Program, method, and system for game for giving reward to player
By determining the game content's level in the game system and selecting and processing based on the player's game details evaluation, the problem of insufficient motivation for players to continue the game when they fail to pass the game is solved, and the activity of the game and the promotion of multi-player cooperation is achieved.
Patent Information
- Application Number
- CN202380050371.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Priority Date
- 2022-06-30
- Filing Date
- 2023-06-22
- Publication Date
- 2025-03-07
AI Technical Summary
The existing game system cannot effectively stimulate players' motivation to continue the game when players fail to pass the game content, especially in multiplayer battles. Failed players may lead to overall failure and discord, leading to stagnation of game development.
By determining the game content, a lottery process based on the player's game details evaluation is adopted, and even rewards are given if the game is not passed, thereby promoting players to actively participate in the game.
Even if you fail to pass the level, it can inspire players' motivation to continue the game, improve the activity of the game and the spirit of cooperation in multiplayer games.
Smart Images

Figure CN119585029A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a program for a game that awards a reward to a player, and more particularly to a program for executing a lottery process for determining a reward to be awarded to a player based on a result of determining whether a content has been cleared. Background Art
[0002] In recent years, among games executed electronically, there is known a system that changes the probability of obtaining a reward based on the outcome of a battle, such as win, win determination, loss determination, or loss, as a result of a battle in a battle game (Patent Document 1).
[0003] Prior art literature
[0004] Patent Literature
[0005] Patent Document 1: Japanese Patent No. 6313670 Summary of the invention
[0006] Problem that the invention aims to solve
[0007] However, when the probability of obtaining the reward is changed only based on the victory or defeat of the battle game, especially in the case of defeat, in the case of almost winning and in the case of complete victory without hope, the result is that the reward that must be won cannot be obtained. As a result, the player may lose the motivation to play the game again. And, in the case of the battle game is a so-called multiplayer battle carried out by multiple players (multiplayers) in cooperation, the failure of one player may cause the players as a whole to lose in the battle, so that they cannot obtain sufficient rewards. In such a system, the failed player may have a disagreement with other players. And, the player no longer actively participates in the multiplayer battle, so that the game development as a whole of the game system may stagnate.
[0008] The present invention is made to solve such problems, and its main purpose is to provide a program or the like that gives a reward determined based on a player's evaluation of game play details even when the player fails to clear a content such as a battle in a game, thereby promoting active play of the content.
[0009] Solutions for solving problems
[0010] 1. In order to achieve the above-mentioned purpose, a program in one embodiment of the present invention causes a computer to execute the following stages: when a player plays an in-game content, determining whether the content has been successfully cleared; based on the determination result, executing a lottery process for determining a reward to be given to the player; and giving the player the reward determined by the lottery process, and when it is determined that the content has been successfully cleared, the stage of executing the lottery process includes the following stages: executing a first lottery process based on a first lottery probability, and when it is determined that the content has not been successfully cleared, the stage of executing the lottery process includes: executing a second lottery process based on a game play detail evaluation determined based on the game play details of the player in the content, with conditions that are more unfavorable to the player than those of the first lottery process.
[0011] 2. In the program described in item 1, the first drawing process may be a process for determining whether or not to grant a reward based on a first drawing probability, and the second drawing process may be a process for determining whether or not to grant a reward based on a second drawing probability lower than the first drawing probability.
[0012] 3. In the program described in item 1 or 2, the game play details evaluation may be a content achievement rate, and the second drawing probability may be a probability obtained by multiplying the first drawing probability by the content achievement rate.
[0013] 4. In the program recorded in any one of items 1 to 3, it can also be set that the content is a battle with an enemy character, and the content achievement rate is calculated based on the life value of the enemy character and the damage value caused by the player to the enemy character in the content.
[0014] 5. In the program described in Item 4, it can be set that, when the battle involves multiple enemy characters, the battle with each enemy character includes the stage of the determination, the stage of executing the drawing process, and the stage of granting the reward to the player, and the life value of the enemy character is the sum of the life values of the multiple enemy characters.
[0015] 6. In the program recorded in any one of items 1 to 5, it is possible that two or more drawing boxes for executing the drawing process are pre-set, the stage of executing the drawing process includes the stage of executing the drawing process according to each of the two or more drawing boxes, and the stage of granting the reward to the player includes the stage of granting the reward determined in the two or more drawing boxes.
[0016] 7. In the program described in any one of 1 to 6, the computer may further execute the following steps: if it is determined that the game has been successfully completed, a third lottery process is executed based on a game play detail evaluation determined based on the game play details of the player in the content; and a reward determined by the third lottery process is awarded to the player. The content here may be the same as the content of 1 or different.
[0017] 8. In the program described in any one of items 1 to 7, it may be configured that the first drawing process is a process for determining the granting of a reward based on a drawing probability predetermined for each reward, and the second drawing process is a process for determining the granting of a reward based on a drawing probability obtained by setting the probability of winning a specified reward to a drawing probability lower than the drawing probability used in the first drawing process.
[0018] 9. As a method of one embodiment of the present invention, a computer executes the following stages: when a player plays an in-game content, determining whether the content is successfully cleared; based on the determination result, executing a drawing process for determining a reward to be given to the player; and giving the player the reward determined by the drawing process, and in a case where it is determined that the content is successfully cleared, the stage of executing the drawing process includes the following stages: executing a first drawing process based on a first drawing probability, and in a case where it is determined that the content is not successfully cleared, the stage of executing the drawing process includes: executing a second drawing process based on a game play details evaluation determined based on the game play details of the player in the content, with conditions that are more unfavorable to the player than those of the first drawing process.
