Storage device and game device

By providing a specified number of game elements in the game device based on a default delivery order, and then selecting game elements through a lottery process, the issues of fairness and interest among players are resolved, achieving a balance between fairness and fun.

CN115624758BActive Publication Date: 2026-03-27BANDAI CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-11-01
Publication Date
2026-03-27

AI Technical Summary

Technical Problem

While existing technology ensures fairness among players, it may reduce the game interest of players who reach the requirements earlier.

Method used

By providing players with a specified number of game elements in a default order, and then no longer determining the game elements to be provided based on that order, a lottery-style selection process is used to ensure fairness and maintain player interest.

Benefits of technology

While ensuring fairness among players, the game maintains their interest by providing different game elements and lottery mechanisms to encourage them to continue using the gaming device.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present invention is to maintain the interest of a player while ensuring fairness among players. A program of the present invention enables a computer that provides a game experience to perform a providing process of providing a game element to a player and a control process of determining a game element to be provided in the providing process based on a default providing order, and the control process determines a game element to be provided based on the default providing order after a specified number of game elements are provided to the player based on the default providing order.
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Description

Technical Field

[0001] This invention relates to a storage device for storing programs and a game device, and more particularly to an electronic game that provides game elements to players. Background Technology

[0002] In video games, measures are taken to encourage players to play the game repeatedly in order to increase their interest. Patent Document 1 discloses a video game in which points are awarded based on the results of a lottery game, and the accumulated points are used to grant players the right to perform events such as providing them with additional high-rarity characters.

[0003] [Background Technical Documents]

[0004] [Patent Literature]

[0005] [Patent Document 1] Japanese Patent Application Publication No. 2021-062098 Summary of the Invention

[0006] [The problem the invention aims to solve]

[0007] Furthermore, from the perspective of ensuring fairness among players, it is preferable to guarantee that all players who meet the conditions can reliably obtain all types of additional game elements. For example, by setting the quantity of each game element to one, and then providing the unavailable game elements in sequence, it is possible to ensure a fair provision.

[0008] On the other hand, limiting the number of each game element provided to a single player may reduce the interest of players who reach the requirements earlier in the game.

[0009] The purpose of this invention is to provide a program and game device that ensures fairness among players while maintaining their interest.

[0010] [Technical means to solve the problem]

[0011] The program of the present invention enables a computer capable of providing a gaming experience to perform a provision process that provides game elements to a player, and a control process that determines the game elements to be provided in the provision process based on a default provision order. The control process determines the game elements to be provided without relying on the default provision order after providing a specified number of game elements to the player based on the default provision order.

[0012] [Invention Effects]

[0013] According to the present invention, it is possible to maintain player interest while ensuring fairness among players. Attached Figure Description

[0014] Figure 1Fig. 1 is a diagram illustrating a system configuration of a game system that exemplifies an embodiment and variations of the present application.

[0015] Figure 2 Fig. 2 is a block diagram illustrating a functional configuration of a game device 100 that exemplifies an embodiment and variations of the present application.

[0016] Figure 3 Fig. 3 is a block diagram illustrating a functional configuration of a server 200 that exemplifies an embodiment and variations of the present application.

[0017] Figure 4 Fig. 4 is a diagram illustrating game elements provided in association with a default providing order of an embodiment and variations of the present application.

[0018] Figure 5 Fig. 5 is a diagram illustrating a notification indicating game elements provided in an embodiment and variations of the present application.

[0019] Figure 6 Fig. 6 is a flowchart illustrating a providing process executed by the game device 100 of an embodiment and variations of the present application.

[0020] Figure 7 Fig. 7 is a flowchart illustrating an element providing process executed by the game device 100 of an embodiment and variations of the present application.

[0021] Figure 8 Figs. 8(a) and 8(b) are diagrams illustrating data configurations of various information used in the game system of an embodiment and variations of the present application. DETAILED DESCRIPTION

[0022] [EMBODIMENT]

[0023] Hereinafter, an embodiment will be described in detail with reference to the drawings. Note that the following embodiment does not limit the application claimed by the scope of claims, and that not all combinations of features described in the embodiment are essential to the application. Two or more of the plurality of features described in the embodiment can be arbitrarily combined. In addition, the same reference numerals are assigned to the same or similar components, and repeated description is omitted.

