Program and information processor
Patent Information
- Application Number
- JP2023044080
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-03-20
- Publication Date
- 2025-02-17
- Estimated Expiration
- 2042-02-15
AI Technical Summary
Players whose organized parties are spread among multiple players do not receive incentives, leading to a loss of motivation to play the game.
A system that allows players to organize parties with selected characters, identifies the organizing player, and grants rewards to the specified player when the party is adopted or imitated by others, with different rewards for initial adoption and subsequent adoptions.
Motivates players to continue playing by providing incentives when their organized parties are adopted or imitated, thereby maintaining engagement and preventing excessive rewards.
Smart Images

Figure 00000000_0000_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a program and an information processing device. [Background technology]
[0002] BACKGROUND ART Conventionally, there have been known games in which a player performs a battle game (for example, a quest) using a party formed of a plurality of characters available to the player.
[0003] In this regard, Patent Document 1 discloses a technique that allows a player to receive guidance from a friend player on how to organize a party using characters owned by the player. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Patent No. 6135812 Summary of the Invention [Problem to be solved by the invention]
[0005] In such games, players can adopt (copy) a party organized by another player into their own party, allowing each player to play the game with a wide variety of parties. However, there is a problem in that a player (organizing player) whose organized party is spread to multiple players cannot receive an incentive corresponding to the spread, and loses motivation to play the game.
[0006] The present invention has been made in consideration of such problems, and its purpose is to provide a program and an information processing device that can motivate players whose organized parties have been spread out to play the game. [Means for solving the problem]
[0007] In order to solve the above problem, a program according to a first aspect of the present invention causes a computer to function as an organizing means for organizing a party consisting of a predetermined number of contents selected by a player from a plurality of contents, an identifying means for identifying the organizing player who organized the organized party when a player adopts the organized party as an adopted party for his or her own party, and an awarding means for awarding a reward to the identified organizing player, and the identifying means also identifies the organizing player when another player further adopts the adopted party for his or her party.
[0008] In addition, in a second aspect of the present invention, the identification means identifies the organized player when there is a request from the one player to copy the organized party, and when there is a request from the other player to copy the adopted party.
[0009] In addition, in a third aspect of the present invention, the identification means identifies the organizing player when the one player views the organized party and then organizes the organized party into his or her own party, and the identification means identifies the organizing player when the other player views the adopted party and then organizes the adopted party into his or her own party.
[0010] In addition, in a fourth aspect of the present invention, the identification means identifies the organizing player when the one player plays a competitive game with the organized party and then organizes the organized party into his or her own party, and the identification means identifies the organizing player when the other player plays a competitive game with the hired party and then organizes the hired party into his or her own party.
[0011] In addition, in a fifth aspect of the present invention, the granting means grants a reward to the organized player when the one player plays a competitive game using the adopted party, or when the other player plays a competitive game using the adopted party.
[0012] In addition, in a sixth aspect of the present invention, the granting means grants a reward to the organized player when the one player wins a competitive game using the adopted party, or when the other player wins a competitive game using the adopted party.
[0013] In addition, in a seventh aspect of the present invention, the granting means grants a first reward when the one player adopts the organized party as a recruited party, and grants a second reward different from the first reward when the other player further adopts the recruited party.
[0014] In an eighth aspect of the present invention, the first reward is more valuable than the second reward.
[0015] In addition, in a ninth aspect of the present invention, the second reward is more valuable than the first reward.
[0016] In addition, an information processing device according to a tenth aspect of the present invention comprises an organizing means for organizing a party consisting of a predetermined number of contents selected by a player from a plurality of contents, an identification means for identifying the organizing player who organized the organized party when a player adopts the organized party as an adopted party for his or her own party, and an award means for awarding a reward to the identified organizing player, and the identification means identifies the organizing player even when another player further adopts the adopted party for his or her party. [Effects of the Invention]
[0017] According to the present invention, players whose organized parties have been spread can be given motivation to play the game. [Brief explanation of the drawings]
[0018] [Figure 1] 1 is a block diagram showing an example of the overall configuration of a game system according to a first embodiment. [Figure 2] FIG. 2 is a diagram illustrating an example of a hardware configuration of a server device. [Figure 3] 2 is a diagram illustrating an example of a hardware configuration of a smartphone as the terminal device illustrated in FIG. 1. FIG. [Figure 4] FIG. 2 is a block diagram illustrating an example of a functional configuration of a server device. [Figure 5] 5 is a flowchart showing an example of the flow of processing performed by each functional means shown in FIG. 4 in the game system according to the first embodiment. [Figure 6] FIG. 10 is a diagram showing an example of a details screen of a co-player according to the first embodiment. [Figure 7] FIG. 10 is a diagram showing an example of a reward receiving screen according to the first embodiment. [Figure 8] 10 is a flowchart showing an example of the flow of processing performed by each functional means in a game system according to a second embodiment. [Figure 9] FIG. 11 is a diagram showing an example of a reward receiving screen according to the second embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0019] Hereinafter, several embodiments of the present invention will be described with reference to the accompanying drawings. To facilitate understanding of the description, the same components and steps in each drawing will be denoted by the same reference numerals as much as possible, and redundant description will be omitted.