[0019] 10. As a system of one embodiment of the present invention, when a player plays an in-game content, it is determined whether the content is successfully completed, and based on the determination result, a drawing process for determining a reward to be given to the player is executed, and the reward determined by the drawing process is given to the player. When it is determined that the content is successfully completed, the drawing process is executed, including: executing a first drawing process based on a first drawing probability; when it is determined that the content is not successfully completed, the drawing process is executed, including: executing a second drawing process based on a game play details evaluation determined based on the game play details of the player in the content, with conditions that are more unfavorable to the player than those of the first drawing process.
[0020] Effects of the Invention
[0021] According to the present invention, it is possible to provide a game that provides a reward determined based on a detailed evaluation of the player's game play even when the player fails to clear the in-game content, thereby promoting active play of the content. BRIEF DESCRIPTION OF THE DRAWINGS
[0022] Figure 1 This is a system configuration diagram according to one embodiment of the present invention.
[0023] Figure 2 This is a hardware configuration diagram of a system according to one embodiment of the present invention.
[0024] Figure 3 This is a functional block diagram of a system according to one embodiment of the present invention.
[0025] Figure 4 This is an example of lottery information according to one embodiment of the present invention.
[0026] Figure 5 This is an example of lottery information according to one embodiment of the present invention.
[0027] Figure 6 This is an example of lottery information according to one embodiment of the present invention.
[0028] Figure 7 This is an example of lottery information according to one embodiment of the present invention.
[0029] Figure 8 This is a flowchart showing information processing according to one embodiment of the present invention.
[0030] Fig. 9 This is a flowchart showing sub-processes according to one embodiment of the present invention.
[0031] Fig.10 This is a flowchart showing sub-processes according to one embodiment of the present invention.
[0032] Fig.11 This is a flowchart showing sub-processes according to one embodiment of the present invention.
[0033] Fig.12 This is a flowchart showing sub-processes according to one embodiment of the present invention.
[0034] Fig.13 This is an example of a game screen according to an embodiment of the present invention.
[0035] Fig.14 This is an example of a game screen according to an embodiment of the present invention.
[0036] Fig.15 This is an example of a game screen according to an embodiment of the present invention. DETAILED DESCRIPTION
[0037] Next, a game system 1 according to an embodiment of the present invention will be described with reference to the accompanying drawings. In this specification, unnecessary detailed descriptions may be omitted for the sake of convenience. For example, detailed descriptions of well-known matters and repeated descriptions of substantially the same structures may be omitted.
[0038] The game system 1 is implemented as a system in which a plurality of player terminals are connected to a server via a network. Figure 1 An example of the overall structure of a game system 1 according to one embodiment of the present invention is shown. Figure 1 As shown, the game system 1 includes a server 20 and a plurality of player terminals 10. The player terminals 10 and the server 20 are connected to a network 2 such as the Internet and can communicate with each other. In addition, the game system 1 of this embodiment is described assuming that it is a server-client system.
[0039] Figure 2 1 is a block diagram showing the hardware structure of a player terminal 10 and a server 20 according to an embodiment of the present invention. The player terminal 10 includes a processor 11, a display device 12, an input device 13, a storage device 14, and a communication device 15. These components are connected via a bus 16. In addition, an interface is inserted between the bus 16 and each component as required. In this embodiment, the player terminal 10 is a smart phone. However, as long as the player terminal 10 has the above-mentioned structure, it can be an information processing device such as a tablet computer, a personal computer, a game device, etc.
[0040] In addition, the server 20 is also an information processing device having a processor 21, a display device 22, an input device 23, a storage device 24, and a communication device 25. These components are connected via a bus 26. In addition, an interface is inserted between the bus 26 and each component as needed. In the present embodiment, the server 20 is implemented by a computer.
[0041] The processor 11, 21 controls the overall operation of the player terminal 10 and the server 20, and is, for example, a CPU. In addition, an electronic circuit such as an MPU may also be used as the processor 11, 21. The processor 11, 21 performs various processes by reading and executing programs and data stored in the storage device 14, 24. In one example, the processor 11, 21 is composed of a plurality of processors.
[0042] The display devices (displays) 12 and 22 display application screens and the like to the user (player) of the player terminal 10 and the user (administrator) of the server 20 under the control of the processors 11 and 21. The display devices (displays) 12 and 22 are preferably liquid crystal displays, but may also be displays using organic EL, plasma displays, and the like.
[0043] The input devices 13 and 23 are user interfaces for accepting user input to the player terminal 10 and the server 20, such as a touch panel, a touch tablet, a keyboard or a mouse. In the present embodiment, the player terminal 10 is a smart phone, so the player terminal 10 has a touch panel as the input device 13, and the touch panel also functions as the display device 12, and the display device 12 and the input device 13 are integrated. The display device 12 and the input device 13 can also be independent modes configured at different positions. The server 20 is a computer, so it is set to have a keyboard and a mouse as input devices, and a liquid crystal display as a display device.
[0044] The storage devices 14 and 24 include storage devices using RAM as volatile memory and flash memory such as eMMC, UFS, and SSD as non-volatile memory, as well as magnetic storage devices, and are storage devices possessed by general smart phones and computers. The storage devices 14 and 24 can also include external memory. For example, the storage device 14 stores browser programs and game programs, and the storage device 24 stores server game programs. The browser program and the game program are started in response to the user's operation on the player terminal 10 and are executed on the operating system (OS) pre-installed on the player terminal 10. The server game program includes a browser program for performing information processing to be executed in each player terminal as a client, a function of making the game progress appropriately on the game program, and various data. In addition, as a storage device, a database physically separated from the player terminal 10 and the server 20 can also be used.