[0024] One embodiment described below is described as an example in which the present application is applied to a game device capable of providing game elements when providing a game experience to a player, as an example of a game device. However, the present application can be applied to any machine capable of providing game elements.

[0025] <CONFIGURATION OF GAME SYSTEM>

[0026] Figure 1is a diagram showing the system configuration of the game system of the present embodiment. As shown in the figure, the game system is configured so that the server 200 and each of one or more game devices 100 can communicate via the network 300.

[0027] In the present embodiment, by this system configuration, the game system is configured so that a battle game between players using a plurality of game devices 100 can be implemented via the server 200 and the network 300. In addition, the game that provides a game experience in the game device 100 is not limited to a battle game between players, and includes a game configured for single use.

[0028] The game device 100 of the present embodiment has an appearance as shown in the figure. The game device 100 is configured so that it can detect payment in a usable state, and when it detects that payment has been made, it provides a service that provides a game experience to a user (player), including providing at least one game element. For example, payment is detected by dropping a specified number of coins into a drop-in port not shown in the figure.

[0029] In addition, a placement portion 130 is provided in the appearance of the game device 100, and the placement portion 130 can place a specified card including a player card for identifying a player. As will be described in detail below, when a player uses the game device 100, the player places the player card in the placement portion 130, and thus can play a game in a state that reflects the progress of the player. The progress of the player is managed in the server 200, and when the player is identified when the game device 100 is used, that is, when a game experience is provided in a state that identifies which player, the information managed for each player is updated.

[0030] <Function Configuration of Game Device>

[0031] Figure 2 is a block diagram showing the function configuration of the game device 100 of the present embodiment.

[0032] The control portion 101 is, for example, a CPU (Central Processing Unit), and controls the operation of each function module possessed by the game device 100. Specifically, the control portion 101 realizes the operation of each function module by reading out the operation program of each function module recorded in the storage device 102, for example, and executing it in the memory 103.

[0033] The storage device 102 is, for example, a nonvolatile memory or an HDD (Hard Disk Drive) or the like that can permanently store data. The storage device 102 stores, in addition to the action programs of the respective functional modules possessed by the game device 100, information of parameters required in the actions of the respective functional modules, or various graphic data used in the game executed by the game device 100, and the like. The memory 103 is, for example, a volatile memory or the like used for temporary data storage. The memory 103 is used not only as an expansion area of the action programs of the respective modules, but also as a storage area for temporarily storing data and the like output in the actions of the respective modules.

[0034] The payment detection section 104 detects that a payment has been made in the game device 100. The payment can be determined by detecting, for example, that a coin or a game chip equivalent to a specified amount has been inserted into the insertion port possessed by the game device 100, or that a settlement process based on communication with a chip associated with a specified electronic money has been completed, and the like. The game device 100 of the present embodiment is described as starting to provide a service, including providing a game experience, on the basis of having made a payment related to starting to provide the service.

[0035] The acquisition section 105 is an interface for acquiring information from a card possessed by the game device 100 of the present embodiment. Specifically, the acquisition section 105 is provided with a reader configured to be able to acquire information attached to a card placed on the placement section 130. The card that can be used in the game device 100 (for which the acquisition section 105 can acquire information) includes a player card used to identify player information when using the game device 100. In the game device 100 of the present embodiment, the progress of a game played by a player is configured to be saved, and the next time the game device 100 is used, the game can be restarted from the saved progress. Therefore, the player card is at least attached with identification information (player ID: identification information of the player) that can uniquely specify the player. By placing the player card on the placement section 130, the acquisition section 105 acquires the information, and the player can thus receive the provision of a service in a state that reflects the progress of the past use. Here, the progress includes, for example, experience points, levels, ratings of the player related to the game, or information of interest elements that increase or expand as the game device 100 is repeatedly used, such as information of interest elements provided to the player in stages, such as the situation of unlocking functions, the situation of providing game elements, and the like. In addition, the progress also includes information of interest elements temporarily provided to the player, such as information of game elements (equipment or skills) that can be used in the next and subsequent games.