[0020] ---First embodiment--- First, the first embodiment will be described.
[0021] <Overall structure> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to the first embodiment.
[0022] 1, the game system 1 includes a server device 10 and one or more terminal devices 12. The server device 10 and the terminal devices 12 are communicatively connected via a communication network NT such as an intranet, the Internet, or a telephone line.
[0023] The server device 10 is an information processing device that provides the game execution results obtained by executing the game program 14, or the game program 14 itself, to players of each terminal device 12 via the communication network NT. In the first embodiment, the server device 10 provides the game program 14 itself to players of the terminal devices 12.
[0024] Each terminal device 12 is an information processing device owned by each player, and is an information processing device that provides a game to each player by installing and executing a game program 14 received from the server device 10. These terminal devices 12 include various devices such as video game machines, arcade game machines, mobile phones, smartphones, tablets, and personal computers.
[0025] <Hardware configuration> FIG. 2 is a diagram illustrating an example of a hardware configuration of the server device 10. As shown in FIG.
[0026] 2, the server device 10 includes a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly configured to include a CPU (Central Processing Unit) 22 and a memory 24.
[0027] In the control device 20, the CPU 22 executes predetermined programs stored in the memory 24 or the storage device 28, thereby functioning as various functional means. Details of these functional means will be described later.
[0028] The communication device 26 is configured with a communication interface for communicating with an external device, etc. The communication device 26 transmits and receives various information to and from the terminal device 12, for example.
[0029] The storage device 28 is configured with a hard disk, etc. The storage device 28 stores various programs and information necessary for executing processes in the control device 20, including the game program 14, as well as information on the results of the processes.
[0030] The server device 10 can be realized using an information processing device such as a dedicated or general-purpose server computer. The server device 10 may be configured with a single information processing device or multiple information processing devices distributed over a communication network NT. FIG. 2 shows only a portion of the main hardware configuration of the server device 10, and the server device 10 may also have other components that are generally included in a server. The hardware configuration of the multiple terminal devices 12 may also have the same configuration as the server device 10, except for including, for example, an operating means, a display device, and a sound output device.
[0031] FIG. 3 is a diagram showing an example of the hardware configuration of a smartphone as the terminal device 12 shown in FIG.
[0032] As shown in FIG. 3, the terminal device 12 includes a main control unit 30, a touch panel (touch screen) 32, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42.
[0033] The main control unit 30 is configured to include a CPU, memory, etc. The main control unit 30 is connected to a touch panel 32 as a display input device, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42. The main control unit 30 has a function to control these connection destinations.
[0034] The touch panel 32 has both a display function and an input function, and is composed of a display 32A that performs the display function and a touch sensor 32B that performs the input function. In the first embodiment, the display 32A can display game images including operation input images such as button images, cross key images, and joystick images. The touch sensor 32B can detect the input position of the player relative to the game image.
[0035] The camera 34 has a function of taking still images and / or moving images and storing them in the storage unit 40.
[0036] The mobile communication unit 36 has a function of connecting to a mobile communication network via an antenna 36A and communicating with other communication devices connected to the mobile communication network.
[0037] The wireless LAN communication unit 38 has a function of connecting to the communication network NT via an antenna 38A and communicating with other devices such as the server device 10 connected to the communication network NT.
[0038] The storage unit 40 stores various programs and data, such as the game program 14 and play data indicating the progress of the game and player information of the game program 14. The play data may also be stored in the server device 10.
[0039] The speaker 42 has a function of outputting game sounds and the like.
[0040] <Game Overview> The game according to the first embodiment includes lottery games and quests in which the player can acquire characters, which are examples of content. The lottery games may be called gacha, lotteries, summons, etc. The quests may be called battle games, dungeons, exploration, etc.
