data and programs used for processing by the control unit 21. The storage unit 22 can also maintain a database including one or more tables for recording various information and processing results.

[0040] The programs stored in the memory unit 22 include, for example, an OS (Operating System) for realizing the basic functions of the user terminal 20, drivers for controlling various hardware, and programs for realizing various functions.

[0041] The communication unit 23 is, for example, a NIC (Network Interface Controller) and has the function of connecting to the communication line 5. Alternatively, the communication unit 23 may have functions to connect to a wireless LAN (Local Area Network), a wireless WAN (Wide Area Network), short-range wireless communication such as Bluetooth®, and infrared communication, either in place of or in conjunction with the NIC. The user terminal 20 is connected to the server 10 and other user terminals 20 via the communication line 5, and can send and receive various types of data between the server 10 and other user terminals 20.

[0042] The display unit 24 is a touch panel display or the like, capable of displaying images and accepting operations from the user U.

[0043] The speaker 25 outputs various sounds under the control of the control unit 21. The microphone 26 receives various sounds under the control of the control unit 21. The camera 27 captures images of the subject under the control of the control unit 21.

[0044] The operation buttons 28 are located on the side of the user terminal 20, for example, and include power buttons for starting or stopping the user terminal 20, and buttons for adjusting the volume of sound output from the speaker 25.

[0045] The control unit 21, storage unit 22, communication unit 23, display unit 24, speaker 25, microphone 26, camera 27, and operation buttons 28 are electrically connected to each other via a system bus 29. Therefore, the control unit 21 can access the storage unit 22, display images on the display unit 24, understand the operation status of the touch panel display (display unit 24) and operation buttons 28 by the user U, input sound to the microphone 26, output sound from the speaker 25, control the camera 27, and access various communication networks, the server 10, and other user terminals 20 via the communication unit 23.

[0046] Figure 4 is a block diagram showing an example of the functional configuration of the control unit 11 provided in the server 10 in this embodiment. As shown in Figure 4, the control unit 11 has a functional configuration that includes a reception unit 11a, a game play control unit 11b, a display control unit 11c, and a designation reception unit 11d. In general, the control unit 11 of the server 10 has various other functions besides those described above, but here only the functions characteristic of the game system 1 in this embodiment will be described, and other known functions will not be shown or described.

[0047] The reception unit 11a receives a request from user U to play a game that can be played by consuming in-game value (e.g., stamina, orbs) via user U's operation on the display unit 24 of the user terminal 20.

[0048] When a game play request is received by the reception unit 11a, the game play control unit 11b controls the user U's play of the game.

[0049] Figure 5 shows an example of the home screen displayed on the display unit 24 of the user terminal 20. The home screen shown in Figure 5 is displayed when the user U starts the game after logging in. Each screen described below is displayed based on game screen display data sent from the server 10 to the user terminal 20.

[0050] The home screen displays a quest list button 30 and a mission list button 32, etc. When user U presses the quest list button 30, the display control unit 11c displays a quest list screen (corresponding to the "first screen" of the present invention, hereinafter the same) that displays one or more quests (corresponding to the "event" of the present invention, hereinafter the same) that user U can play. User U can select a desired quest from the quests displayed on the quest list screen and request to play that quest.

[0051] When user U presses the mission list button 32, the display control unit 11c displays a mission list screen (corresponding to the "second screen" of the present invention; the same applies hereinafter) that displays one or more missions associated with user U. By checking the missions displayed on the mission list screen, user U can understand which missions are associated with them.

[0052] Figure 6 shows an example of the mission list screen displayed on the display unit 24 of the user terminal 20. As shown in Figure 6, the mission list screen displays mission information 34, 35, 36, 37, 38, etc., related to one or more (5 in the illustrated example) missions A, B, C, D, E associated with user U.

[0053] Mission Information 34 includes an icon that uniquely identifies Mission A (in the example, a ☆), achievement condition information indicating the conditions for completing Mission A (in the example, clearing collaboration quests that collaborate with other works such as manga and games 10 times), reward information indicating the reward given to User U when the achievement conditions for Mission A are met (in the example, 10 Orbs), achievement status information indicating whether or not the achievement conditions for Mission A have been met (in the example, not achieved), and achievement level information indicating the degree of achievement if the achievement conditions for Mission A have not been met (for example, 1 / 10). In the example, the achievement level increases to 1 / 10, 2 / 10, 3 / 10, etc. each time a collaboration quest is cleared, and the achievement level information is updated (the display of the achievement level also changes to 1 / 10, 2 / 10, 3 / 10, etc.). The achievement level if the achievement conditions for Mission A have not been met may also be displayed on the quest list screen.