[0036] Further, in the present embodiment, the player is identified by acquiring information from the player card, but the method of identifying the player is not limited thereto. For example, the identification can be performed by the acquisition section 105 acquiring information from an article other than the player card, or the processing of identifying the player via another device can be used instead.

[0037] The provision control section 106 controls the provision of game elements to the player when the game apparatus 100 is used. The game element provided by the game apparatus 100 of the present embodiment is an intangible thing that is directly reflected in the progress of the game. The provision control section 106 performs provision control in such a manner that one game element is provided to the player each time the game apparatus 100 is used. The game element provided by the provision control section 106 is of a plurality of types, and the information of each type is managed in the provision element DB (database) 107 described below.

[0038] The provision element DB 107 is a database that manages information (element information) related to each of a plurality of game elements that can be provided to the player. The element information managed for one game element is, for example, associated with an element ID 801 that uniquely specifies the game element, and includes default provision order information 802 indicating the provision order in which the game element is provided, generation effect information 803 describing the effect generated when the game element is provided, and a provision time image 804 displayed when the game element is provided, as shown in (a). Figure 8

[0039] As will be described in detail below, in the game system of the present embodiment, the game apparatus 100 is configured so that, as long as the player uses the game apparatus 100 a specified number of times, the player is provided with all the types of game elements managed in the provision element DB 107, in order to ensure fairness among players. The provision order of each game element is determined in advance, and the default provision order information 802 specifies in which provision order the provision element is provided. Further, the effect generated by the game element described in the generation effect information 803 specifies the change in the progress of the player that occurs when the game element is provided. Alternatively, the generation effect information 803 can describe the effect generated when the game element is used after the game element is provided. The provision time image 804 can be the appearance assigned to each game element, or a two-dimensional image containing text corresponding to the generation effect information 803 related to the game element.

[0040] ​The presentation control section 108 is responsible for controlling the presentation of various information to the player via the presentation section 120 in the game device 100. In the present embodiment, the presentation section 120 that implements the presentation of information is described as a display device such as a liquid crystal display that is capable of presenting visual information, for example, that performs image (game screen, menu screen, etc.) display. However, the mechanism for presenting information is not limited to this, and other mechanisms can be added or substituted for the display device, of course. The presentation section 120 can also include a speaker or the like that presents auditory information, for example.

[0041] In the form in which the presentation section 120 is a display device, the presentation control section 108 includes a drawing device such as a GPU (Graphic Processing Unit) that performs the designated drawing processing to generate the screen displayed on the presentation section 120, for example. Specifically, the presentation control section 108 performs the drawing of the screen by executing the required arithmetic processing on the objects (graphic data) required for drawing based on the processing or commands performed by the control section 101 during the startup of the game device 100 (during service provision or in the standby state). The generated screen is output to the presentation section 120 and displayed in the designated display area, thereby being presented to the player.

[0042] The operation input section 109 is a user interface possessed by the game device 100, such as an operation member for inputting decisions or various sensors, etc. The operation input section 109 outputs a control signal corresponding to the operation input to the control section 101 when it detects an operation input to the operation member. Furthermore, in the form in which it is configured to be able to detect touch input performed on the screen by the presentation section 120, the operation input section 109 can include a touch input detection sensor or the like.

[0043] The communication section 110 is an interface possessed by the game device 100 that performs communication with external devices. The communication section 110 can be connected to external devices via a network 300 (whether wired or wireless), which can be a communication network such as the Internet or a cable that connects machines, to implement the transmission and reception of data. The communication section 110 converts information input as a transmission object into data in a designated form, for example, and transmits it to external devices such as the server 200 via the network 300. In addition, when the communication section 110 receives information from external devices via the network 300, for example, it decodes the information and stores it in the storage 103. In the present embodiment, the game device 100 transmits and receives information via the communication section 110 at least when it provides services that reflect the progress of the player.

[0044] <Configuration of the server>

[0045] Next, the use of the game device 100 will be described. Figure 3The block diagram below explains the functional configuration of the server 200 in this embodiment. Furthermore, in the explanation of the functional configuration of the server 200, configurations that implement the same functions as those of the game device 100 are prefixed with "server" to distinguish them from the configuration of the game device 100.