[0045] The communication devices 15 and 25 communicate via the network 2 (in Figure 2 The communication devices 15 and 25 are connected to the network 2 by performing mobile communication, wireless LAN or other wireless communication. The player terminal 10 communicates with the server 20 via the network by using the communication device 15. The communication devices 15 and 25 may also perform wired communication using Ethernet (registered trademark) cables or the like.
[0046] Figure 3An example of a functional block diagram of a player terminal 10 and a server 20 based on an embodiment of the present invention is shown. The player terminal 10 includes an input unit 31, a display unit 32, a communication unit 33, a game control unit 34, and a storage unit 35, and the server 20 includes an input unit 41, a display unit 42, a communication unit 43, a game control unit 44, and a storage unit 45. In this embodiment, these functions are realized by executing programs by the processor 11 and the processor 21. For example, the executed program is a browser program or a game program stored in the storage device 14 or 24. Since various functions are realized by reading the program like this, part or all of one part (function) can also be possessed by other parts. It is also possible that these functions are realized by hardware by constituting an electronic circuit for realizing part or all of each function.
[0047] The input units 31 and 41 are configured using the input devices 13 and 23, and are used to receive user input to the player terminal 10 and the server 20. The player terminal 10 and the server 20 receive user input through the input units 31 and 41. The user input may also include, for example, a command input representing a command of a player in a game. In this embodiment, a touch detection function commonly used in smartphones with a touch panel can be used in the player terminal 10.
[0048] The display unit 32 of the player terminal 10 displays a game screen according to the progress of the game and user operations using the display device 12. The display unit 42 of the server 20 displays a management screen for the game manager on the display device 22 as needed.
[0049] The game control units 34 and 44 perform control processing when executing the game of this embodiment and save various data required for the processing in the storage units 35 and 45. In this embodiment, the game control unit 34 of the player terminal 10 is implemented using a browser program, and performs processing of input and output information for the user and processing of transmission and reception signals for the server 20. It is also possible to install a game application on the player terminal 10 to implement it.
[0050] The game control unit 44 of the server 20 is implemented by executing a server game program, and performs processing for the game executed in the player terminal 10. In one example, when the browser is activated in the player terminal 10, the game control unit 34 is implemented, and the server 20 is accessed to progress the game, the game control unit 44 sends and receives data regularly or as needed, so that the game progresses. For example, the game control unit 44 performs control processing when executing the game of this embodiment, and stores various required data in the storage unit 45 and provides it to the player terminal 10 as appropriate.
[0051] The game control unit 44 executes processing related to commands based on commands received from the player terminal 10 via the communication unit 43 according to player input. Commands may include selection of in-game content, action execution commands for player characters in each content, and commands required for progressing other games.
[0052] In-game content is content that can be played by players in a game. In this embodiment, the game is a role-playing game, and the content is a battle between a player character and an enemy character in the role-playing game. The game in the present invention is not limited to a role-playing game, and can be any game as long as it contains in-game content. The content can be any content that can be played by players, such as racing battles, guessing puzzles, and solving puzzles. The content can also be said to be a game within a game.
[0053] The storage units 35 and 45 are configured using the storage devices 14 and 24. The storage unit 45 of the server 20 stores parameters of players, parameters of enemy characters, battle parameters, etc. In the present embodiment, parameters of a plurality of players are stored in association with respective player IDs.
[0054] The parameters of the player are stored in correspondence with the player ID, which is an identifier for identifying each player, and may include, for example, the name, attack power, hit points, available abilities, owned items, level, owned weapons, owned characters, etc. of the player character operated by the player. The parameters of the enemy character are stored in correspondence with the enemy character ID, and may include, for example, the name, level, attack power, defense power, hit points, etc.
[0055] The battle parameters include parameters of players participating in the battle and parameters of enemy characters. Each parameter can change as the battle progresses. For example, the player's health value is reduced by the opponent's attack, and the attack power and defense power can also be increased or decreased by special abilities. The battle can also be set as a multiplayer battle in which multiple players cooperate to fight against a common enemy character. In the case of a multiplayer battle, the parameters of multiple participating players are stored in association with identification information for identifying a battle. The present invention can also be implemented in the case of a single-player battle in which one player fights, in which case the parameters of the player who is performing the battle are stored in association with identification information for identifying the battle.
[0056] The storage unit 45 further stores lottery information including a lottery probability for determining a reward to be awarded to a player.
[0057] In this embodiment, when a player plays the in-game content, the game control unit 44 of the server 20 determines whether the content is successfully cleared, and based on the determination result, performs a lottery process for determining the reward to be given to the player, and gives the reward determined by the lottery process to the player. When certain conditions corresponding to the content are met, it can be determined that the content is cleared. This includes the case where the enemy character's health value becomes below zero in a battle, and the case where the player reaches the finish line in a higher position than the specified position in a speed battle. In the case of a victory, it can be determined as clearing the game, and in the case of a defeat or a draw, it can be determined as failing to clear the game.
[0058] The drawing process includes: when it is determined that the content has been successfully cleared, executing a first drawing process based on a first drawing probability, and includes: when it is determined that the content has not been successfully cleared, executing a second drawing process under conditions that are more unfavorable to the player than the first drawing process based on a game play detail evaluation determined based on the game play details in the content.
[0059] The game play details in the content may be game play that is determined and executed by a program executed in a server, a player terminal, etc. without input by the player, or so-called automatic game play details.
[0060] In this embodiment, the first drawing process is a process for determining whether or not to grant a reward based on a first drawing probability, and the second drawing process can be a process for determining whether or not to grant a reward based on a second drawing probability lower than the first drawing probability. The first drawing process and the second drawing process may also be processes for determining details of rewards such as items to be granted.