[0054] Mission Information 35 includes an icon that uniquely identifies Mission B (■ in the example), achievement condition information indicating the conditions for completing Mission B (consuming 100 stamina in the example), reward information indicating the reward given to user U if the conditions for completing Mission B are met (1 orb in the example), completion status information indicating whether or not the conditions for completing Mission B have been met (not completed in the example), and completion status information indicating the degree of completion if the conditions for completing Mission B have not been met (e.g., 30 / 100). In the example, the completion status increases to 1 / 100, 2 / 100, 3 / 100, etc., each time 1 stamina is consumed, and the completion status information is updated (the display of the completion status also changes to 1 / 100, 2 / 100, 3 / 100, etc.). The completion status if the conditions for completing Mission B have not been met may also be displayed on the quest list screen.

[0055] Mission information 36 includes an icon that uniquely identifies Mission C (in the example, ○), achievement condition information indicating the conditions for completing Mission C (in the example, clearing a quest with a difficulty level of S), reward information indicating the reward given to user U when the achievement conditions for Mission C are met (in the example, 1 coin), and achievement status information indicating whether or not the achievement conditions for Mission C have been met (in the example, achieved).

[0056] Mission Information 37 includes achievement condition information indicating the conditions for completing Mission D (in the illustrated example, logging into the game for three consecutive days), reward information indicating the reward to be given to user U if the conditions for completing Mission D are met (in the illustrated example, 10 coins), completion status information indicating whether or not the conditions for completing Mission D have been met (in the illustrated example, completed), and completion status information indicating the degree of completion if the conditions for completing Mission D have not been met (in the illustrated example, not displayed because the conditions for completion have been met). Since the conditions for completion have been met, when user U presses the display position of the completion status information included in Mission Information 37, the game play control unit 11b grants user U the reward to be given to user U if the conditions for completing Mission D are met (in the illustrated example, 10 coins).

[0057] Rewards (also called bonuses) are items and characters usable in the game (hereinafter referred to as "items, etc."), or valuable items that can be exchanged for items, etc. (for example, virtual currency usable in the game, or items necessary to conduct draws for items, etc. in the game). Additionally, temporary effects that can be enjoyed during gameplay (for example, effects that increase a character's stats) may be granted as rewards. Coupons usable at real-world stores may also be granted as rewards.

[0058] Furthermore, "granting a reward" means providing the user U, who is the recipient of the reward, with data necessary for using that reward in the game or at a real-world store. For example, when granting rewards usable in the game, such as items, their exchangeable value, and their effects, data is provided to enable the user to progress through the game with that reward in hand. When granting rewards usable at a real-world store, such as coupons, text data or image data is provided to enable the user to present that reward at the store.

[0059] Mission information 38 includes an icon that uniquely identifies Mission E (△ in the example), achievement condition information indicating the conditions for completing Mission E (clearing a quest with difficulty level F in the example), reward information indicating the reward (character A in the example) that will be given to user U if the achievement conditions for Mission E are met, achievement status information indicating whether or not the achievement conditions for Mission E have been met (achieved in the example), and achievement level information indicating the degree of achievement if the achievement conditions for Mission E have not been met (hidden in the example because the achievement conditions have been met). Since the achievement conditions have been met, when user U presses the display position of the achievement status information included in Mission Information 38, the gameplay control unit 11b will grant user U the reward (character A in the example) that will be given to user U if the achievement conditions for Mission E are met.

[0060] Figure 7 shows an example of a quest list screen displayed on the display unit 24 of the user terminal 20. As shown in Figure 7, the quest list screen displays quest information 40, 41, 42, etc., related to one or more (3 in the illustrated example) quests A, B, and C that user U can play.

[0061] Quest information 40 includes quest completion status information indicating whether or not user U has ever fulfilled the completion conditions associated with quest A (for example, clearing quest A) through their gameplay (in the example shown, it is not hidden because it has not been fulfilled), difficulty information indicating the difficulty level of quest A (in the example shown, it is S level), feasibility information indicating whether or not each of missions A, B, C, D, and E associated with user U can be achieved by playing quest A (in the example shown, missions A, B, and C can be achieved by playing quest A, hence the icons ☆, ■, and ○ that identify missions A, B, and C), and mission completion status information indicating whether or not each of the missions that can be achieved by playing quest A has already been achieved (in the example shown, missions A, B, and C have not been achieved, so they are not hidden), etc.