[0041] The lottery game according to the first embodiment is a game in which one or more characters (contents) are selected by lottery (randomly selected) from a group of characters (contents) to be selected by lottery in response to a request (instruction) from the player to play the lottery game. This lottery game is played based on the consumption of game currency owned by the player. This game currency includes, for example, paid currency and free currency. Paid currency is paid content that can be acquired through a purchasing procedure (payment) using money, a prepaid card, a credit card, electronic money, cryptocurrency, or the like. Examples of paid currency include paid items (paid items), paid coins (paid coins), and paid points (paid points). For example, in the game according to the first embodiment, a paid item can be purchased for 100 yen. On the other hand, free currency is free content that can be acquired by playing the game. Examples of free currency include non-paid items (free items), non-paid coins (free coins), and non-paid points (free points). Examples of game execution include a player logging into the game, winning a quest, completing a mission, etc. Free currency can be consumed in various games without distinction from paid currency. For example, in the first lottery game according to the first embodiment, paid items and non-paid items can be consumed without distinction.
[0042] Furthermore, the quest according to the first embodiment is, for example, a multiplayer fighting game (cooperative game) in which a party of one player and a party of another player (cooperative player) matched with the one player cooperate to fight against enemy characters. For example, a player can organize a party by arbitrarily selecting (instructing to select) a predetermined number of characters (for example, four) from among the characters owned by the player in an organization menu for organizing a party. Also, a player can adopt (for example, copy) a party of another player. This quest is executed based on the consumption of a current stamina value associated with the player who is the host of the multiplayer game. This current stamina value is restored by consuming game currency (paid currency or free currency). The quest is executed based on the ability parameters of each character constituting each player's party and the ability parameters of enemy characters. Each player who participates in a quest can obtain a clear reward (reward content) if they defeat a boss character appearing in the quest (clear the quest), i.e., if they reduce the boss character's hit points to 0 or less. Examples of this clear reward include free currency, gacha tickets, characters, player experience points, etc.
[0043] <Functional means> FIG. 4 is a block diagram showing an example of the functional configuration of the server device 10. As shown in FIG.
[0044] 4, the server device 10 has, as its functional configuration, a storage means 50, an organizing means 52, an identifying means 54, an assigning means 56, and a control means 58. The storage means 50 is realized by one or more storage devices 28. The functional means other than the storage means 50 are realized by the control device 20 executing the game program 14 stored in the storage devices 28 or the like.
[0045] The storage means 50 is a functional means for storing player information 50A, character information 50B, lottery game information 50C, quest information 50D, and the like.
[0046] The player information 50A is stored for each player in association with the player ID of the player. The player information 50A includes, for example, the player's name, age, player rank, owned content information, party information, matching history, stamina information, etc.
[0047] The player rank increases, for example, when the player gains player experience points.
[0048] The owned content information includes owned character information, owned item information, etc. The owned character information includes the character ID and quantity of characters owned by the player. The owned item information includes the type and quantity of items owned by the player. Examples of such items include paid items, non-paid items, stamina recovery items, etc.
[0049] The party information includes the character ID of each character that makes up a party used by a player in a quest, and the organizing player ID.
[0050] The organizing player ID includes the player ID of the player who organized the party (organizing player). For example, if a player himself organizes a party, the organizing player ID corresponding to that player includes the player's own player ID. On the other hand, if a second player employs an organized party organized by a first player (organizing player), the organizing player ID corresponding to the second player includes the player ID of the first player. Here, since the organizing player ID corresponding to the second player includes a player ID that is different from the player ID of the second player, the second player becomes the employed player.
[0051] Furthermore, even if a third player further adopts the adopted party of a second player (adopted player), the organizing player ID corresponding to the third player will include the player ID of the first player. That is, even if a party is adopted multiple times, the organizing player ID will include the player ID of the player who originally organized the party. Here, since the organizing player ID corresponding to the third player includes a player ID different from the player ID of the third player, the third player becomes the adopted player. This adoption can mean copying (duplicating) all characters that make up a party, or organizing them by imitating (imitating). For example, an organized party is a party composed of a predetermined number (e.g., four) of characters (contents) selected (selected) by a player from a plurality of owned characters (contents). In other words, an organized party is a party that a player has thought up and created (organized) by themselves, rather than adopting another player's party. Furthermore, an adopted party is a party that adopts (e.g., copies) a party (organized party) organized by a different player. Here, adopted parties include not only parties directly adopted by the organized party, but also parties that the directly adopted party (adopted party) has adopted once or multiple times.
[0052] The matching history includes the player ID and party of each matched player for each quest that the player has played in the past. The party includes the character ID of each character that makes up the party used by the matched player in the quest.
