Program and game device
Patent Information
- Application Number
- JP2022211769
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2022-12-28
- Publication Date
- 2025-02-07
- Estimated Expiration
- 2042-01-31
AI Technical Summary
In competitive games where lottery processes are used as rewards, the difficulty level changes based on the opponent, affecting the player's chances of winning the lottery, leading to reduced interest if fixed probabilities are used, and unfairness if adjusted for fairness.
A game system that adjusts the winning probability of lottery processes based on the difference in evaluation values between players, ensuring fair and engaging gameplay by increasing the chances for less skilled players.
Enhances player motivation and interest by providing fair and exciting game elements, maintaining engagement even when facing stronger opponents.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a program and a game device, and more particularly to an electronic game that includes providing game elements to a player. [Background technology]
[0002] There is an electronic game in which game elements are awarded according to the results of a lottery process (Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2018-033864 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in a mode in which the above-described lottery process is executed as a reward for, for example, achieving a victory condition in a competitive game, the difficulty level of the competitive game varies depending on the opponent player, which can make it difficult to achieve the victory condition. Therefore, depending on the match-up situation of the opponents, the number of lottery opportunities given to a player may be reduced. On the other hand, if the winning probability of the lottery process is fixed in consideration of fairness, there is a possibility that a player may lose the lottery process even if he or she wins against a superior opponent. As a result, there is a risk that players' interest in the competitive game may decrease from the perspective of match-ups and rewards.
[0005] An object of the present invention is to provide a program and a game device that realize the addition of highly entertaining game elements. [Means for solving the problem]
[0006] One aspect of the present invention is a program that causes a computer capable of providing a playing experience of a competitive game to execute an acquisition process that acquires evaluation values of each player and opponent for the competitive game for which the playing experience has been provided, an assignment process that assigns game elements to the player in accordance with the provision of the playing experience of the competitive game, and a control process that controls the assignment of game elements in the assignment process based on the lottery results of the executed lottery process, and the control process varies the probability of winning the lottery process depending on the difference in evaluation values between the player and opponent. [Effects of the Invention]
[0007] According to the present invention, it is possible to provide highly entertaining game elements. [Brief explanation of the drawings]
[0008] [Figure 1] FIG. 1 is a diagram illustrating a system configuration of a game system according to an embodiment and a modification of the present invention. [Figure 2] FIG. 1 is a block diagram illustrating the functional configuration of a game device 100 according to an embodiment and a modification of the present invention. [Figure 3] FIG. 1 is a block diagram illustrating a functional configuration of a server 200 according to an embodiment and a modification of the present invention. [Figure 4] FIG. 10 is a diagram illustrating a change in winning probability according to an embodiment of the present invention; [Figure 5] 10 is a flowchart illustrating an example of a grant control process executed in the game device 100 according to the embodiment and the modification of the present invention. [Figure 6] FIG. 6 is a diagram illustrating a setting screen 600 for using a function for changing the winning probability according to a sixth modified example of the present invention. [Figure 7] FIG. 10 is a diagram illustrating an example of the data structure of various information used in the game system according to the embodiment and the modified example of the present invention. DETAILED DESCRIPTION OF THE INVENTION
[0009] [Embodiment] Hereinafter, the embodiments will be described in detail with reference to the accompanying drawings. Note that the following embodiments do not limit the scope of the invention as claimed, and not all combinations of features described in the embodiments are necessarily essential to the invention. Two or more of the features described in the embodiments may be combined in any desired manner. Furthermore, the same reference numerals are used to designate identical or similar components, and redundant descriptions will be omitted.
[0010] In the embodiment described below, the present invention is applied to a game device configured to provide a competitive game experience in which players using multiple game devices connected via a network participate. However, the present invention can be applied to any device that provides services including the provision of a competitive game experience and is capable of providing game elements to players.
[0011] <Game System Configuration> 1 is a diagram showing the system configuration of a game system according to this embodiment. As shown in the figure, the game system is configured so that a server 200 and one or more game devices 100 can communicate with each other via a network 300.
[0012] In this embodiment, such a system configuration is configured to enable a competitive game between players using multiple game devices 100 via the server 200 and the network 300. Furthermore, games for which a play experience is provided on the game device 100 are not limited to competitive games between players, and may include games configured for single player use.
[0013] The gaming device 100 according to this embodiment has an external appearance as shown in the figure. The gaming device 100 is configured to be able to detect payment of a price when it is in an available state, and when payment of a price is detected, the gaming device 100 provides the user (player) with a game playing experience service, including provision of at least one game element. Payment of a price is detected, for example, in response to insertion of a predetermined amount of coins into the insertion slot 141.