[0062] Quest information 41 includes quest completion status information indicating whether or not user U has ever fulfilled the completion conditions associated with quest B (e.g., clearing quest B) through their gameplay (in the example shown, it is not hidden because it has not been fulfilled), difficulty information indicating the difficulty level of quest B (in the example shown, level E), feasibility information indicating whether or not each of missions A, B, C, D, and E associated with user U can be achieved by playing quest B (in the example shown, missions A and B can be achieved by playing quest B, hence the icons ☆ and ■ that identify missions A and B), and completion status information indicating whether or not each of the missions that can be achieved by playing quest B has already been achieved (in the example shown, missions A and B have not been achieved, so they are not hidden), etc.

[0063] Quest information 42 includes achievement status information indicating whether or not user U has ever fulfilled the achievement conditions associated with Quest C (for example, clearing Quest C) through their gameplay (in the example, a checkmark is displayed because the conditions have been fulfilled), difficulty information indicating the difficulty level of Quest C (in the example, level F), feasibility information indicating whether or not each of missions A, B, C, D, and E associated with user U can be achieved by playing Quest C (in the example, icons ☆ and △ are used to identify missions A and E because missions A and E can be achieved by playing Quest C), and achievement status information indicating whether or not each of the missions that can be achieved by playing Quest C has already been achieved (in the example, mission E is shown as completed because it has been achieved).

[0064] The completion of missions A, B, C, D, and E displayed on the mission list screen differs from simply fulfilling the completion conditions associated with quests A, B, and C (e.g., clearing the quest). It is not necessarily possible to complete missions by playing only a specific quest, but may be possible by playing multiple quests. In other words, it may be possible to complete multiple missions simultaneously by playing a single quest. Therefore, in this embodiment, the quest list screen is designed to allow user U to identify quests in which more missions can be completed. Note that the mission list screen may or may not display quests in which missions can be completed.

[0065] Specifically, the display control unit 11c displays (by displaying icons) whether or not each of missions A, B, C, D, and E associated with user U can be achieved by playing quests A, B, and C on the quest list screen. This allows user U to easily understand whether or not each of missions A, B, C, D, and E associated with user U can be achieved for each of the playable quests A, B, and C. In addition, if the display control unit 11c can understand whether or not each of missions A, B, C, D, and E can be achieved for each of quests A, B, and C, it may also display whether or not each of missions A, B, C, D, and E can be achieved using a display method other than icon display (for example, displaying a string indicating whether or not it is achievable).

[0066] The display control unit 11c may extract missions A, B, C, and E from among missions A to E, based on quests A, B, and C included in the quest list screen, and display whether each of the extracted missions A, B, C, and E is achievable or not. For example, the display control unit 11c may display that for quest A, missions A, B, and C are achievable, while mission E is not. Also, the display control unit 11c may not display whether mission D is achievable or not because it cannot be achieved by playing the quest, but since missions A, B, C, and E other than mission D are achievable, it may display whether each of missions A, B, C, and E is achievable in each quest on the quest list screen (missions that cannot be achieved are displayed in gray).

[0067] Furthermore, the display control unit 11c displays (indicates icons) whether each of the uncompleted missions (missions A, B, C) among missions A, B, C, D, and E displayed on the mission list screen can be completed by user U for each of quests A, B, and C. This allows user U to easily understand whether each of the uncompleted missions (missions A, B, C) for each of the playable quests A, B, and C can be completed by user U.

[0068] Furthermore, the display control unit 11c displays quests A, B, and C on the quest list screen in such a way that quest A, which has a second-highest number of missions that can be completed by playing (e.g., 3), has a higher display priority than quests B and C, which have a first-highest number of missions that can be completed by playing (e.g., 2). In other words, the display control unit 11c prioritizes displaying quests with a larger number of missions that can be completed by playing on the quest list screen. This allows user U to easily identify quest A, which has a larger number of missions that can be completed by playing.

[0069] Furthermore, the number of missions that can be completed through gameplay may be specified via user input. For example, if the number of missions that can be completed is set to 3, quests with 3 or more missions that can be completed may be displayed preferentially, while quests with fewer than 3 missions may not be displayed preferentially.

[0070] Here, display priority is an indicator value that determines which of multiple quests to prioritize for display (to notify user U). The higher the display priority, the more prioritized the corresponding quest will be displayed. In other words, priority display can also be called highlighting, which means making quests with high display priority stand out. In this embodiment, the display control unit 11c prioritizes displaying quest A by displaying quest A as the first (top) item on the quest list screen. Alternatively, the display control unit 11c may prioritize displaying quest A by displaying a message associated with quest A. Furthermore, the display control unit 11c may prioritize displaying quest A by increasing the font size of quest A (quest information 40). Alternatively, the display control unit 11c may prioritize displaying quest A by changing the font color of quest A (quest information 40). Alternatively, the display control unit 11c may prioritize displaying quest A by increasing the brightness of the text of quest A (quest information 40). Furthermore, the display control unit 11c may prioritize the display of quests that are designated as priority display targets by displaying those quests, or it may choose not to prioritize the display of quests that are not designated as priority display targets by not displaying those quests.