[0061] In this embodiment, the content is set as a battle. When a battle includes multiple enemy characters, the process of determining, the stage of performing a drawing process, and the process of giving a reward to the player can be performed according to the battle with each enemy character. In this case, the content such as a battle with multiple enemy characters and the content such as a battle with each enemy character can be included.
[0062] In this specification, content can include one or more sub-contents and main content including sub-contents. For example, sometimes the overall content including battles with multiple enemy characters is called main content, and the content of battles with each enemy character is called sub-content. If you win in battles with each enemy character, it is determined that the sub-content is cleared, and if you win in battles with all enemy characters, it is determined that the main content is cleared. In the case of a battle with one enemy character, it can be set to include only one content, or it can be set to include main content and sub-content and perform reward allocation processing according to each content.
[0063] Two or more drawing boxes for executing the drawing process can be set in advance, and the drawing process is executed for each drawing box, and the reward determined in each drawing box is awarded. The drawing box can be stored in advance in association with each battle.
[0064] When it is determined that the content has been successfully cleared, the processing for the third to fifth drawing processing can also be executed, and the reward determined by the drawing processing can be given to the player. In this embodiment, the content is set as a battle between multiple players, and it is set that a predetermined prop must be consumed in order to cause the battle. The player who consumes the predetermined prop to cause the battle is called the battle-occurring player. In addition, the ranking of the evaluation of each player is determined based on the game play details evaluation determined based on the game play details of the players in the battle.
[0065] In the third lottery process, the lottery process is executed based on the lottery probability determined based on the game play details evaluation, which is determined based on the game play details of each player in the battle. In the fourth lottery process, the lottery process is executed only for the player who has participated in the battle. The fifth lottery process is set to execute the lottery process only for players whose evaluation ranking is above a certain level. Here, the lottery process based on the evaluation ranking is set to be executed only for the player who is evaluated as the first place, but it can also be set to be able to execute the lottery process for players of other rankings.
[0066] In this embodiment, if it is determined that the content has not been cleared successfully, a sixth drawing process can be executed. The sixth drawing process is a drawing process executed only for the battle-initiated player, and can be a process for determining whether to grant a reward based on the sixth drawing probability that is lower than the fourth drawing probability.
[0067] The first and second lottery processes differ from the fourth and sixth lottery processes in that the fourth and sixth lottery processes are executed only for content generation players, and the other aspects are the same. Therefore, the fourth and sixth lottery processes can also be said to be an implementation of the first and second lottery processes with the following necessary conditions added: a determination is made as to whether a player is a content generation player, and the fourth and sixth lottery processes are executed if the player is determined to be a content generation player.
[0068] Figures 4 to 7 An example of lottery information including the lottery probability used in the lottery process is shown in FIG. Figure 4 shows the first lottery information used in the first lottery process and the second lottery process, Figure 5 shows the third lottery information used in the third lottery process, Figure 6 shows the fourth lottery information used in the fourth lottery process and the sixth lottery process, Figure 7The fifth lottery information used in the fifth lottery process is shown.
[0069] Each piece of lottery information is prepared in correspondence with a battle as content and stored in correspondence with a battle ID for identifying the battle, but a lottery probability common to all battles or a part of battles included in the game may be prepared. Figure 4 The drawing information used in a battle with three predetermined enemy characters is shown. Drawing frames 1 to 6 (401) are prepared for the battle, and enemy character identification information 402 is associated with each drawing frame. Figure 4 Contains lottery information corresponding to three contents when the content is a battle with each enemy character.
[0070] Here, as enemy character IDs, draw boxes 1 and 2 correspond to ID032, draw boxes 3 and 4 correspond to ID105, and draw boxes 5 and 6 correspond to ID591. When determining the reward for the battle result of each enemy character, a drawing process is performed for the corresponding draw box. In the case where a battle only includes a battle with one enemy character, the identification information of the one enemy character can be stored corresponding to draw boxes 1 to 6, or the identification information of the enemy character corresponding to each draw box can be omitted.
[0071] A first drawing probability 404 is set for each drawing box 401, and drawing item information for item boxes 1 to 6 is set. The first drawing probability 404 indicates the drawing probability in the drawing process for giving a reward to the player through the drawing box when the battle is cleared, in this case, when the player wins the battle. The drawing probability is the probability of winning. The drawing item information 406 for item boxes 1 to 6 is information for determining the item to be given when it is decided to give a reward to the player through the drawing box. Further drawing processing is performed based on the item information. The item to be given when it is decided to give a reward can also be predetermined.
[0072] In the item information, item boxes 1 to 6 are set, and each item box shows information for identifying the item that is given when a selection is made and the probability of the selection being made in the item box. For example, in lottery box 1, if the battle is cleared, the probability of a reward being given through the lottery box is 2.4%. Moreover, if the lottery box is selected and the reward is determined to be given, the probabilities of giving item A, item F, item K, item N, item Q, and item R are 50%, 34%, 1%, 5%, 5%, and 5%, respectively. In lottery box 1, if the battle is cleared, the probability of giving item A through the lottery box is 0.024×0.5, or 1.2%.
[0073] The number of prop frames set in each lottery box is not limited to 6. Only two prop frames, prop frame 1 and prop frame 2, are set in lottery box 2. In addition to the prop ID assigned, the prop frame may also include information indicating the number of props assigned. In addition, the number of props assigned may be determined by lottery processing. In addition, it may be set to select from more than two prop frames and assign props to each prop frame.
[0074] The lottery process for determining whether or not to give a reward and the item may be performed in a single lottery process. For example, the lottery for giving an item may be performed based on the lottery probability in each lottery item information without including the lottery probability 404 for determining whether or not to give a reward.