[0053] The stamina information includes the current stamina value, stamina upper limit, and stamina recovery amount. The current stamina value is the value consumed when performing quests in the game. This current stamina value recovers by a predetermined amount (e.g., 1) over the course of a certain period of time (e.g., 3 minutes), recovering to the stamina upper limit. The stamina upper limit is the upper limit to which the current stamina value recovers over time or through recovery processing. The stamina upper limit increases, for example, as the player rank increases. The stamina recovery amount includes, for example, the amount (e.g., 10) by which the current stamina value recovers through recovery processing. This recovery processing is performed, for example, by the player consuming game currency (e.g., paid items) or stamina recovery items. This stamina recovery amount increases by a predetermined amount (e.g., 1) when the player rank increases by 1.
[0054] Character information 50B is stored for each character in association with the character ID of the character. Character information 50B includes, for example, the character's name, image, ability parameters, special skills, and rarity. This character information 50B is updated as the game operator updates the game (version upgrades and updates).
[0055] The ability parameters include attack power, defense power, hit points, etc.
[0056] Skills include effects that are activated during quests. Examples of such effects include an effect in which one of the characters in the party deals damage to an enemy character, an effect in which the ability parameters of a character in the player's own party are changed, an effect in which the ability parameters of a character in the party of a cooperating player are changed, etc. For example, a player may organize a party based on the compatibility of the characters' skills.
[0057] The rarity may be a number ranging from 1 to 6. This number may be expressed as a number of stars. Characters with high rarity have advantageous ability parameters, special skills, etc. that are useful in quests, for example.
[0058] The lottery game information 50C is stored for each lottery game in association with the lottery game ID of the lottery game. The lottery game information 50C includes the name of the lottery game, the prize, lottery target information, and the like.
[0059] The consideration includes the number of game currencies (paid currencies or non-paid currencies) required to execute one lottery. For example, the consideration for the first lottery game is five paid items or five non-paid items.
[0060] The lottery information includes the character ID of each character constituting the lottery character group that is the lottery target of the lottery game, and an appearance frequency (weight) associated with the character ID. The appearance frequency includes, for example, any numerical value from 1 to 10. A low numerical value is set for the appearance frequency of a character with a high rarity, and a high numerical value is set for a character with a low rarity. Note that different numerical values may be set for the appearance frequency of characters of the same rarity (e.g., rarity 6). Here, the lottery probability of a character is calculated by dividing the appearance frequency set for that character by the total value of the appearance frequencies set for each character constituting the lottery character group. Specifically, if the appearance frequency set for a character is 2 and the total value of the appearance frequencies set for each character constituting the lottery character group is 400, the lottery probability of that character is 2 / 400 (0.5%).
[0061] The quest information 50D is stored for each quest in association with the quest ID of the quest. The quest information 50D includes the quest name, stamina consumption value, enemy character information, clear reward, drop rate, etc.
[0062] The consumed stamina value includes a value required to complete a quest. The consumed stamina value is consumed from the player's current stamina value. For example, the more difficult the quest, the higher the consumed stamina value.
[0063] The enemy character information includes the character ID of each enemy character that appears in the quest, including the boss character.
[0064] Clear rewards include, for example, non-chargeable items, gacha tickets, characters, stamina recovery items, etc.
[0065] The drop rate includes, for example, the probability that the player will obtain a clear reward (for example, a character).
[0066] The organizing means 52 is a functional means for organizing a party. In the first embodiment, the organizing means 52 organizes a party consisting of a predetermined number (for example, four) of characters selected by the player from a plurality of characters (contents) owned by the player. For example, the organizing means 52 stores the character ID of each character that constitutes the party organized by the player in the character ID of the party information in the player information 50A. Then, the organizing means 52 stores the player ID of the organizing player in the organizing player ID of the party information.
[0067] Furthermore, the organizing means 52 adopts (e.g., copies) a party in response to a request from one player to adopt (e.g., copy) a party (organizing party or adopted party) of another player. For example, in response to the request, the organizing means 52 copies the party information (character ID and organizing player ID) in the player information 50A of one player to the party information (character ID and organizing player ID) in the player information 50A of another player.
[0068] The identification means 54 is a functional means for identifying the organizing player who organized the party. In the first embodiment, when a player adopts an organizing party organized by a certain player (organizing player) as an adopted party for his / her own party, the identification means 54 identifies the certain player (organizing player) who organized the organizing party. Furthermore, the identification means 54 also identifies the certain player (organizing player) when another player further adopts the adopted party adopted by the certain player (adopting player) as an adopted party for his / her own party. In other words, the identification means 54 identifies the certain player (organizing player) who organized the organizing party not only when the organizing party is adopted as an adopted party, but also when the adopted party is further adopted. Specifically, when a player adopts another player's party, the identification means 54 identifies the organizing player (organizing player ID) by referring to the party information in the player information 50A of the other player. This allows the organizing player to receive a reward (recruitment reward) even if the organizing party he / she organized is spread.