[0014] Game elements that can be provided by the game device 100 include game cards, which are actual items, and game cards are provided when conditions are met during the provision of a service. In this embodiment, one game play experience will be described as one in which at least one game card is provided. An outlet 142 is provided on the exterior of the game device 100, and a player can access a holding unit 143 provided inside through the outlet 142. When a game card is provided, the holding unit 143 holds the game card so that the player can take it out at any time.
[0015] The exterior of the game device 100 is provided with a placement unit 144 on which predetermined cards, including game cards provided by the game device 100, can be placed. As will be described in detail below, while using the game device 100, a player can place a game card on the placement unit 144 to play the game in a state where information attached to the game card is reflected. In addition to game cards, the placement unit 144 can also be used to place player cards for identifying the player. By placing a player card on the placement unit 144 while using the game device 100, a player can play the game in a state where the player's progress is reflected. The player's progress is managed by the server 200, and when the player is identified when using the game device 100, i.e., when a game play experience is provided in a state where the player is identified, the managed information for each player is updated.
[0016] <Functional Configuration of Game Device> FIG. 2 is a block diagram showing the functional configuration of the game device 100 according to this embodiment.
[0017] The control unit 101 is, for example, a CPU, and controls the operation of each functional block of the game device 100. Specifically, the control unit 101 reads out an operation program for each functional block stored in, for example, the storage device 102, and loads and executes the program in the memory 103, thereby realizing the operation of each functional block.
[0018] The storage device 102 is a device capable of permanently retaining data, such as a non-volatile memory or a HDD. The storage device 102 stores operation programs for each functional block of the game device 100, as well as information on parameters required for the operation of each functional block and various graphics data used in the game executed by the game device 100. The memory 103 is a storage device used for temporary data storage, such as a volatile memory. The memory 103 is used not only as an area for expanding the operation programs of each block, but also as a storage area for temporarily storing data output in the operation of each block.
[0019] The payment detection unit 104 detects that a payment has been made on the game device 100. The payment of the payment may be determined, for example, by detecting that a predetermined amount of coins or an equivalent coin has been inserted into an insertion slot 141 of the game device 100, or by detecting the completion of a settlement process based on communication with a chip related to predetermined electronic money. The game device 100 of this embodiment will be described as starting to provide a service including the experience of playing a competitive game based on the payment of the payment related to the start of service provision.
[0020] The acquisition unit 105 is an interface provided in the game device 100 of this embodiment for acquiring information from real cards. Specifically, the acquisition unit 105 has a reader configured to be able to acquire information attached to a card placed on the placement unit 144. Real cards that can be used in the game device 100 (information from which the acquisition unit 105 can acquire) are broadly divided into the following two types, and the placement unit 144 is configured so that either of them can be placed on it.
[0021] One type of available card is a game card that can be provided in the game device 100. Each of the game cards is associated with a game element (such as a character, mount, item, or effect) related to a game in which a play experience is provided in the game device 100. In this embodiment, to facilitate understanding of the invention, the game element associated with each game card is described as a character, but the present invention is not limited to this. Each game card is assigned information for identifying the character (character ID: character identification information), thereby associating the character with the game card. A player can register the corresponding character and use it in the game (or have the character appear in the game, activate an effect associated with the character in the game, etc.) by placing the game card on the placement unit 144 and having the acquisition unit 105 acquire the information.
[0022] The other type of available card is a player card, which is information for identifying a player in relation to use of the game device 100. The game device 100 of this embodiment is configured to save the player's game progress and enable resumption from the saved progress the next time the game is used. For this reason, the player card is provided with at least identification information (player ID: player identification information) that can uniquely identify the player. By placing the player card on the placement unit 144 and having the acquisition unit 105 acquire the information, the player can receive services that reflect the progress status related to past use. Here, the progress status includes information on interest elements that increase and expand as the game device 100 is used more and more, such as the player's evaluation value related to the game, such as experience points, level, and rank, and interest elements that are gradually provided to the player, such as the function release status and the provision status of game elements. The progress status also includes information on game elements granted to the player. As will be described in detail later, in a game in which a play experience is provided on the game device 100 of this embodiment, various game elements are granted to the player. The granted game elements include game elements (items and skills) that can be used in subsequent game plays, and game elements (medals) that are accumulated to be exchanged for such game elements.