[0075] Figure 5 to Figure 7 It is also used to determine the lottery information given to the player when the battle is cleared, which is similar to Figure 4 The drawing information is the same, but the drawing boxes are not associated with the enemy character ID. Here, these drawing boxes are prepared in accordance with the content, but these drawing boxes can also be stored in accordance with the enemy character ID. The enemy character ID can also be used to identify the content.
[0076] In this embodiment, Figure 5 to Figure 7 A lottery box is shown for determining the reward given to the player when the player wins the battle against all enemy characters even when one battle includes battles against multiple enemy characters. In other words, the lottery process is executed when the main content is cleared. This is information stored corresponding to the main content.
[0077] Figure 5 A lottery frame A is shown for a third lottery process performed based on the game play details of the player of the content. Figure 6 A drawing box B is shown for the fourth drawing process and the sixth drawing process to be executed only when a battle occurs between players. Figure 7 A drawing frame C for executing the fifth drawing process only for the player who ranks first in the play detail evaluation is shown.
[0078] Alternatively, all or part of the first to sixth drawing processes may be executed in correspondence with one content. Alternatively, when a battle does not include the main content and the sub-content but only includes one content, or when a battle includes the main content and a plurality of sub-contents, all or part of the first to sixth drawing processes may be executed in a part or all of the plurality of sub-contents.
[0079] In this embodiment, the evaluation of the details of the game play is set as the content achievement rate of each player, but it can be any evaluation as long as it represents the details of the game play. Here, the content achievement rate is calculated based on the maximum health value of the enemy character and the damage value (damage caused) caused by the player to the enemy character in the content. In the case of multiple enemy characters, the maximum health value of the enemy character is set to the total value of the maximum health values of all enemy characters. For example, the content achievement rate is calculated based on the following formula.
[0080] [Number 1]
[0081] Content achievement rate = player's damage / enemy character's total maximum health
[0082] The method for determining the content achievement rate is not limited to this. For example, it can also be determined based on the abilities used by the player in the battle. In the case where the player does not cause damage to the enemy character, the content achievement rate can also be increased based on the use of abilities. In this case, the total value of the content achievement rate of each player can also exceed 100. The content achievement rate mentioned here can also be said to represent the degree of contribution of each player until the end of the content. The value calculated by multiplying the content achievement rate by 100 is called the contribution degree. Fig.13 and Fig.15 The 28 pt in the figure is an example of displaying contribution.
[0083] In addition, the game play detail evaluation may be any evaluation method as long as it can evaluate the game play details, such as setting parameters according to the types of actions performed by the player and using the total value of the parameters set for the actions performed by the player as the player detail evaluation value.
[0084] In this embodiment, if victory is not achieved in the battle, the second drawing process is performed under conditions that are more unfavorable to the player than the first drawing process. Here, as described above, the first drawing process includes a process for determining whether or not a reward is granted based on the first drawing probability. The second drawing process is set to include a process for determining whether or not a reward is granted based on a second drawing probability that is lower than the first drawing probability. The second drawing probability is set to be a probability obtained by multiplying the first drawing probability by the content achievement rate. The method for determining the item to be granted after the reward is determined to be granted is the same as that of the first drawing process.
[0085] For example, when player A and player B cooperate in a multiplayer battle to challenge a battle including enemy character ID 032, enemy character ID 105, and enemy character ID 591 but lose, the content achievement rate at the time of defeat is calculated. When the total maximum health of the enemy characters is 10,000, the amount of damage caused by player A at the time of defeat is 4,000, and the amount of damage caused by player B is 2,000, the content achievement rate of player A is 0.4, and the content achievement rate of player B is 0.2. In this case, the second drawing probability for the drawing box 1 for player A is 0.96% calculated by multiplying the first drawing probability 2.4% by 0.4, and the second drawing probability for player B is 2.4×0.2, that is, 0.48%.
[0086] In addition, as a variation, the second drawing process may also be set to use the first drawing probability for the drawing probability associated with the drawing box, and determine the processing of the granting of the reward based on the drawing probability obtained by setting the drawing probability for the specified reward to a drawing probability lower than the drawing probability used in the first drawing process, and the first drawing probability may also be reduced and the drawing probability of each reward may be reduced. Props that give players particularly advantageous effects in the game are valuable. It is easier to obtain such props when the content is cleared, which sometimes increases the fun of the game. Therefore, it may also be set to reduce the probability of being able to obtain valuable props in the case of failure to clear the battle.
[0087] As another variation, in the second drawing process, separately prepared drawing information other than the drawing information used in the first drawing process may also be used. The drawing information used for the second drawing process may also refer to drawing information that is different according to the content achievement rate. For example, drawing process information A for a case where the content achievement rate is greater than 0 and less than 0.3, drawing process information B for a case where the content achievement rate is greater than 0.3 and less than 0.6, and drawing process information C for a case where the content achievement rate is greater than 0.6 and less than 1.0 may also be prepared, and the drawing process information to be used may be determined based on the content achievement rate of each player. The drawing information used for the second drawing process may be any condition that is disadvantageous to the player compared to the first drawing process.
[0088] The disadvantageous conditions for the player can be any conditions that reduce the probability of the player getting a valid reward by playing the game, such as a low probability of winning the lottery box, a low probability of winning the lottery for a specified reward, or a specified item not being a target of a reward. In addition, the disadvantageous conditions for the player do not need to be disadvantageous in all aspects. As long as it is disadvantageous to the player in some aspect, it can be considered a disadvantageous condition for the player.
[0089] The third lottery process is a lottery process for executing a lottery process based on the content's play detail evaluation of the lottery frame A. In this embodiment, the play detail evaluation is the content achievement rate, and the lottery process is executed based on the lottery probability calculated by multiplying the lottery probability for the lottery frame A by a coefficient determined based on the content achievement rate.