[0069] For example, the identification means 54 identifies the organizing player when a player requests to adopt an organized party organized by the organizing player, or when another player requests to copy the adopted party adopted by the player. This request can be made, for example, from another player's profile screen, a detailed screen at the end of a quest, or a party information screen published by multiple players. Examples of this other player include a friend player of the player and a player included in the matching history of the player information 50A. This request also includes a request to copy the organized party of the organizing player or a request to copy the adopted party of the adopted player.
[0070] Furthermore, for example, the identification means 54 identifies an organizing player when a player views an organized party and then organizes the organized party into his or her own party. That is, the identification means 54 identifies an organizing player when a player views the organized party of the organizing player and then imitates (mimics) the organized party. In the first embodiment, the identification means 54 determines that a player has imitated (mimicked) the organized party when the combination of characters that make up the party organized by the player matches the combination of characters that make up the organized party. An example of this viewing is when a player requests to view the profile screen of another player, and the party information of the other player (e.g., images of each character) is displayed on the touch panel 32 of the player's terminal device 12. Examples of this other player include the player's friend players and players included in the matching history of the player information 50A.
[0071] Furthermore, for example, the identification means 54 identifies the organizing player when another player views an adopted party and then organizes the adopted party into his or her own party. That is, the identification means 54 identifies the organizing player when another player views the adopted party of a certain player (adopted player) and then the other player further imitates (mimics) the adopted party. In the first embodiment, the identification means 54 determines that the other player has imitated (mimicked) the adopted party when the combination of characters that make up the party organized by the other player matches the combination of characters that make up the adopted party.
[0072] Furthermore, for example, the identification means 54 identifies the organizing player when a player plays a competitive game with an organized party and then organizes the organized party into his or her own party (selects a character). That is, the identification means 54 identifies the organizing player when a player plays a competitive game with a player (organizing player) and then imitates (mimics) the organized party.
[0073] Furthermore, for example, the identification means 54 identifies the organizing player when another player plays a competitive game with a selected party and then organizes the selected party into his or her own party. That is, the identification means 54 identifies the organizing player when another player plays a competitive game with a player (selected player) and then further imitates (mimics) the selected party.
[0074] The granting means 56 is a functional means for granting various rewards to players. In the first embodiment, the granting means 56 grants a reward (recruitment reward) to the organizing player identified by the identification means 54. For example, when an organizing player is identified in response to a recruited party being further recruited (copied), the granting means 56 grants a reward (recruitment reward) to the organizing player.
[0075] Furthermore, for example, the granting means 56 grants a reward (recruiting reward) to the organizing player when a competitive game is played using a party adopted by one player (recruiting player) or when a competitive game is played using a party adopted by another player (recruiting player). For example, the granting means 56 grants a reward (recruiting reward) to the organizing player at the timing when a competitive game in which a party adopted by one player or another player is used starts or ends.
[0076] Furthermore, for example, the granting means 56 grants a reward (recruiting reward) to the organizing player when a competitive game is won using a party adopted by one player (recruiting player), or when a competitive game is won using a party adopted by another player (recruiting player). For example, the granting means 56 grants a reward (recruiting reward) to the organizing player when a competitive game in which a party adopted by one player or another player is used ends and the one player or another player wins.
[0077] Furthermore, for example, the granting means 56 grants a first reward (first recruiting reward) when one player (recruiting player) recruits an organized party as a recruiting party, and grants a second reward (second recruiting reward) different from the first reward when another player (recruiting player) further recruits the recruiting party. For example, the first reward and the second reward have different values. Below, a specific example in which the first reward and the second reward have different values will be described.
[0078] (1) If the first reward is more valuable than the second reward For example, the first reward is more valuable than the second reward. In other words, the first reward is more advantageous to the player than the second reward. Specifically, the first reward is 10 free currencies, and the second reward is 5 free currencies. Also, for example, the first reward is a character with a rarity of 5, and the second reward is a character with a rarity of 4.
[0079] (2) If the second reward is more valuable than the first reward For example, the second reward is more valuable than the first reward. In other words, the second reward is more advantageous to the player than the first reward. Specifically, the first reward is one gacha ticket for a lottery game in which characters with rarities from 1 to 4 make up the group of characters eligible for lottery, and the second reward is one gacha ticket for a lottery game in which characters with rarities from 2 to 5 make up the group of characters eligible for lottery. Also, for example, the first reward is one stamina recovery item, and the second reward is two stamina recovery items.
[0080] The control means 58 is a functional means for controlling the entire game. In the first embodiment, the control means 58 controls the execution of the lottery game and quests. For example, at the start of a quest, the control means 58 consumes the current stamina value and executes a matching process between players.