[0071] Furthermore, the display control unit 11c displays quests A, B, and C on the quest list screen in order of the number of missions that can be completed by playing them (quest A → quests B and C), with the priority of display increasing accordingly. This allows user U to understand quests A, B, and C in order of the number of missions that can be completed by playing them (quest A → quests B and C).

[0072] Furthermore, if user U completes Mission C (corresponding to the "First Mission" of this invention) by playing Quest A (corresponding to the "First Event" of this invention), that is, if the number of missions that can be completed by playing Quest A decreases, the display control unit 11c displays Quest A on the quest list screen with a lower display priority than before Mission C was completed. This allows user U to see Quest A with a display priority that reflects the completion of Mission C when playing Quest A. Naturally, if user U completes Mission C by playing a quest other than Quest A, that is, if the number of missions that can be completed by playing that quest decreases, the display priority of that quest on the quest list screen will be lowered, similar to Quest A, compared to before Mission C was completed.

[0073] The designated reception unit 11d accepts the user U's designation of a reward from among the rewards that will be awarded to the user U upon completion of a mission, via the user U's operation on the display unit 24 of the user terminal 20, on the mission list screen. The display control unit 11c then displays quests A, B, and C on the quest list screen such that quest A, which can complete the mission that awards the designated reward (e.g., 1 coin), has a higher display priority than quests B and C, which can complete missions that award a different reward (e.g., missions A, B, and E), such as quest A, which can complete the mission that awards the reward designated by the user U. This makes it easy for the user U to identify quest A, which can complete the mission that awards the reward designated by the user U.

[0074] Figure 8 is a flowchart showing an example of screen display processing (corresponding to the "information processing method" of the present invention) performed by the server 10 in this embodiment. The processing shown in Figure 8 is executed when the game starts after user U logs into the game.

[0075] First, the display control unit 11c displays the home screen on the display unit 24 of the user terminal 20 (step S100).

[0076] Next, the display control unit 11c determines whether the user U has pressed the quest list button 30 and whether a request to display the quest list has occurred (step S110). If the determination results in a request to display the quest list occurring (step S110, YES), the display control unit 11c displays a quest list screen that lists one or more quests that user U can play (step S120). Specifically, on the quest list screen, the display control unit 11c displays (icon display) whether each of the missions A, B, C, D, and E associated with user U can be achieved by playing the quest. Upon completion of the process in step S120, the server 10 terminates the process shown in Figure 8.

[0077] On the other hand, if no request to display the list of quests has occurred (step S110, NO), it is determined whether or not the mission list button 32 was pressed by user U and a request to display the list of missions has occurred (step S130).

[0078] If the determination results in a request to display a list of missions (step S130, YES), the display control unit 11c displays a mission list screen that lists one or more missions associated with user U (step S140). Upon completion of step S140, the server 10 terminates the process shown in Figure 8. On the other hand, if no request to display a list of missions has occurred (step S130, NO), the server 10 terminates the process shown in Figure 8.

[0079] As explained in detail above, in this embodiment, the server 10 (information processing device) includes a display control unit 11c. The display control unit 11c displays one or more events (quests) that user U can play on the first screen (quest list screen), displays one or more missions associated with user U on the second screen (mission list screen), and for each of the one or more events on the first screen (quest list screen), displays (icon display) whether or not each of the missions associated with user U can be achieved by playing the event.

[0080] With this configuration, it is possible to easily determine whether or not user U can complete each of the missions associated with user U for each playable event.

[0081] In the above embodiment, the display control unit 11c may display quests A, B, and C on the quest list screen such that quests that allow the user U to complete a mission with a second number of designated rewards (e.g., Mission A), which is greater than the first number of designated rewards (e.g., Orbs), have a higher display priority than quests that allow the user U to complete a mission with a first number of designated rewards (e.g., Mission B). In other words, the display control unit 11c may prioritize displaying quests that allow the user U to complete a mission with a larger number of designated rewards. This makes it easier for the user U to identify quests that allow the user U to complete a mission with a larger number of designated rewards.

[0082] Furthermore, in the above embodiment, if additional missions are added as user U progresses through the game, the display control unit 11c may display playable quests on the quest list screen such that quests that allow user U to complete additional missions (corresponding to the "second event" of the present invention) have a higher display priority than quests that do not allow user U to complete additional missions (corresponding to the "first event" of the present invention).