[0023] In this embodiment, the player is identified by obtaining information from the player card, but the method of identifying the player is not limited to this, and the information may be obtained from an item other than the player card, or may be replaced by a player recognition process via another device, for example.
[0024] In this manner, in this embodiment, the actual item from which information can be acquired by the acquisition unit 105 is described as a card, but it goes without saying that the actual item may be an item other than a card.
[0025] Character DB 106 is a database that manages information (character information) about each character that appears in the game. Character information managed for one character includes, for example, parameter information 702 that describes the character's name, attributes, parameters, effects activated by using the character, and the like, in association with a character ID 701 that uniquely identifies the character, as shown in FIG. 7(a). Parameter information 702 is information that is referenced in a game that uses characters, and is involved in controlling the progress of the game.
[0026] The supply control unit 107 controls the supply of game cards to a player when using the game device 100. The supply of game cards is realized by a supply unit 120 provided in the game device 100. The supply unit 120 is configured to be able to store multiple game cards in a storage unit (not shown), and operates to dispense one of the stored game cards when it receives an instruction to provide a character card from the supply control unit 107. The dispensed game card is held in a holding unit 143 in a manner that allows the player to take it out.
[0027] The awarding unit 108 controls the awarding of game elements to a player for a game for which a play experience is provided on the game device 100. As will be described in detail later, in the game device 100 of this embodiment, medals, which are one of the game elements related to the game for which a play experience is provided, are awarded in accordance with the content of the game. The awarding unit 108 executes processing related to the awarding of medals, and determines whether or not to award medals to a player and the number of medals to be awarded.
[0028] The presentation control unit 109 controls the presentation of various types of information to the player via the presentation unit 130 in the game device 100. In this embodiment, the presentation unit 130 that realizes the presentation of information is described as a display device that displays images (game screens, menu screens, etc.) and is capable of presenting visual information, such as a liquid crystal display. However, the means of presenting information is not limited to this, and it goes without saying that alternatives or additions are possible. The presentation unit 130 may also include, for example, a speaker that presents auditory information.
[0029] In an embodiment in which the presentation unit 130 is a display device, the presentation control unit 109 includes a drawing device such as a GPU, and performs a predetermined drawing process to generate a screen to be displayed on the presentation unit 130. Specifically, while the game device 100 is running (while a service is being provided or in standby mode), the presentation control unit 109 performs necessary arithmetic processing on necessary drawing objects (graphics data) based on the processing and commands performed by the control unit 101, and draws the screen. The generated screen is output to the presentation unit 130 and presented to the player by being displayed in a predetermined display area.
[0030] The operation input unit 110 is a user interface included in the game device 100, such as an operation member for inputting a decision or various sensors. When the operation input unit 110 detects that an operation input has been made to an operation member, it outputs a control signal corresponding to the operation input to the control unit 101. In this embodiment, the operation input unit 110 includes, for example, a touch input detection sensor that detects a touch input made on the display screen of the presentation unit 130, i.e., a touch of a part of a human body.
[0031] The communication unit 111 is a communication interface that the game device 100 has with an external device. The communication unit 111 can connect to the external device via a network 300 (whether wired or wireless), which may be a communication network such as the Internet or a cable connecting devices, and can transmit and receive data. The communication unit 111 converts, for example, information input as a transmission target into data in a predetermined format and transmits the data to an external device such as the server 200 via the network 300. When the communication unit 111 receives information from an external device via the network 300, for example, it decodes the information and stores it in the memory 103. In this embodiment, the game device 100 transmits and receives information via the communication unit 110 at least when a service reflecting the player's progress is provided.
[0032] <Server configuration> Next, the functional configuration of the server 200 according to this embodiment will be described using the block diagram of Fig. 3. In the description of the functional configuration of the server 200, a configuration that realizes the same functions as the configuration of the game device 100 will be indicated with the prefix "server" to clearly distinguish it from the configuration of the game device 100.
[0033] The server control unit 201 is, for example, a CPU, and controls the operation of each functional block of the server 200. Specifically, the server control unit 201 reads out an operation program for each functional block recorded in, for example, the server storage device 202, and loads and executes the program in the server memory 203 to control the operation of each functional block.
[0034] The server storage device 202 is a recording device capable of permanently retaining data, such as a non-volatile memory or a HDD. The server storage device 202 records information such as parameters required for the operation of each functional block in addition to the operation programs for each functional block of the server 200. The server memory 203 is a storage device such as a volatile memory used for temporary data storage. The server memory 203 is used not only as a development area for the operation programs for each functional block, but also as a storage area for temporarily storing data output during the operation of each functional block.