[0090] As an embodiment, when the content achievement rate is less than a first threshold, the first coefficient can be used; when the content achievement rate is greater than the first threshold and less than a second threshold, a second coefficient greater than the first coefficient and less than a third coefficient determined based on the content achievement rate can be used; and when the content achievement rate is greater than the second threshold, the third coefficient can be used.
[0091] For example, when the content achievement rate is less than 50%, the first coefficient is 0.0. When the content achievement rate is greater than 50% and less than 100%, the second coefficient is determined based on the content achievement rate using the following formula. When the content achievement rate is 100%, 1.0 can be used as the third coefficient.
[0092] [Number 2]
[0093] Second coefficient = (third coefficient - first coefficient) × (content achievement rate - first threshold) / (second threshold - first threshold) + first coefficient
[0094] When player A's content achievement rate is 70%, the second coefficient is (1.0-0.5)×(70-50) / (100-50)+0.5, so the second coefficient is 0.7. When player B's content achievement rate is 20%, 0.0 is used as the first coefficient, and the probability of winning is 0%.
[0095] The coefficients used in the third drawing process are not limited to those in the present embodiment, and may be determined by other methods, or the drawing probability may be directly determined without using any coefficients, or a fixed drawing probability may be used.
[0096] The relationship between the fourth and sixth lottery processes is the same as the relationship between the first and second lottery processes. The sixth lottery process can be a process that determines whether or not to award a reward based on the sixth lottery probability that is lower than the fourth lottery probability when the content has not been cleared. Figure 6 As shown, in the fourth drawing process, the probability of reward awarding is 100%, and in the sixth drawing process, similarly to the second drawing process, the drawing process is executed using the drawing probability calculated by multiplying the fourth drawing probability by the content achievement rate.
[0097] Next, use Figure 8The information processing executed in the game system 1 according to one embodiment of the present invention is described with reference to the flowchart shown in FIG. 1. It is assumed that a player plays a role-playing game in which a story is advanced while fighting against an enemy character. When a player input is made for fighting against an enemy character as a content in the role-playing game, the server 20 starts a main process 800 for the battle selected based on the player input.
[0098] Here, there are three sub-contents, such as reducing the health of all three enemy characters to zero or below, and reducing the health of each enemy character to zero or below. Each content must be completed within a specified period. If the health of any enemy character is still greater than zero after the specified period, it is considered a timeout and the level is judged as failed. If the health of the player character is reduced to zero or below, it is also judged as failed.
[0099] When the main process 800 for executing the content of the battle is started, first, the timer is started (S801), and the execution of the sub-process is started (S802). The timer is used to determine the timeout. The timer is not required when the timeout determination is not performed. The sub-process is a process executed in parallel with the main process 800.
[0100] The sub-process is a process for executing each lottery based on whether the content has been cleared or ended. Therefore, the sub-process is executed according to the lottery process executed based on the judgment of whether the content has been cleared. One sub-process is executed for any lottery process executed based on whether the content has been cleared, such as the first lottery process, the second lottery process, the fourth lottery process, and the sixth lottery process. In addition, all or part of the sub-process can be embedded in the main process for execution.
[0101] Here, three sub-processes 900 are started to be executed in parallel for the first and second drawing processes executed for the three enemy characters. Also, sub-processes 900 for the third drawing process executed in accordance with whether the main content has been cleared, sub-processes 1000 for the fourth and sixth drawing processes, and sub-processes 1100 for the fifth drawing process are executed one by one.
[0102] The content that is the object of clearance determination and end determination in the sub-process is the content corresponding to the lottery process of each sub-process. In the case of a relationship in which the sub-content ends if the main content ends, the end of the content can also be determined based on the end of the main content. Here, it is set to determine whether the main content has ended. It can be determined that all sub-contents have also ended based on the end of the main content. It is set that the content in the main process 800 means the main content. As a modified example, the sub-processes 900, 1000 and 1100 can also be executed collectively when the main content ends.
[0103] In the case of only one content, the content in the sub-process is consistent with the content in the main process. For example, only when there is only one enemy character or all three enemy characters are defeated, the content is determined to be cleared, and only the sub-process is executed for this content. In this case, the clearance determination and the end determination are determined based on whether one or all three enemy characters are defeated.
[0104] Furthermore, in the main process 800, the entity process of the content is executed. The entity process of the content is different for each content. Here, it is assumed that the player character and the enemy character fight a turn-based battle. In the content execution process (S804), the player input for one round is accepted to determine the action of the player character, and further determine the action of the enemy character, and the life value of the player character and the life value of the enemy character are calculated based on the determined actions of the player character and the enemy character, and the performance screen information is generated, and the performance screen is displayed on the display unit 32 of the player terminal 10. In the case of a multiplayer battle, the battle parameters are updated one by one based on the input of other players.
[0105] Next, the game control unit 44 determines whether the content has ended (S806). When the calculated life value of the player character becomes below zero, when the timer exceeds the time limit, or when the life values of all enemy characters in the content become below zero, it is determined that the content has ended. In addition, it is possible to determine that the content has ended based on certain conditions.
[0106] In parallel with these processes, each sub-process is monitored to see whether the content has been cleared and whether the content has ended. Sub-process 900 is described. In S901, it is determined whether the content has been cleared. That is, it is determined whether the life value of the enemy character in the battle that is the content being monitored by the sub-process has become below zero. Here, the main content includes three enemy characters, and the battle that is the content monitored by each sub-process 900 is a battle with one of the enemy characters. Therefore, the three sub-processes 900 are executed in parallel to determine whether the life value of one enemy character in the battle monitored by each sub-process 900 has become below zero.