[0083] Figure 9 shows a modified example of the mission list screen displayed on the display unit 24 of the user terminal 20. As shown in Figure 9, the mission list screen displays mission information 34, 35, 36, 37, 38, 39, etc., related to one or more (six in the illustrated example) missions A, B, C, D, E, F associated with user U. Mission F is an additional mission that is newly added as user U progresses through the game. Note that mission information 34, 35, 36, 37, and 38 have been explained with reference to Figure 6, so a further explanation is omitted.

[0084] Mission Information 39 includes an icon that uniquely identifies Mission F (◎ in the example), achievement condition information indicating the conditions for completing Mission F (clearing a quest with difficulty level B in the example), reward information indicating the reward given to User U if the achievement conditions for Mission F are met (character C in the example), and achievement status information indicating whether or not the achievement conditions for Mission F have been met (not achieved in the example).

[0085] Figure 10 shows a modified version of the quest list screen displayed on the display unit 24 of the user terminal 20. As shown in Figure 10, the quest list screen displays quest information 40, 41, 42, 43, etc., for quests A, B, C, and D, one or more (four in the illustrated example) that user U can play. Note that quest information 40, 41, and 42 have been explained with reference to Figure 7, so a further explanation is omitted.

[0086] Quest information 43 includes quest completion status information indicating whether or not user U has ever fulfilled the completion conditions associated with quest D (e.g., clearing quest D) through their gameplay (hidden in the example as it has never been fulfilled), difficulty information indicating the difficulty level of quest D (level B in the example), feasibility information indicating whether or not each of missions A, B, C, D, E, and F associated with user U can be achieved by playing quest D (in the example as mission F can be achieved by playing quest D, hence the icon ◎ identifying mission F), mission completion status information indicating whether or not each of the missions that can be achieved by playing quest D has already been achieved (hidden in the example as mission F has not been achieved), etc.

[0087] When Mission F is added as a new additional mission as User U progresses through the game, the display control unit 11c displays quests A, B, C, and D that User U can play, such that quest D (corresponding to the "second event" of this invention), which allows User U to complete the additional mission F, has a higher display priority on the quest list screen than quests A, B, and C, which do not allow User U to complete the additional mission F by playing. This allows User U to easily identify quest D, which allows User U to complete the newly added Mission F as User U progresses through the game.

[0088] Furthermore, if the quest list screen is displayed at the first timing, the display control unit 11c may display quest D (a quest that can complete additional mission F) with a higher display priority than quests A, B, and C (quests that cannot complete additional mission F). If the quest list screen is displayed at the second timing, which is after the first timing, quest D (a quest that can complete additional mission F) may be displayed without a higher display priority than quests A, B, and C (quests that cannot complete additional mission F). This prevents quest D, which can complete additional mission F, from being unnecessarily displayed with a high display priority after the user U has become aware of it.

[0089] Furthermore, in the above embodiment, the display control unit 11c may, in the quest list screen, set the display priority of multiple quests (e.g., quests B and C) with the same number of missions that can be completed by playing to be higher for quests whose completion conditions have been met by user U's play (e.g., quest C) than for quests whose completion conditions have never been met by user U's play (e.g., quest B). This makes it easy for user U to identify which quests whose completion conditions have been met by user U's play among multiple quests with the same number of missions that can be completed.

[0090] Furthermore, in the above embodiment, the display control unit 11c may, on the quest list screen, give a higher display priority to uncompleted missions with a first completion level (e.g., 1 / 10 = 10%) (e.g., Mission A) than to achievable quests (e.g., Quest C), and display achievable quests (e.g., Quests A and B) for uncompleted missions with a second completion level (e.g., 30 / 100 = 30%) which is higher than the first completion level (e.g., Mission B). In other words, the display control unit 11c may, on the quest list screen, prioritize the display of achievable quests for missions with a higher completion level. This allows user U to easily identify achievable quests for missions with a higher completion level, i.e., missions that are closer to completion.

[0091] Furthermore, in the above embodiment, the designation reception unit 11d may, on the mission list screen, accept a mission (for example, mission B) designated by user U on the mission list screen from among missions A, B, C, D, and E associated with user U, via user U's operation on the display unit 24 of the user terminal 20. In this case, the display control unit 11c may, on the quest list screen, display (icon display) whether each of the designated missions can be achieved by playing each of quests A, B, and C. This allows user U to easily understand whether each of the missions designated to user U can be achieved for each quest that user U can play. The designation reception unit 11d may accept multiple designations from user U as designated missions. In this case, the display control unit 11c may prioritize displaying quests in which a large number of the designated missions can be achieved. Furthermore, if one of the designated missions is achieved, the information of the designated mission may be updated, and the designation of the achieved mission may be removed. In addition, a new mission to be designated in place of the achieved mission may be recommended to user U. Regarding the recommendation method, Server 10 (the system) may select new candidate missions and recommend them to User U based on reasons such as the relevance of the missions and the same rewards. When User U selects one of the recommended missions, the information for the designated mission may be updated.