[0035] The player DB 204 is a database that manages various information (player information) about each user (player) for a game whose play experience is provided on the game device 100 of the game system of this embodiment. The player information is referenced when the game device 100 acquires information from a player card and provides a game play experience, and can be changed sequentially depending on the provided play experience.
[0036] 7(b), the player information may include, in association with a player ID 711 that uniquely identifies a player, setting information 712 including player-specific settings such as the player's display name, date of birth, and avatar configuration, progress status information 713 indicating the player's game progress, a medal count 714 indicating the number of medals owned by the player, and an evaluation value 715 related to the player's game play. The player information for one player may be registered when the player uses the game device 100 for the first time using a player card. The information included in the setting information 712 may be input into the game device 100 at the time of use.
[0037] When the matching unit 205 receives a request to play a competitive game from a game device 100, it identifies other game devices 100 that have similarly received requests to play a competitive game, and realizes a competitive game between these game devices 100. That is, the matching unit 205 detects players who wish to play a competitive game at the same time, and performs processing to determine two of these players as players who will participate in one competitive game.
[0038] In the following description, it is assumed that the game in which the game device 100 of this embodiment provides a player with a play experience is a competitive game played between players using a predetermined number of game devices 100 connected via the network 300 and the server 200. In the competitive game, one or more characters registered by acquiring information from game cards appear as characters to be operated by each player, and the progress of the competitive game is controlled based on the operation inputs made by each player during the game and the parameter information of each character.
[0039] The server communication unit 206 is a communication interface that the server 200 has with external devices. The server communication unit 206 can connect to external devices via a network 300 (whether wired or wireless), which may be a communication network such as the Internet or a cable connecting devices, to enable transmission and reception of data. The server communication unit 206 converts, for example, information input as a transmission target into data in a predetermined format and transmits it to an external device such as the game device 100 via the network 300. Furthermore, when the server communication unit 206 receives information from an external device via the network 300, for example, it decodes the information and stores it in the server memory 203.
[0040] Overview of medal awarding Below, an overview of how medals are awarded to players in the game system of this embodiment will be described.
[0041] The game system of this embodiment provides the experience of playing a competitive game in which two players compete against each other. A lottery process for awarding medals is executed for a player who wins against an opponent in the competitive game, and medals are awarded based on the result of the lottery process. In this embodiment, if the lottery result is a win, the player is awarded a specified number of medals (one medal). In other words, if a player wins the competitive game, he or she is given a chance to win a lottery, and if the player wins the lottery process, he or she can win medals, but if the player loses, he or she cannot win medals.
[0042] The game device 100 is configured so that medals can be held beyond the period of use of a single game device 100. More specifically, information on points awarded to a player is reflected in the number of held medals 714 in the player information managed for that player in the player DB 204 of the server 200, for example, at the timing when the use of the game device 100 ends. Then, when the player acquires information on a player card and uses the game device 100 again, services are provided that take over the player information, thereby realizing the accumulation of medals. Therefore, medals are awarded only on the condition that the game device 100 is used in a state in which the player has been identified.
[0043] The accumulated medals may be configured to be exchangeable for other game elements (items or skills) that can be used during game play to activate effects that adjust the progress of the game in a favorable direction, for example, subject to the consumption of a predetermined number of medals. The other game elements may be of a different type from the characters registered based on the game cards, and may have a limit on the number of times they can be used to ensure fairness.
[0044] However, as described above, opponent matching is not always optimal because the number of players requesting a match at the same time may increase or decrease depending on, for example, the time of day or day of the week when the game is played, or the region in which the server 200 is installed. That is, due to differences in the gameplay skills (techniques) of the players or the abilities (performance) of the characters used between the competing players, a match may occur that may favor one player. When such a match occurs, the player at a disadvantage may lose motivation for the competitive game, which may ultimately cause the player to lose interest in the game. Furthermore, if the player at a disadvantage abandons gameplay in the competitive game midway, the progress of the game may be delayed, which may also cause the opponent (the player at an advantage) to lose interest in the game.
[0045] For this reason, in the game system of this embodiment, when there is a difference in skill, etc. between players, the lottery process executed when the disadvantaged player wins is controlled so as to increase the probability of winning. In other words, by making it easier for medals to be awarded to that player, the player's motivation for the competitive game increases, making it easier to maintain the player's interest in the game. Furthermore, by increasing the possibility of medal awarding, opportunities to provide such players with game elements that give them an advantage in the game progress increase, and as a result, it is possible to guide the player toward achieving fairness in the competitive game that is subsequently played.