[0107] When it is determined that the content is cleared, the first lottery process is executed (S902). Figure 4 The content corresponding to the lottery information shown is executed for the lottery box associated with the battle with the enemy character that the sub-process is monitoring. For example, if the enemy character ID is ID032, the lottery processing for lottery box 1 and lottery box 2 is executed. Based on the lottery processing related to lottery box 1, the decision on whether to grant a reward is made with a 2.4% probability of winning (lottery probability). In the case of deciding to grant a reward, based on Figure 4The drawing process is performed based on the drawing probability of each item frame shown. When it is determined that a reward is to be given and the reward item to be given is determined, a screen display showing the reward is given is displayed on the display unit 32 of the player terminal 10.
[0108] If it is determined in S901 that the content has not been cleared, it is determined whether the content has ended (S904). Here, the case where it is determined that the content has ended is the case where the content has not been cleared. If the content has not been cleared and the content has ended, the second lottery process is performed (S906).
[0109] In the second drawing process, the second drawing process is performed under conditions that are more unfavorable to the player than in the first drawing process. Here, the drawing process is performed based on the probability obtained by multiplying the drawing probability used in the first drawing process by the content achievement rate. In the content execution process (S804), the content achievement rate is calculated one by one based on the player input.
[0110] If it is determined in S904 that the content has not ended, the process returns to S901 and the sub-process 900 is repeatedly executed.
[0111] In subprocess 1000, if the content is cleared, a third drawing process is executed based on the drawing probability determined based on the game play detail evaluation determined based on the game play details of each player in the content. Here, the content is a battle with all three enemy characters, and whether the content is cleared is determined based on whether the health values of all three enemy characters are reduced to zero or below (S1001).
[0112] If it is determined that the content has been cleared, the third lottery process (S1002) is executed. As the lottery information used in the third lottery, Figure 5 The selection box A shown. Figure 5 The lottery process is performed by multiplying the indicated lottery probability by a coefficient determined based on the content achievement rate to obtain a probability.
[0113] When it is determined that the content has not been cleared and has not ended (S1004), the process returns to the content clearance determination (S1001) and the sub-process 1000 is repeatedly executed. When it is determined that the content has ended, the sub-process ends.
[0114] In subprocess 1100, the fourth and sixth drawing processes are executed only for the content generation player. As in the third drawing process, the content corresponding to the drawing process is a battle with all three enemy characters. First, in S1101, it is determined whether the player is a content generation player. Whether the player is a content generation player can be determined by, for example, including the player ID of the battle generation player in the battle parameters. If the player is not a content generation player, subprocess 1100 ends.
[0115] If it is determined that the player is the content generating player, a content clearance determination is performed (S1102). If it is determined that the content is cleared, the player uses Figure 6 The drawing process is performed based on the drawing information of the drawing box B shown in FIG. 1 (S1104). If the content has not been cleared and it is determined that the content has not been completed (S1006), the process returns to the content clearance determination process (S1002) and the sub-process 1100 is repeatedly executed. If it is determined that the content has not been cleared and the content has been completed, the sixth drawing process is executed. In the sixth drawing process, the drawing process is performed based on the drawing probability calculated by multiplying the drawing probability in the drawing information used for the fourth drawing process by the content achievement rate.
[0116] In the sub-process 1200, a fifth lottery process is executed only for the player whose game play details are ranked first. The lottery process is based on Figure 7 The drawing process is performed by selecting the drawing box C shown in FIG. 120. As with the third drawing process, the content corresponding to the drawing process is a battle with all three enemy characters. It is determined whether the content is passed (S1201). If it is determined to be passed, it is determined whether the player detail evaluation condition for executing the fifth drawing process is satisfied (S1202). Here, it is determined whether the evaluation of the player's game play details is ranked first.
[0117] If it is determined that the player is the first player in the evaluation of the player details, the fifth lottery process (S1204) is executed. Figure 7 Selection box C is shown.
[0118] If it is determined that the player's play detail evaluation does not satisfy the player detail evaluation condition for executing the fifth lottery process, the fifth lottery process is not executed and the sub-process 1200 is terminated. If the content has not been cleared and it is determined that the content has ended (S1206), the lottery process is not executed and the sub-process 1200 is terminated. If the content has not ended, the process returns to the process of determining whether the content has been cleared (S1201) and the sub-process 1200 is repeatedly executed.
[0119] When it is determined in the main process 800 that the content has ended (S806), the content end process (S808) is executed. In the content end process, performance screen information based on each lottery result is generated, and the performance screen is displayed on the display unit 32 of the player terminal 10. Then, the entire content ends, and the process returns to the main role-playing game that called the content. The content execution S804 is repeatedly executed until it is determined that the content has ended.
[0120] Fig.13 This is an example of a performance screen 1300 when the main content is completed after clearing three sub-contents. Here, an example of a case where the player is one person is shown, but when multiple players participate, other players' displays and the contribution of the players may also be shown. Treasure box images 1301 to 1305 showing rewards given to lottery boxes 3 to 6 and lottery box B determined to be given in the first lottery process are shown. Fig.14 14 shows an example of a performance screen 1400, which shows reward items displayed based on the operation input for screen transition performed by the player later. Information 1401 to 1405 showing the items selected in the lottery boxes 3 to 6 and the lottery box B is displayed.
[0121] The contents of the clearance determination targets of the third to sixth drawing processes may be the same as the contents of the clearance determination targets of the first and second drawing processes.
[0122] Fig.15 This is an example of a performance screen 1500 when the game ends after clearing one sub-content but failing to clear the main content. Since the first sub-content is cleared, the first lottery process is executed for the first sub-content. Since the second and third sub-contents are not cleared, the second lottery process is executed for these sub-contents. Since the main content is not cleared, the sixth lottery process is executed, and the results are the same as Fig.10 Similarly, the case where lottery boxes 3 to 6 and lottery box B are selected is shown. In this case, the reward is also obtained, so the screen transitions to display the same Fig.13 Similarly, the screen showing the item acquisition may also display the content achievement rate, contribution degree, and the probability of lottery used in the lottery, etc., while displaying the item acquisition.