[0046] The server control unit 201, for example, is a CPU, which controls the operation of each functional module of the server 200. Specifically, the server control unit 201 controls the operation of each functional module by reading the operation program of each functional module, for example, recorded in the server storage device 202, and executing it in the server memory 203.

[0047] Server storage device 202 is, for example, a recording device capable of permanently storing data, such as non-volatile memory or HDD. In addition to recording the operating procedures of each functional module of server 200, server storage device 202 also records information such as parameters required for the operation of each functional module. Server memory 203 is, for example, a storage device used for temporary data storage, such as volatile memory. Server memory 203 serves not only as an area for expanding the operating procedures of each functional module, but also as a storage area for temporarily storing data output during the operation of each functional module.

[0048] Player DB204 is a database that manages various information (player information) related to each user (player) in relation to the game experience provided in the game device 100 of the game system in this embodiment. The player information is used as a reference when obtaining information from the player card in the game device 100 and providing the game experience, and can be changed sequentially according to the provided game experience.

[0049] Player information, such as Figure 8 (b) The association established with the unique player ID 811 can include: configuration information 812, including the player's display name, date of birth, avatar composition, and other individual player settings; progress information 813, indicating the player's game progress; and history information 814, indicating the player's game history or usage history of the game device 100. A player's information can be registered when the player first uses the game device 100 with a player card. Furthermore, the information contained in the configuration information 812 can be entered into the game device 100 during this use and sent to the server 200 for storage.

[0050] The server communication section 205 is an interface of the server 200 that communicates with external devices. The server communication section 205 can connect to external devices via a network 300 (whether wired or wireless), which can be a communication network such as the Internet or a cable that connects machines, to transmit and receive data. The server communication section 205, for example, converts information input as a transmission target into data in a specified form and transmits it to external devices such as the game machine 100 via the network 300. In addition, when the server communication section 205 receives information from external devices via the network 300, for example, it decodes the information and stores it in the server memory 203.

[0051] <Summary of Providing Game Elements>

[0052] Next, a summary of the provision of game elements by the game machine 100 of the present embodiment when a player uses it once will be described. The provision of game elements is managed for each player, so it is limited to the case where the game machine 100 is used in a state where the player is recognized by acquiring information from the player card, for example. The information of the game elements provided to the player is transmitted to the server 200 and managed by reflecting it in the player information of the player.

[0053] In the game machine 100 of the present embodiment, game elements are provided to the player after the game processing for providing a game experience is executed. The game elements provided are not dependent on the progress of the game executed, but are determined according to the number of times the player uses the game machine 100 to ensure fairness among players. For example, for the use of the game machine 100 by the player after the start of a specified period in which the provision of game elements is decided, game elements are selected according to the number of times of use and provided to the player. In the present embodiment, a configuration is described in which the seven game elements 401 to 407 are sequentially provided based on the default provision order (provision contents of the provision times of the first to seventh times) shown in FIG. 7. That is, the player can obtain all kinds of game elements by performing the provision of game elements related to one round of the default provision order. In addition, the game elements provided in each provision time are all different, so that different interesting elements are provided to the player. Therefore, the element information of the seven game elements is managed in the provision element DB 107. Figure 4

[0054] ​In addition, the game element is not not provided when the player uses the game device 100 after all seven game elements have been provided in the default provision order, but one game element is provided from among the seven game elements. That is, in the first to seventh provision times, the game element prescribed for each provision time is provided in the default provision order, and in the eighth and subsequent provision times, a game element is provided that is not determined in the default provision order. In this way, the player who has acquired all types of game elements can continue to be provided with an interesting element. In the present embodiment, it is described that the game element provided in the eighth and subsequent provision times is determined from the seven game elements by a lottery process, but the present embodiment is not limited to this, and any method can be employed as long as it is not determined based on the default provision order. Figure 4

[0055] This provision of the game element not only effectively increases the interesting element acquired when the player uses the game device 100, but also effectively encourages the player to use the game device 100 next time and thereafter. In the present embodiment, the game element to be provided in the next provision time is prompted in advance during the period in which the game element is provided to the player based on the default provision order, to further enhance the effect of the latter. For example, when the game element 402 related to the second provision time is provided to the player, as shown in FIG. 4, the content of the prompt is a notification that the game element 403 related to the third provision time will be provided next time the game device 100 is used. Furthermore, when the game element 407 of the seventh provision time is provided, although the game element to be provided in the eighth provision time has not been determined at this point in time, a notification can be prompted, for example, that any one of the game elements 401 to 407 will be provided. Figure 5