[0046] The medal awarding control is achieved by deriving an evaluation value for each player based on the game skill and the performance of the characters used (characters who own the corresponding game cards), and when a competitive game is played, varying the winning probability in the lottery process based on the difference in evaluation values between players participating in the competitive game. Hereinafter, for the sake of simplicity, a player's game playing skill and the performance of the characters used will be referred to simply as the player's "ability," and each player's evaluation value will be derived by quantifying that ability using a predetermined method. A player's evaluation value may be, for example, a rating determined based on whether the player wins or loses a competitive game, a cumulative score that increases or decreases based on the number of victories in competitive games, or a value determined based on the cumulative number of medals awarded. In other words, a player's evaluation value is an absolute numerical value that represents the degree to which the player can advantageously progress through the competitive game. Furthermore, each player's evaluation value thus derived is included in the player information for that player and managed as evaluation value 715.
[0047] In this embodiment, the winning probability is changed in such a way that the greater the difference in evaluation value between the player and the opponent, the greater the increase in the winning probability, as shown in Fig. 4. That is, if a player with a lower evaluation value than the opponent wins a competitive game, the winning probability in the lottery process executed after the competitive game is changed to be higher by the difference in evaluation value compared to when a player wins against an opponent with the same evaluation value.
[0048] Furthermore, information about a mechanism by which the probability of winning the lottery process increases when a player wins a competitive game against a player with a higher evaluation value (a higher-ranked player) may be presented, for example, via the presentation unit 130 while the game device 100 is in standby mode, while the competitive game is being played, or when the lottery process is being executed, or may be made known by being written on a game explanation panel attached to the exterior of the game device 100. For optimal progression of the competitive game, the evaluation values of each player participating in the competitive game are not presented, at least while the playing experience of the competitive game is being provided. However, in order to appropriately stimulate the player's desire to gamble for medals, information suggesting differences in evaluation values between players, such as that the opponent is a higher-ranked player or that the competitive game is one in which the probability of winning the lottery process executed upon victory increases, may be presented.
[0049] <<Grant Control Process>> The awarding control process executed in relation to the awarding of medals in the game device 100 of this embodiment having such a configuration will be specifically described using the flowchart in Fig. 5. The process corresponding to this flowchart can be realized by the control unit 101 reading out a corresponding processing program stored in the storage device 102, for example, and expanding it into the memory 103 for execution.
[0050] It should be noted that this granting control process will be described as being started, for example, when the provision of a play experience related to the executed competitive game is completed and the match result is determined. Prior to the execution of this granting control process, information is acquired from the player card related to the player using the game device 100 (hereinafter referred to as the target player), and the game device 100 receives player information managed for the player from the server 200 and stores it, for example, in the memory 103. It is also assumed that, for the executed competitive game, information on the evaluation value of at least the opponent player is also received and stored in the memory 103.
[0051] In S501, the control unit 101 determines whether the result of the executed competitive game was a win. If the control unit 101 determines that the result of the competition was a win, it moves the process to S502. If the control unit 101 determines that the result of the competition was not a win, i.e., a loss, it does not award medals and ends this awarding control process.
[0052] In S502, the control unit 101 determines whether the opponent's evaluation value is higher than the target player's evaluation value. If the control unit 101 determines that the opponent's evaluation value is higher than the target player's evaluation value, it proceeds to S504, and if it determines that the opponent's evaluation value is not higher, it proceeds to S503.
[0053] In S503, the control unit 101 determines the winning probability of the lottery process for awarding medals. The winning probability determined in this step is a fixed winning probability (fixed probability) that is predetermined for the lottery process.
[0054] On the other hand, if it is determined in S502 that the opponent's evaluation value is higher than the target player's evaluation value, the control unit 101 determines the winning probability of the lottery process for awarding medals in S504 based on the evaluation values of the target player and opponent. The winning probability determined in this step is higher than the fixed probability (a probability with a higher possibility of winning). Specifically, the control unit 101 determines the winning probability of the lottery process to be a value increased from the fixed probability by a rate proportional to the difference between the target player's evaluation value and the opponent's evaluation value. In other words, the winning probability determined in this step is determined to be higher the greater the difference in evaluation values between the target player and opponent.
[0055] In S505, the control unit 101 executes the lottery process with the determined winning probability. That is, the lottery process executed in this step is executed with a winning probability higher than the fixed probability by the difference in the evaluation values when the opponent's evaluation value is higher than the target player's evaluation value, and with the fixed probability when the opponent's evaluation value is not higher than the target player's evaluation value.