[0092] Furthermore, the embodiments described above are merely examples of how the present invention may be implemented, and the technical scope of the present invention should not be interpreted as being limited by these embodiments. In other words, the present invention can be implemented in various forms without departing from its gist or its main features.

[0093] <Summary> [General tasks] One of the objectives of this invention is to make it easy to identify events that can lead to the achievement of a mission.

[0094] Issues corresponding to [Appendix 1] One of the objectives of the present invention is to enable users to easily determine whether or not they can complete each of the missions associated with them for each playable event. [Note 1] The information processing device according to this embodiment includes a display control unit that displays one or more playable events on a first screen, displays one or more missions associated with the user on a second screen, and for each of the one or more events on the first screen, displays whether or not each of the missions associated with the user can be achieved by playing the event. According to the information processing device described above, it is possible to easily determine whether or not a user can complete each of the missions associated with them for each playable event.

[0095] Issues corresponding to [Appendix 2] One of the objectives of the present invention is to enable users to easily determine whether or not they can complete each of the uncompleted missions for each playable event. [Note 2] The information processing device described in Note 1, wherein the display control unit displays, for each of the uncompleted missions displayed on the second screen that have not been completed by the user, on the first screen for each of the one or more events, whether or not they can be completed. This makes it easy for users to see whether or not they can complete each of the unfinished missions for each playable event.

[0096] Issues corresponding to [Appendix 3] One of the objectives of this invention is to make it easier to understand events with a larger number of missions that can be achieved through gameplay. [Note 3] The information processing device according to Note 1 or 2, wherein the display control unit displays one or more events on the first screen such that events with a second number of missions that can be achieved by playing (where the second number is greater than the first number) have a higher display priority than events with a first number of missions that can be achieved by playing. This makes it easier to understand events with a larger number of missions that can be completed through gameplay.

[0097] Issues corresponding to [Appendix 4] One of the objectives of this invention is to enable players to understand events in order of the number of missions that can be achieved through gameplay. [Note 4] The display control unit displays one or more events on the first screen in order of the number of missions that can be achieved by playing, with the display priority increasing in that order, as described in Note 3. This allows you to see events in order of the number of missions that can be completed by playing them.

[0098] Issues corresponding to [Appendix 5] One of the objectives of the present invention is to enable the recognition of the first event with a display priority that reflects the achievement of the first mission when the first event is completed by playing the first event. [Note 5] The display control unit, when the first mission is achieved by the user playing the first event which is included in one or more events, displays the first event on the first screen with a lower display priority than before the first mission was achieved, as described in Note 3. This allows players to see the first event with a display priority that reflects the completion of the first mission, if the first mission is completed by playing the first event.

[0099] Issues corresponding to [Appendix 6] One of the objectives of the present invention is to make it easy to identify events that can be achieved in order to grant rewards specified by the user. [Appendix 6] The information processing device described in any of Appendix 1 to 5, wherein the second screen further includes a designation reception unit that accepts the user's designation of a reward from among the rewards that will be awarded to the user when the mission is completed, and the display control unit displays one or more events on the first screen such that events in which a mission that will be awarded a different reward will have a higher display priority than events in which a mission that will be awarded a different reward will have a higher display priority. This makes it easy to identify events where users can complete missions that reward them with specified benefits.

[0100] Issues corresponding to [Appendix 7] One of the objectives of the present invention is to make it easy for users to identify events that can achieve missions with a larger number of designated rewards. [Note 7] The display control unit displays one or more events on the first screen such that events where a mission can be completed with a specified number of rewards greater than the first number (the second number) have a higher display priority than events where a mission can be completed with a specified number of rewards greater than the first number (the second number). This is the information processing device described in Note 6. This makes it easy to identify events where users can complete missions that offer a larger number of specified rewards.

[0101] Issues corresponding to [Appendix 8] One of the objectives of this invention is to make it easy for users to identify events that can be completed as they progress through the game and new missions are added. [Note 8] The display control unit, when a new additional mission is added as the user progresses through the game, displays one or more events on the first screen such that the second event, which allows the user to complete the additional mission by playing, has a higher display priority than the first event, which does not allow the user to complete the additional mission by playing, the first event, the information processing device described in any of Notes 1 to 7. This makes it easy for users to understand the events that allow them to complete newly added missions as they progress through the game.