[0056] Here, from the viewpoint of encouraging the player to continue to use the game device 100, it is preferable that a more useful game element be prompted as being provided in the next and subsequent provision times when the game device 100 is first used. Therefore, in the game system of the present embodiment, the value of the game element 401 provided for the first time when used in the game (hereinafter referred to as the use value) is set to be lower than the use values of the game elements 402 to 407 provided in the other provision times. Here, the use value can be determined, for example, based on the degree of advantage to the progress of the game when the game element is used (the higher the use value, the more advantageous).

[0057] ​​Additionally, information prompts related to the provision of game elements may include prompts indicating the quantity (cumulative provision quantity) of each game element available to the player, in order to increase the interest of players who use the game device 100 more frequently. Information regarding the cumulative provision quantity for each player may be managed, for example, in player information progress information 813 or historical information 814.

[0058] <Provide processing>

[0059] The following describes the provisioning process performed in the game device 100 of this embodiment in relation to providing services to the player (the player is using the game device 100 at this time). Figure 6 The flowchart illustrates the specific processing. The processing corresponding to this flowchart can be implemented by the control unit 101 reading the corresponding processing program stored in, for example, the storage device 102, and executing it in the memory 103. Furthermore, it is described that the processing provided herein begins, for example, when the payment detection unit 104 detects that payment has been made.

[0060] In step S601, the control unit 101 determines whether a player has been identified during this use. This determination is made within a specified period set for player identification based on whether the acquisition unit 105 acquires information from the player card. If the control unit 101 determines that a player has been identified during this use, the process moves to step S602; if it determines that a player has not been identified, the process moves to step S603.

[0061] In S602, the control unit 101 obtains player information corresponding to the player from the game device 100. Specifically, the control unit 101 transmits the player ID obtained from the player card to the communication unit 110 and sends it to the server 200 along with a player information sending request. Subsequently, when the control unit 101 receives the player information corresponding to the player ID from the server 200, it stores it in the memory 103, and changes various parameters for this use based on the stored player information (hereinafter referred to as the player information used), thus moving the processing to S603.

[0062] In S603, the control unit 101 performs game processing to provide a gaming experience. This game processing is performed when player information is obtained in S602, reflecting the player's past game progress. When the executed game processing ends, the control unit 101 moves the processing to S604.

[0063] In S604, the control unit 101 determines whether a player has been identified. If the control unit 101 determines that a player has been identified, the process moves to S605; otherwise, the game process ends.

[0064] In S605, the control section 101 executes the element providing process related to the game element to be provided.

[0065] < Element Providing Process >

[0066] Here, the element providing process executed by the game device 100 of the present embodiment is described in detail using the flowchart of FIG. 8. Figure 7

[0067] In S701, the control section 101 derives the number of times of provision corresponding to the present game element provision from the number of times of provision N. Specifically, the control section 101 refers to the information on the cumulative number of times of provision included in the history information using player information 814, for example, and derives the number of times of provision N by incrementing (+1 time) the cumulative number of times of provision.

[0068] In S702, the control section 101 determines whether the number of times of provision N derived in S701 is greater than the total number of game elements prescribed in the default provision order. In the present embodiment, as shown in FIG. 4, seven game elements are prescribed as the default provision order, and therefore the control section 101 determines in the present step whether the number of times of provision N exceeds seven, that is, whether the present game element provision belongs to the eighth and subsequent times of provision. The control section 101 causes the process to proceed to S705 in the case where it is determined that the number of times of provision N is greater than the total number of game elements prescribed in the default provision order, and causes the process to proceed to S703 in the case where it is determined that it is not greater than the total number. Figure 4