[0056] In S506, the control unit 101 determines whether the result of the lottery process executed in S505 was a win or not. If the result of the lottery was a win, the control unit 101 proceeds to S507, and if the result was a loss, the control unit 101 does not award medals and ends this award control process.
[0057] In S507, the awarding unit 108 awards medals to the target player under the control of the control unit 101, and this awarding control process is completed. Medals are awarded by incrementing the number of owned medals 714 in the player information for the target player, which is obtained from the server 200 in connection with the current use of the game device 100 and held in the memory 103, by one. The player information after the change is then transmitted to the server 200 together with an update request, and is used to update the player information in the player DB 204 (the player information for the target player held in the player DB 204 is updated to the number of owned medals 714 after the change), and as a result, a state is achieved in which medals have been awarded to the player.
[0058] As described above, according to the game device of this embodiment, even if the matching for the competitive game is not favorable, the benefits enjoyed by the player at a disadvantage (with a low evaluation value) when they win can be increased, thereby realizing the provision of highly entertaining game elements.
[0059] [Variation 1] In the above embodiment, the number of medals awarded when a player wins the lottery process is a specified number (1 medal), but the present invention is not limited to this. For example, in order to increase the benefit enjoyed by a player at a disadvantage when he or she wins, the number of medals awarded when a player wins may be increased depending on the difference in evaluation value between that player and his or her opponent.
[0060] [Variation 2] In the above-described embodiment and modified example, a modified version was described in which the winning probability of the lottery process when the disadvantaged player wins is increased according to the difference between the opponent's evaluation value. However, the present invention is not limited to this. For example, the evaluation value difference that increases the winning probability may be determined in stages using multiple thresholds, and a configuration may be adopted in which the stage into which the evaluation value difference is classified is specified, and the winning probability set for that stage is used. In this embodiment, the winning probability used when the evaluation value difference is classified into a stage greater than a predetermined threshold is higher than the winning probability used when the evaluation value difference is classified into a stage less than the predetermined threshold.
[0061] Furthermore, in this aspect, similarly to Modification 1, the number of medals awarded upon winning may be increased as the difference in evaluation value is classified into a stage with a larger difference in evaluation value. In other words, the number of medals awarded when the player is classified into a stage with a difference in evaluation value greater than a predetermined threshold may be increased compared to the number of medals awarded when the player is classified into a stage with a difference in evaluation value smaller than the predetermined threshold.
[0062] [Variation 3] In the above-described embodiment and modified example, when the target player's evaluation value is higher than the opponent's evaluation value, the winning probability of the lottery process is determined to be higher than the fixed probability. In other words, when the target player's evaluation value is equal to or lower than the opponent's evaluation value, the fixed probability is adopted. However, the present invention is not limited to this. Depending on the evaluation value derivation method, it may be difficult to assign the same evaluation value to players with similar skills. In a specification where the winning probability changes with a slight difference in evaluation value, fairness between players may not be guaranteed. Therefore, a fixed probability may be adopted when the target player and the opponent have similar skills. For example, if the difference between the target player's evaluation value and the opponent's evaluation value falls within a predetermined range that determines the players are of similar skill, the winning probability may not be changed depending on the difference in evaluation value, and a fixed probability may be adopted.
[0063] [Variation 4] In the award control process of the above-described embodiment, when the opponent's evaluation value is higher than the target player's evaluation value, a lottery process is executed with a fixed probability, and medals are awarded if the winner is selected. However, the present invention is not limited to this. Awarding medals also increases the likelihood that a player will obtain game elements that will give them an advantage in the game. Therefore, when an unfavorable match is made, awarding medals to the player with the advantage may further widen the skill gap between the players. For this reason, the lottery process may be configured not to be executed when the opponent's evaluation value is lower than the target player's evaluation value or is equal to or less than the target player's evaluation value.
[0064] [Variation 5] In the above-described embodiment and modified example, the lottery process is executed on the condition that the target player wins the competitive game. However, the present invention is not limited to this. The lottery process may be executed, for example, in response to the provision of a competitive game play experience, regardless of the result of the match. In this case, the number of medals awarded as a result of winning the lottery process executed when the match result is a loss may be configured to be fewer (have lower value) than the medals awarded as a result of winning the lottery process executed when the target player wins the competitive game, such as 1 / 5 medals (five of the same medals can be exchanged for one medal).