[0102] Issues corresponding to [Appendix 9] One of the objectives of the present invention is to prevent the display of events that allow users to complete additional missions from being unnecessarily displayed with a high display priority, after the user has become aware of such events. [Note 9] The display control unit, when the first screen is displayed at the first timing, displays the second event with a higher display priority than the first event, and when the first screen is displayed at the second timing which is later than the first timing, displays the second event without a higher display priority than the first event, as described in Note 8. This prevents events that allow users to complete additional missions from being displayed unnecessarily with a high display priority, after they have been made aware of the events that allow them to complete additional missions.

[0103] Issues corresponding to [Appendix 10] One of the objectives of the present invention is to make it easy for a user to identify which events have had their completion conditions met through gameplay, in a group of events where the number of achievable missions is the same. [Note 10] The display control unit, in the first screen, prioritizes the display of events where the number of missions that can be achieved by playing is the same for multiple events, by giving higher priority to events where the achievement conditions associated with each event have been met by the user's play than to events where the achievement conditions associated with each event have never been met by the user's play, as described in any of Notes 1 to 9. This makes it easy to see which events a user has already completed the completion conditions for, even if multiple events have the same number of achievable missions.

[0104] Issues corresponding to [Appendix 11] One of the objectives of this invention is to make it easier to identify events that can lead to the achievement of a more successful mission. [Note 11] The information processing device described in Note 2, wherein the display control unit, on the first screen, gives a higher display priority to events that can complete uncompleted missions with a completion level of 2, which is higher than the completion level of 1, and displays events that can complete uncompleted missions with a completion level of 2, which is higher than the completion level of 1. This makes it easy to identify events that can be held to complete missions with a higher level of achievement.

[0105] Issues corresponding to [Appendix 12] One of the objectives of the present invention is to enable users to understand whether or not they can complete each of the missions assigned to them for each playable event. [Appendix 12] An information processing device according to any of Appendices 1 to 11, further comprising a designation acceptance unit that accepts as designated missions missions that the user has specified on the second screen from among the missions associated with the user, and a display control unit that displays on the first screen, for each of one or more events, whether or not each of the designated missions can be achieved by playing the event. This makes it easy to see whether or not a user can complete each of the missions assigned to them for each playable event.

[0106] Issues corresponding to [Appendix 13] One of the objectives of the present invention is to enable users to easily determine whether or not they can complete each of the missions associated with them for each playable event. [Note 13] In the information processing method according to this embodiment, the processor displays one or more playable events on a first screen, displays one or more missions associated with the user on a second screen, and for each of the one or more events on the first screen, displays whether or not each of the missions associated with the user can be achieved by playing the event. According to the above information processing method, it is easy to determine whether or not a user can complete each of the missions associated with them for each event they are able to play.

[0107] Issues corresponding to [Appendix 14] One of the objectives of the present invention is to enable users to easily determine whether or not they can complete each of the missions associated with them for each playable event. [Note 14] The information processing program according to this embodiment causes the processor to display one or more playable events on the first screen, display one or more missions associated with the user on the second screen, and for each of the one or more events on the first screen, to display whether or not each of the missions associated with the user can be achieved by playing the event. According to the above information processing program, it is possible to easily determine whether or not a user can complete each of the missions associated with them for each event they are able to play. [Explanation of Symbols]

[0108] 1: Game system, 10: Server, 11: Control unit, 11a: Reception unit, 11b: Gameplay control unit, 11c: Display control unit, 11d: Designation reception unit, 12: Memory unit, 13: Communication unit, 14: Operation input unit, 15: Monitor, 16: System bus, 20, 20a, 20b, 20c: User terminal, 21: Control unit, 22: Memory unit, 23: Communication unit, 24: Display unit, 25: Speaker, 26: Microphone, 27: Camera, 28: Operation buttons, 29: System bus, 30: Quest list button, 32: Mission list button, 34, 35, 36, 37, 38, 39: Mission information, 40, 41, 42, 43: Quest information, U, U1, U2, U3: User

Claims

1. Equipped with a display control unit, The display control unit displays one or more playable events on the first screen, and displays one or more missions associated with the user on the second screen. The display control unit displays on the first screen, for each of the one or more events, whether or not each of the missions associated with the user can be achieved by playing the event. The display control unit displays one or more events on the first screen such that events with a second number of missions that can be completed by playing (where the second number is greater than the first number) have a higher display priority than events with a first number of missions that can be completed by playing. Information processing device.

2. comprising a display control unit and a designation reception unit, The display control unit displays one or more playable events on the first screen, and displays one or more missions associated with the user on the second screen. The display control unit displays on the first screen, for each of the one or more events, whether or not each of the missions associated with the user can be achieved by playing the event. The designated reception unit, on the second screen, accepts the user's selection of a reward from among the rewards that will be granted to the user upon completion of the mission. The display control unit displays one or more events on the first screen such that events in which missions that grant a specified reward are given a higher display priority than events in which missions that grant a different reward are given a different reward are given a higher display priority. Information processing device.