[0069] In S703, the provision element DB 107 provides the game element prescribed in the corresponding time of provision in the default provision order (the game element of which the default time of provision information 802 of the element information is the number of times of provision N) to the player under the control of the control section 101. The provision of the game element to the player can be realized by changing the progress situation information 813 using player information. For example, in the case where the number of times of provision N is two, the provision element DB 107 is controlled so as to provide the game element 402 prescribed in the second time of provision in the default provision order to the player. At this time, the control section 101 updates the player information using player information to a state in which the effect described with respect to the game element 402 in the generation effect information 803 of the element information (hereinafter referred to as the target element information) managed by the provision element DB 107 is reflected. In addition, the cue control section 108 causes the cue section 120 to cue the provision-time image related to the game element provided this time under the control of the control section 101. For example, in the case where the number of times of provision N is two, the cue control section 108 causes the cue section 120 to cue the provision-time image 804 of the element information of which the default time of provision information 802 is two as the information of the game element provided this time.

[0070] ​​In S704, the presentation control section 108 causes the presentation section 120 to present the presentation-time image related to the game element to be presented in the next presentation time under the control of the control section 101, and ends the present presentation processing. The presentation control section 108 causes the presentation section 120 to present the presentation-time image 804 of the element information of the presentation time N + 1 as the information of the game element to be presented next time when the game apparatus 100 is used again, as the default presentation-time information 802 in the case where the presentation time N is 6 or less. Further, the presentation control section 108 causes the presentation section 120 to present the notification that any one of the game elements of the element information managed in the presentation element DB 107 will be presented next time in the case where the presentation time N is 7.

[0071] On the other hand, in the case where it is determined in S702 that the presentation time N is greater than the total number of game elements defined in the default presentation order, the presentation element DB 107 performs a lottery processing for determining the game element to be presented in S705 under the control of the control section 101. That is, the presentation element DB 107 selects one game element from the seven game elements 401 to 407 shown in Fig. 7 by the lottery processing, and determines it as the game element to be presented this time. Figure 4

[0072] In S706, the presentation element DB 107 presents the game element corresponding to the lottery result of S705 to the player under the control of the control section 101.

[0073] In this way, the game apparatus according to the present embodiment can maintain the interest of the player while ensuring the fairness among the players.

[0074] [Variation Example 1]

[0075] In the described embodiment, the notification indicating the game element to be presented next time when the game apparatus 100 is used again is presented in the case where the game element is presented based on the default presentation order, but the implementation of the present application is not limited to this. For example, the following information can be presented instead of or in addition to this notification, that is, information indicating the default presentation order (which presentation time is defined) shown in Fig. 7, and information indicating which game element is presented in each presentation time of the presentation order. In this way, the player can be guided to use the game apparatus 100 not only next time but also in accordance with the presentation time defined in the default presentation order. Figure 4

[0076] [Variation Example 2]

[0077] ​​In the embodiment and variations, the form in which one of the game elements specified in the default provision order is selected by performing the lottery processing after the game elements are provided the number of times specified in the default provision order is described, but the implementation of the present application is not limited to this. That is, the present application can provide the game elements without selecting the game elements based on the default provision order after the game elements are provided the number of times specified in the default provision order, for example, the game elements can be selected based on the reverse order of the default provision order or a different provision order determined separately from the default provision order.

[0078] [Variation 3]

[0079] In the embodiment and variations, the form in which one of the game elements specified in the default provision order is provided after the game elements are provided the number of times specified in the default provision order is described, but the implementation of the present application is not limited to this. For example, the next time the game elements are provided after the game elements are provided the number of times specified in the default provision order, a different game element (hereinafter referred to as a special game element) not specified in the default provision order can be provided. Also, as long as the notification that the special game element will be provided the next time (the eighth time) the game device 100 is used is prompted when the game elements are provided the number of times (the seventh time) specified in the default provision order. Or the control can be performed in a manner in which the following information is prompted until the game elements are provided the number of times specified in the default provision order is completed, that is, the information indicating the default provision order, the information indicating which game element is provided in each provision time in the provision order, and the information indicating the gist that the special game element will be provided after all the game elements specified in the default provision order are provided.

[0080] Here, by making the use value of the special game element higher than any of the game elements specified in the default provision order, the player can be properly guided to use the game device 100 eight times. Further, the provision of the special game element can be limited to only once for each player to ensure fairness among the players. Or the special game element can be provided at a specified number of times interval to give more preferential treatment to the player who uses the game device 100 more times.