[0065] [Variation 6] The game elements awarded by the lottery process after the competitive game do not have to correspond to virtual items that can be used in the game, such as the medals described in the above-described embodiment and modified examples. For example, real items such as game cards or cards for other purposes may be awarded as game elements upon winning.
[0066] On the other hand, if the game elements awarded upon winning are actual goods, the number of winnings may exceed the expected rate, resulting in a situation where the actual goods run out of stock and players are unable to receive the game elements despite winning. Therefore, the function of changing the winning probability in the lottery process according to the difference in evaluation values between players participating in the competitive game may be configured so that its use can be switched on or off at will.
[0067] For this reason, the gaming device 100 of this modified example is configured to be operable by switching between two operating modes: a "business mode" that can provide a playing experience of a fighting game as the first mode according to the present invention and allows players to use the game, and a "maintenance mode" that cannot provide a playing experience of a fighting game as the second mode according to the present invention and does not allow players to use the game. The setting of whether or not to use the function related to changing the winning probability is a setting related to the operation of the store or the like where the gaming device 100 is installed, and therefore it is not preferable to make it changeable by players. Therefore, the setting of whether or not to use the function related to changing the winning probability can be performed only when the gaming device 100 is operating in the maintenance mode.
[0068] Switching to maintenance mode is realized, for example, when a special switch (not shown) is operated upon restarting the game device 100. An employee of the store where the game device 100 is installed can set whether or not to use a function related to changing the winning probability on a setting screen 600, such as that shown in FIG. 6, which is displayed after switching the game device 100 into maintenance mode and operating it. In the example shown in the figure, the setting screen 600 includes a setting item 601 indicating whether or not to use the function related to changing the winning probability, and a setting item 602 indicating not to use the function. The setting item 601 is selected, i.e., the function related to changing the winning probability is set to be used.
[0069] The setting screen 600 also includes a display of winning probabilities 603 according to the difference in evaluation value between players. In the example of Fig. 6, the winning probabilities 603 display winning probabilities for three levels of difference in evaluation value. The winning probabilities for each level can be changed using the increase / decrease buttons 604, and employees or the like can adjust the winning probabilities for each difference in evaluation value.
[0070] The information on the settings made on the setting screen 600 in this way is stored in, for example, the storage device 102, and when the control unit 101 executes the awarding control process, it processes with content that reflects the settings, thereby allowing the awarding of game elements at the time of winning to be changed in accordance with management policies, etc., and the service can be provided.
[0071] [Variation 7] In the above-described embodiment and modified example, a lottery process is executed in response to the provision of a competitive game play experience, and game elements (medals) are awarded. However, the present invention is not limited to this. The awarding control process for awarding game elements may be limited to only some types of competitive games among the multiple types of competitive games that can be provided by the game device 100. For example, differences in the length of time the game device 100 has been used (experience time) can significantly affect the skill levels of players, making it difficult for a player at a disadvantage to overcome the skill difference and win. Therefore, by limiting the types of competitive games for which the awarding control process is executed to, for example, competitive games with regulations that restrict the types of game cards available to players (i.e., only game cards available from the game device 100 during a specific period can be used), the balance between fairness between players and the interest associated with the awarding of game elements can be adjusted. Therefore, the system may be configured to control whether or not to execute the awarding control process, i.e., whether or not to execute the lottery process and award game elements based on the lottery results, depending on the type of competitive game selected by the player to play.
[0072] [Variation 8] In the above-described embodiment and modified examples, the opponent in the competitive game is described as another player using another game device 100, but the implementation of the present invention is not limited to this. The opponent in the competitive game may be a virtual player (NPC: Non-Player Character) realized by executing a predetermined thinking program or the like, and it goes without saying that the above-described award control process may be executed using an evaluation value corresponding to the ability (strength) determined for the virtual player, such as the depth of the player's thinking or the probability of adopting a highly effective action.