[0123] Here, the drawing process for drawing box A and drawing box C is set to be executed only when the main content related to the overall battle with multiple enemy characters is cleared, that is, when all enemy characters are defeated, but the drawing process can also be executed as in drawing box B using the drawing probability obtained by multiplying the drawing probability for the third drawing process and the fifth drawing process by the content achievement rate.
[0124] By using this embodiment, even if the content is not completed and the game ends, a reward is given based on the player's evaluation of the details of the game play, thereby providing the player with a stronger motivation to play the content. However, if the reward is given under the same conditions as when the game is completed, the motivation to complete the content may be reduced. Therefore, the lottery process is performed under conditions that are more unfavorable to the player than when the game is completed. Here, the unfavorable conditions are determined based on the content achievement rate, thereby giving the player a motivation to adopt the best strategy for completing the content even while the content is being played, thereby making the game play active. In particular, in the case of a multiplayer game, all players can be encouraged to play the game in a way that can obtain a higher content achievement rate.
[0125] In the above-described processing or action, as long as there is no conflict in the processing or action, such as using data that should not be used in the step, the processing, action or processing subject can be freely changed. In addition, the above-described embodiments are examples for explaining the present invention, and the present invention is not limited to these embodiments. The present invention can be implemented in various ways without departing from its purpose.
[0126] Description of Reference Numerals
[0127] 1: Game system; 10: Player terminal; 11: Processor; 12: Display device; 13: Input device; 14: Storage device; 15: Communication device; 16: Bus; 20: Server; 21: Processor; 22: Display device; 23: Input device; 24: Storage device; 25: Communication device; 26: Bus; 31: Input unit; 32: Display unit; 33: Communication unit; 34: Game control unit; 35: Storage unit; 41: Input unit; 42: Display unit; 43: Communication unit; 44: Game control unit; 45: Storage unit; 800: Main processing; 900: Sub-processing; 1000: Sub-processing; 1100: Sub-processing; 1200: Sub-processing
Claims
1. A program, characterized in that Make the computer perform the following stages: When a player plays the in-game content, determining whether the content has been successfully completed; Based on the determination result, a lottery process is executed to determine a reward to be awarded to the player; and The player is awarded a reward determined by the lottery process. When it is determined that the content has been successfully cleared, the stage of executing the lottery process includes the following stages: executing a first lottery process based on a first lottery probability, When it is determined that the content has not been successfully cleared, the stage of executing the drawing process includes the following stage: based on the game play details evaluation determined based on the game play details of the player in the content, a second drawing process is executed under conditions that are more unfavorable to the player than the first drawing process.
2. The program according to claim 1, characterized in that The first lottery process is a process for determining whether or not to award a reward based on a first lottery probability. The second lottery process is a process for determining whether or not to award a reward based on a second lottery probability lower than the first lottery probability.
3. The program according to claim 2, characterized in that The game play details evaluation is the content achievement rate, The second selection probability is a probability obtained by multiplying the first selection probability by a content achievement rate.
4. The program according to claim 3, characterized in that The content described is a battle with an enemy character. The content achievement rate is calculated based on the health value of the enemy character and the damage value caused by the player to the enemy character in the content.
5. The program according to claim 4, characterized in that When the battle involves a plurality of enemy characters, each battle with each enemy character includes a stage of determining, a stage of executing the drawing process, and a stage of giving the reward to the player. The health value of the enemy character is the total health value of the multiple enemy characters.
6. The program according to claim 1, characterized in that Presetting two or more lottery boxes for executing the lottery process, The step of executing the lottery process includes executing the lottery process for each of the two or more lottery boxes. The stage of giving the reward to the player includes the stage of giving the reward determined in the two or more drawing boxes.
7. The program according to claim 1, characterized in that The computer also performs the following stages: If it is determined that the player has successfully cleared the content, a third lottery process is further performed based on a game play detail evaluation determined based on the game play details of the player in the content; as well as The reward determined by the third lottery process is given to the player.
8. The program according to claim 1, characterized in that The first lottery process is a process for determining the payment of rewards based on a lottery probability predetermined for each reward. The second lottery process is a process of determining the payment of a reward based on a lottery probability obtained by setting the probability of winning a predetermined reward to be lower than the lottery probability used in the first lottery process.
9. A method, characterized in that Make the computer perform the following stages: When a player plays the in-game content, determining whether the content has been successfully completed; Based on the determination result, a lottery process is executed to determine a reward to be awarded to the player; and The player is awarded a reward determined by the lottery process. When it is determined that the content has been successfully cleared, the stage of executing the lottery process includes the following stages: executing a first lottery process based on a first lottery probability, When it is determined that the content has not been successfully cleared, the stage of executing the drawing process includes the following stage: based on the game play details evaluation determined according to the game play details of the player in the content, a second drawing process is executed under conditions that are more unfavorable to the player than the first drawing process.
10. A system, characterized in that: When a player plays the in-game content, it is determined whether the game has been successfully completed. Based on the determination result, a lottery process is executed to determine the reward to be given to the player. The player is awarded a reward determined by the lottery process. When it is determined that the content has been successfully cleared, executing the lottery process includes: executing a first lottery process based on a first lottery probability, When it is determined that the content has not been successfully cleared, executing the lottery process includes: executing a second lottery process under conditions more disadvantageous to the player than the first lottery process based on a game play detail evaluation determined based on the game play details of the player in the content.
Citation Information
Patent Citations
Automatic TIG arc welding equipment
JP1988013670A