[0081] <Processing flow> 5 is a flowchart showing an example of the flow of processing performed by each functional unit shown in FIG. 4 in the game system according to the first embodiment. The processing of the following steps is initiated, for example, when a player selects a quest as the host of a multiplayer game in the quest menu. The order and content of the following steps can be changed as appropriate.
[0082] (Step SP10) The organizing means 52 determines whether or not a player has made a request to organize a party to be used in a quest. This organization request is, for example, a request to update the party information in the player information 50A corresponding to the player. If the determination is affirmative, the process proceeds to step SP12. On the other hand, if the determination is negative, the process proceeds to step SP14.
[0083] (Step SP12) The organizing means 52 refers to the owned character information in the player information 50A corresponding to one player, displays a screen listing the characters owned by the player on the touch panel 32, and accepts a selection instruction to select a predetermined number of characters (for example, four) to be organized into a party. Next, the organizing means 52 stores the character IDs of each selected character in the party information in the player information 50A. Then, the processing proceeds to step SP14.
[0084] (Step SP14) The control means 58 matches the first player with another player who will cooperate with the first player to play the first quest (battle game). Examples of the other player include a player who selected the first quest as a guest in multiplayer at the same time as the first player, a friend player of the player, or a player whose location information is close to that of the first player. Then, the process proceeds to step SP16.
[0085] (Step SP16) The control means 58 starts a quest in which the matched player and another player participate (multiplay) in step SP14. First, the control means 58 references the quest information 50D and consumes a consumed stamina value corresponding to the quest from the current stamina value in the player information 50A corresponding to the first player. Next, the control means 58 displays a battle game screen on the touch panel 32 of the terminal device 12 owned by the first player and the touch panel 32 of the terminal device 12 owned by the other player. Specifically, the control means 58 references the player information 50A for the first player and the player information 50A for the other matched player, and displays images of each character constituting each player's party on the battle game screen. Furthermore, the control means 58 references the quest information 50D and displays an image of an enemy character on the battle game screen. Then, the process proceeds to step SP18.
[0086] (Step SP18) The control means 58 determines whether one player and another player have cleared one quest. For example, if the hit points of a boss character appearing in one quest are 0 or less, the control means 58 makes a positive determination. On the other hand, if the hit points of each character constituting each player's party are 0 or less, the control means 58 makes a negative determination. If the determination is positive, the process proceeds to step SP20. On the other hand, if the determination is negative, the process proceeds to step SP22.
[0087] (Step SP20) The granting means 56 refers to the quest information 50D and grants the clear reward corresponding to one quest to the one player and the other player, respectively. Then, the process proceeds to step SP22.
[0088] (Step SP22) The control means 58 displays a details screen for displaying details of another player (cooperating player) who cooperated in one quest on the touch panel 32 of the terminal device 12 possessed by the one player.
[0089] FIG. 6 is a diagram showing an example of a details screen 60 of a cooperating player according to the first embodiment.
[0090] As shown in FIG. 6 , the details screen 60 has a cooperating player information area 62, a friend request button 64, a copy button 66, and an OK button 68. The cooperating player information area 62 displays the name of another player who cooperated in a quest and the other player's party (images of each character). The friend request button 64 is a button for sending a friend request to another player. In the first embodiment, if this friend request is accepted by the other player, the first player and the other player become friend players. Note that the friend request button 64 is not displayed if the first player and the other player are already friend players. The copy button 66 is a button for copying (adopting) the other player's party into the first player's party. The OK button 68 is a button for ending a quest.
[0091] Returning to FIG. 5, the process proceeds to step SP24.
[0092] (Step SP24) The organizing means 52 determines whether or not a request has been made from one player to copy (adopt) another player's party into his or her own party. For example, if the copy button is pressed by one player, the organizing means 52 makes a positive determination. If the determination is positive, the processing proceeds to step SP26. On the other hand, if the determination is negative, that is, if the OK button is pressed without pressing the copy button, the processing ends the series of steps shown in FIG. 5.
[0093] (Step SP26) The organizing means 52 refers to the player information 50A of the other player and copies the party information of the other player to the party information in the player information 50A of the first player. That is, the organizing means 52 stores the character ID of each character constituting the party of the other player and the organizing player ID in the party information of the first player. As a result, the first player becomes a selected player. Then, the processing proceeds to the processing of step SP28.
[0094] (Step SP28) The identification means 54 identifies the organizing player (organizing player ID) stored in the party information of one player in step SP26. That is, in response to one player copying (adopting) another player's party into his or her own party, the identification means 54 identifies the organizing player who organized the copied party. For example, when one player copies (adopts) an organizing party organized by another player as an adopted party, the identification means 54 identifies the other player as the organizing player. Furthermore, when another player copies (adopts) an organizing party organized by a certain player as an adopted party, and the one player further copies (adopts) the adopted party as an adopted party, the identification means 54 identifies the certain player as the organizing player. Then, the processing proceeds to the processing of step SP30.