3. comprising a display control unit, The display control unit displays one or more playable events on the first screen, and displays one or more missions associated with the user on the second screen. The display control unit displays on the first screen, for each of the one or more events, whether or not each of the missions associated with the user can be achieved by playing the event. The display control unit, when additional missions are added as the user progresses through the game, displays one or more events on the first screen such that the second event, which allows the user to complete the additional mission by playing, has a higher display priority than the first event, which does not allow the user to complete the additional mission by playing. Information processing device.

4. comprising a display control unit, The display control unit displays one or more playable events on the first screen, and displays one or more missions associated with the user on the second screen. The display control unit displays on the first screen, for each of the one or more events, whether or not each of the missions associated with the user can be achieved by playing the event. The display control unit, in the first screen, sets the display priority of events where the number of missions that can be achieved by playing is the same for multiple events, to be higher for events where the achievement conditions associated with each event have been met by the user's play than for events where the achievement conditions associated with each event have never been met by the user's play. Information processing device.

5. The processor, On the first screen, one or more events that the user can play are displayed, and on the second screen, one or more missions associated with the user are displayed. On the first screen, for each of the one or more events, it is displayed whether or not each of the missions associated with the user can be achieved by playing the event. On the first screen, events with a second number of missions (where the number of missions achievable by playing is greater than the first number) are displayed with a higher priority than events with a first number of missions achievable by playing. Information processing methods.

6. The processor is On the first screen, one or more events that the user can play are displayed, and on the second screen, one or more missions associated with the user are displayed. On the first screen, for each of the one or more events, it is displayed whether or not each of the missions associated with the user can be achieved by playing the event. On the second screen, the user can specify which reward to choose from among the rewards that will be awarded to the user upon completion of the mission. On the first screen, events that grant a specified reward are displayed with a higher priority than events that grant a different reward. Information processing methods.

7. The processor is On the first screen, one or more events that the user can play are displayed, and on the second screen, one or more missions associated with the user are displayed. On the first screen, for each of the one or more events, it is displayed whether or not each of the missions associated with the user can be achieved by playing the event. If additional missions are added as the user progresses through the game, the first screen will display one or more events such that the second event, which allows the user to complete the additional mission by playing, has a higher display priority than the first event, which does not allow the user to complete the additional mission by playing. Information processing methods.

8. The processor, On the first screen, one or more events that the user can play are displayed, and on the second screen, one or more missions associated with the user are displayed. On the first screen, for each of the one or more events, it is displayed whether or not each of the missions associated with the user can be achieved by playing the event. In the first screen, regarding the display priority of multiple events that have the same number of missions that can be achieved by playing, events whose achievement conditions have been met by the user's play are given higher priority than events whose achievement conditions have never been met by the user's play. Information processing methods.

9. In the processor, On the first screen, one or more events that the user can play are displayed, and on the second screen, one or more missions associated with the user are displayed. On the first screen, for each of the one or more events, it is displayed whether or not each of the missions associated with the user can be achieved by playing the event. On the first screen, events with a second number of missions (where the number of missions achievable by playing is greater than the first number) are displayed with a higher priority than events with a first number of missions achievable by playing. An information processing program that executes a process.

10. The processor includes: On the first screen, one or more events that the user can play are displayed, and on the second screen, one or more missions associated with the user are displayed. On the first screen, for each of the one or more events, it is displayed whether or not each of the missions associated with the user can be achieved by playing the event. On the second screen, the user can specify which reward to choose from among the rewards that will be awarded to the user upon completion of the mission. On the first screen, events that grant a specified reward are displayed with a higher priority than events that grant a different reward. An information processing program that executes a process.

11. The processor includes: On the first screen, one or more events that the user can play are displayed, and on the second screen, one or more missions associated with the user are displayed. On the first screen, for each of the one or more events, it is displayed whether or not each of the missions associated with the user can be achieved by playing the event. If additional missions are added as the user progresses through the game, the first screen will display one or more events such that the second event, which allows the user to complete the additional mission by playing, has a higher display priority than the first event, which does not allow the user to complete the additional mission by playing. An information processing program that executes a process.

12. The processor includes: On the first screen, one or more events that the user can play are displayed, and on the second screen, one or more missions associated with the user are displayed. On the first screen, for each of the one or more events, it is displayed whether or not each of the missions associated with the user can be achieved by playing the event. In the first screen, regarding the display priority of multiple events that have the same number of missions that can be achieved by playing, events whose achievement conditions have been met by the user's play are given higher priority than events whose achievement conditions have never been met by the user's play. An information processing program that executes a process.