[0073] [Other embodiments] The invention is not limited to the above-described embodiment, and various modifications and variations are possible within the scope of the gist of the invention. [Explanation of symbols]
[0074] 100: Game device, 101: Control unit, 102: Storage device, 103: Memory, 104: Payment detection unit, 105: Acquisition unit, 106: Character DB, 107: Provision control unit, 108: Granting unit, 109: Presentation control unit, 110: Operation input unit, 111: Communication unit, 120: Provision unit, 130: Presentation unit, 200: Server, 201: Server control unit, 202: Server storage device, 203: Server memory, 204: Player DB, 205: Matching unit, 206: Server communication unit, 300: Network
Claims
1. A computer capable of providing a competitive gaming experience. an acquisition process for acquiring evaluation values of a player and an opponent for the competitive game for which a play experience has been provided; a granting process of granting game elements to the player in response to the provision of the playing experience of the competitive game; A control process for controlling the provision of the game element in the provision process based on a lottery result of the executed lottery process; A program for executing During the provision of the playing experience of the competitive game, the evaluation value of the opponent is not displayed, The control process includes: executing the lottery process on the condition that the player has won against the opponent in the competitive game; a program for increasing the probability of winning the lottery process in accordance with the difference in evaluation value between the player and the opponent when the opponent's evaluation value is higher than the player's evaluation value;
2. A computer capable of providing a competitive game playing experience, an acquisition process for acquiring evaluation values of a player and an opponent for the competitive game for which a play experience has been provided; a granting process of granting game elements to the player in response to the provision of the playing experience of the competitive game; A control process for controlling the provision of the game element in the provision process based on a lottery result of the executed lottery process; A program for executing The control process includes: executing the lottery process on the condition that the player has won against the opponent in the competitive game; when the opponent's evaluation value is higher than the player's evaluation value, increasing the probability of winning the lottery process in accordance with the difference between the evaluation values of the player and the opponent; The competitive games include a first type of competitive game and a second type of competitive game different from the first type, The control process includes: When providing the play experience of the first type of fighting game, the granting process does not grant a game element based on a lottery result of the lottery process, When providing a play experience of the second type of competitive game, the program causes a granting process to grant game elements based on a lottery result of the lottery process.
3. 3. The program according to claim 1 or 2, wherein the control process increases the probability of winning the lottery process when the difference in evaluation value between the player and the opponent is greater than a threshold value compared to when the difference in evaluation value between the player and the opponent is smaller than the threshold value.
4. The program according to claim 3, wherein the control process controls, when the lottery result is a win, the number of game elements awarded in the awarding process so that it is greater when the difference in evaluation value between the player and the opponent is greater than the threshold value than when the difference in evaluation value between the player and the opponent is smaller than the threshold value.
5. 3. The program according to claim 1, wherein the control process increases the probability of winning the lottery process as the difference in evaluation value between the player and the opponent increases.
6. 6. The program according to claim 5, wherein the control process, when the lottery result is a win, increases the number of game elements awarded in the awarding process as the difference in evaluation value between the player and the opponent increases.
7. 7. The program according to claim 1, wherein the control process does not execute the lottery process when the opponent's evaluation value is equal to or lower than the player's evaluation value.
8. 7. The program according to claim 1, wherein the control process does not execute the lottery process when the opponent's evaluation value is lower than the player's evaluation value.
9. The program according to claim 1 , wherein the evaluation value of the player is determined based on the number of wins in the competitive game.
10. 10. The program according to claim 1, wherein the progress of the fighting game is controlled based on character information obtained from an actual object.
11. A game device capable of providing a playing experience of a competitive game, An acquisition means for acquiring evaluation values of each of a player and an opponent for the competitive game for which a play experience has been provided; a granting means for granting game elements to the player in response to the provision of the playing experience of the competitive game; a control means for controlling the provision of the game element by the provision means based on a lottery result of the executed lottery process; Equipped with During the provision of the playing experience of the competitive game, the evaluation value of the opponent is not displayed, The control means executing the lottery process on the condition that the player has won against the opponent in the competitive game; When the opponent's evaluation value is higher than the player's evaluation value, the game device increases the probability of winning the lottery process according to the difference in evaluation value between the player and the opponent.
12. A game device capable of providing a playing experience of a competitive game, comprising: An acquisition means for acquiring evaluation values of each of a player and an opponent for the competitive game for which a play experience has been provided; a granting means for granting game elements to the player in response to the provision of the playing experience of the competitive game; a control means for controlling the provision of the game element by the provision means based on a lottery result of the executed lottery process; Equipped with The control means executing the lottery process on the condition that the player has won against the opponent in the competitive game; when the opponent's evaluation value is higher than the player's evaluation value, increasing the probability of winning the lottery process in accordance with the difference between the evaluation values of the player and the opponent; The competitive games include a first type of competitive game and a second type of competitive game different from the first type, The control means When providing the play experience of the first type of fighting game, the granting means is not caused to grant a game element based on a lottery result of the lottery process, When providing a play experience of the second type of competitive game, the game device causes the granting means to grant game elements based on a lottery result of the lottery process.