[0095] (Step SP30) The granting means 56 grants a reward (recruitment reward) to the organizing player identified in step SP28. In the first embodiment, the granting means 56 transmits a reward receipt message to the organizing player. For example, when the reward receipt message is opened, the control means 58 displays a reward receipt screen on the touch panel 32 of the terminal device 12 possessed by the organizing player.
[0096] FIG. 7 is a diagram showing an example of a reward receiving screen 70 according to the first embodiment.
[0097] As shown in Fig. 7, the reward receiving screen 70 has a reward information area 72 and a receive button 74. The reward information area 72 displays that the organized party (organizing party) has been copied, as well as the type and amount of reward (recruitment reward). The receive button 74 is a button for confirming the receipt of the reward.
[0098] Then, the series of processes shown in FIG. 5 ends.
[0099] <Effects> As described above, in the first embodiment, the computer functions as an organizing means 52 that organizes a party consisting of a predetermined number of contents selected by a player from a plurality of contents, an identifying means 54 that, when a player adopts the organized organized party as an adopted party for his or her own party, identifies the organizing player who organized the organized party, and an awarding means 56 that awards a reward to the identified organizing player, and the identifying means 54 also identifies the organizing player when another player further adopts the adopted party for his or her own party.
[0100] According to this configuration, even if a selected party is further selected, a reward is given to the organizing player who organized the organized party, which can motivate the player whose organized party has been spread (the organizing player) to play the game.
[0101] In addition, in the first embodiment, the identification means 54 identifies the organizing player when there is a request from one player to copy an organized party, and when there is a request from another player to copy a hired party.
[0102] With this configuration, even if the adopted party is further copied, a reward is given to the player who organized the organized party (the player who reduced the work of the adopted player). This can motivate the player whose organized party has been spread (the organizing player) to play the game.
[0103] In addition, in the first embodiment, the identification means 54 identifies the organizing player when one player views the organized party and then organizes the organized party into his or her own party, and the identification means 54 identifies the organizing player when another player views the adopted party and then organizes the adopted party into his or her own party.
[0104] According to this configuration, when a party is viewed and imitated, a reward is given to the organizing player (a player who contributed to the party organization of the selected player), which can motivate the player (organizing player) whose organized party has been spread to play the game.
[0105] In addition, in the first embodiment, the identification means 54 identifies the organizing player when a player plays a competitive game with an organized party and then organizes the organized party into his or her own party, and the identification means 54 identifies the organizing player when another player plays a competitive game with a hired party and then organizes the hired party into his or her own party.
[0106] According to this configuration, if a party is copied after playing a competitive game, a reward is given to the organizing player (a player who contributed to the party organization of the selected player). This can motivate the player (organizing player) whose organized party has been spread to play the game.
[0107] In addition, in the first embodiment, the granting means 56 grants a reward to the organized player when a competitive game is played using a party adopted by one player, or when a competitive game is played using a party adopted by another player.
[0108] According to this configuration, a reward is awarded when an organized party or a hired party is adopted and a competitive game is played. This can motivate a player whose organized party has been spread (a player who contributed to the adoption player's execution of the competitive game) to play the game. Furthermore, excessive rewards can be prevented from being awarded to a player whose organized party has been spread.
[0109] In addition, in the first embodiment, the awarding means 56 awards a reward to the organized player when one player wins a competitive game using a party adopted by that player, or when another player wins a competitive game using a party adopted by that player.
[0110] According to this configuration, a reward is awarded when an organized party or a hired party is adopted and wins a competitive game. This can motivate a player whose organized party has been spread (a player who contributed to the adopted player's victory in the competitive game) to play the game. It can also prevent excessive rewards from being awarded to a player whose organized party has been spread.
[0111] In addition, in the first embodiment, the granting means 56 grants a first reward when one player adopts an organized party as a recruited party, and grants a second reward different from the first reward when another player further adopts the recruited party.
[0112] According to this configuration, the rewards are different when an organized party is adopted and when a adopted party is further adopted, which gives the player (organizing player) a strategic element in the party they organize, thereby making the game more lively.
[0113] Also, in the first embodiment, the first reward is more valuable than the second reward.
[0114] According to this configuration, when the organized party is adopted, a high-value reward (first reward) is awarded, which gives the player (organizing player) motivation to use the organized party to interact with many players and motivation to make the organized party public, thereby revitalizing the game.
[0115] In addition, in the first embodiment, the second reward is more valuable than the first reward.