[0081] In addition, in the present variation, it is described that the special game element is provided the next time the game device 100 is used after the game elements are provided the number of times specified in the default provision order, but the implementation of the present application is not limited to this, for example, the special game element can be additionally provided when the game elements are provided the number of times specified in the default provision order, and any of the game elements specified in the default provision order can be provided the next time the game device 100 is used in the same manner as the embodiment.

[0082] [Variation 4]

[0083] In the embodiment and variations, it is described that the game element provided is an intangible object, but the implementation of the present application is not limited thereto. For example, in a configuration in which the game device 100 is capable of providing tangible objects such as cards or characters, the game element provided can also include tangible objects.

[0084] [Other Embodiments]

[0085] The present application is not limited to the embodiments described above, and various changes and modifications can be made within the scope of the present application.

[0086] [Explanation of Symbols]

[0087] 100: game device

[0088] 101: control section

[0089] 102: storage device

[0090] 103: memory

[0091] 104: payment detection section

[0092] 105: acquisition section

[0093] 106: provision control section

[0094] 107: provision element DB

[0095] 108: presentation control section

[0096] 109: operation input section

[0097] 110: communication section

[0098] 120: presentation section

[0099] 130: placement section

[0100] 200: server

[0101] 201: server control section

[0102] 202: server storage device

[0103] 203: server memory

[0104] 204: player DB

[0105] 205: server communication section

[0106] 300: network

Claims

1. A storage device for storing a program, enabling a computer capable of providing a gaming experience to execute: Providing players with game elements and processing, and The control process determines the game elements to be provided in the provisioning process based on the default provisioning order, and the control process is... In the next offering after a specified number of game elements have been offered to the player according to the default offering order, game elements that are different from the specified number of game elements offered according to the default offering order will be identified as the game elements to be offered. After providing the different game elements to the player, the game elements to be provided are determined from the specified number of game elements provided in the default provision order, without being based on the default provision order.

2. The storage device of the stored program according to claim 1, wherein the control processing is, after providing the different game elements to the player, determining the game element to be provided from the specified number of game elements according to a lottery process.

3. The storage device of the stored program according to claim 1, wherein the control processing is, after providing the different game elements to the player, determining the game elements to be provided from the specified number of game elements based on another providing order.

4. The storage device of the storage program according to any one of claims 1 to 3, wherein the default serving order is such that a specified number of game elements are served based on the serving order, thereby making a predetermined serving cycle.

5. The storage device of the stored program according to any one of claims 1 to 3, which causes the computer to further perform the following processing: when providing game elements to the player, prompting the player to provide the game elements to be provided in the next provision.

6. The storage device of the stored program according to any one of claims 1 to 3, which causes the computer to further perform processing of prompting the cumulative amount of each game element provided to the player.

7. The storage device for the stored program according to any one of claims 1 to 3, wherein the default serving order specifies that different game elements are served in each serving.

8. The storage device for the stored program according to claim 7, wherein, in the default delivery order, the use value of a game element designated as the first delivery in the game is set to be lower than that of a game element designated as the delivery in other delivery orders.

9. A storage device for a stored program according to any one of claims 1 to 3, which causes the computer to further perform processing of prompting the default serving order, the game elements to be served in each serving of the default serving order, and the different game elements.

10. A storage device for a stored program according to any one of claims 1 to 3, wherein the control process determines the different game elements as the game elements to be provided only once.

11. The storage device of the stored program according to any one of claims 1 to 3, wherein the use value of the different game elements in the game is set to be higher than the specified number of game elements provided in the default provision order.

12. The storage device for the stored program according to any one of claims 1 to 3, which enables the computer to further execute game processing accompanying the provision of the game experience. The provisioning process refers to providing game elements after the game processing is performed.

13. A gaming device capable of providing a gaming experience, and possessing: The provider offers game elements to players; and The control mechanism determines the game elements provided by the providing mechanism based on the default delivery order; and The control mechanism is In the next delivery following the delivery of a specified number of game elements to the player based on the default delivery order, game elements that differ from the specified number of game elements delivered according to the default delivery order are identified as game elements delivered by the delivery organization. After providing the different game elements to the player, the game elements provided by the providing agency are determined from the specified number of game elements provided in the default providing order, without being based on the default providing order.

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