[0116] According to this configuration, if the adopted party is adopted again, a high-value reward (second reward) is awarded, which motivates the player (organizing player) to organize a party that will be adopted multiple times, thereby revitalizing the game.
[0117] ---Second embodiment--- Next, a second embodiment will be described.
[0118] The second embodiment differs from the first embodiment in that the player information 50A includes an accumulated value, and the granting means 56 grants a reward (recruitment reward) to the organized player according to the accumulated value. Note that the configuration and functions of the game system according to the second embodiment, which are not described below, are similar to the configuration and functions of the game system according to the first embodiment.
[0119] In the second embodiment, the player information 50A includes, for example, an accumulation value. This accumulation value accumulates (increases) when an organized party organized by a player is adopted as a hired party by another player, or when the hired party is further adopted. In the second embodiment, the accumulation value is initialized to 0 (zero) at the start or end of a predetermined period (e.g., an event period).
[0120] In the second embodiment, the granting means 56 accumulates an accumulated value corresponding to the organizing player when the identification means 54 identifies the organizing player. For example, when an organizing player is identified in response to a recruited party being further recruited (copied), the granting means 56 accumulates an accumulated value corresponding to the organizing player. The granting means 56 also grants a reward (recruitment reward) to the organizing player according to the accumulated accumulated value. For example, the granting means 56 grants a reward to the organizing player every time the accumulated value reaches a multiple of 10. For example, the granting means 56 grants a reward of higher value the higher the accumulated value. Specifically, the granting means 56 grants one free currency when the accumulated number reaches a multiple of 10 but less than 100, grants two free currency when the accumulated number reaches a multiple of 10 but greater than or equal to 100 but less than 300, and grants three free currency when the accumulated number reaches a multiple of 10 but greater than or equal to 300.
[0121] Furthermore, the granting means 56 accumulates a first predetermined value in the accumulated value when one player employs an organized party as a recruited party, and accumulates a second predetermined value in the accumulated value when another player further employs the recruited party. The first predetermined value and the second predetermined value are different values. For example, the first predetermined value is greater than the second predetermined value. Specifically, the first predetermined value is a value obtained by multiplying the second predetermined value by a value (coefficient) greater than 1. For example, the first predetermined value is 2, and the second predetermined value is 1. Also, for example, the second predetermined value is greater than the first predetermined value. Specifically, the second predetermined value is a value obtained by multiplying the first predetermined value by a value (coefficient) greater than 1. For example, the first predetermined value is 2, and the second predetermined value is 3.
[0122] <Processing flow> 8 is a flowchart showing an example of the flow of processing performed by each functional unit in the game system according to the second embodiment. The processing of the following steps is initiated, for example, when a player selects a quest as the host of a multiplayer game in the quest menu. The order and content of the following steps can be changed as appropriate.
[0123] (Step SP40 to Step SP58) The processing from step SP40 to step SP58 is the same as the processing from step SP10 to step SP28 described above, and therefore a description thereof will be omitted. Then, the processing proceeds to the processing of step SP60.
[0124] (Step SP60) The granting means 56 accumulates an accumulated value corresponding to the organizing player identified in step SP58. For example, when a player employs an organizing party as a hired party, the granting means 56 accumulates (adds) a first predetermined value (e.g., 2) to the accumulated value of the player information 50A for the organizing player. Furthermore, when a player further employs the hired party as a hired party, the granting means 56 accumulates (adds) a second predetermined value (e.g., 1) to the accumulated value of the player information 50A for the organizing player. Then, the processing proceeds to step SP62.
[0125] (Step SP62) The granting means 56 determines whether the accumulated value accumulated in step SP60 has reached a predetermined value. This predetermined value may be a multiple of 10 (10, 20, ...). If the determination is affirmative, the process proceeds to step SP64. On the other hand, if the determination is negative, the process ends the series of steps shown in FIG. 8.
[0126] (Step SP64) The granting means 56 grants a reward (recruitment reward) to the organizing player. In the second embodiment, the granting means 56 transmits a reward receipt message to the organizing player. For example, when the reward receipt message is opened, the control means 58 displays a reward receipt screen on the touch panel 32 of the terminal device 12 possessed by the organizing player.
[0127] FIG. 9 is a diagram showing an example of a reward receiving screen 80 according to the second embodiment.
[0128] 9, the reward receiving screen 80 has a reward information area 82 and a receive button 84. The reward information area 82 displays that the accumulated value has reached a predetermined value due to the organized party (organizing party) being copied, the type and quantity of reward (recruitment reward), and the current accumulated value.
[0129] Then, the series of processes shown in FIG. 8 ends.
[0130] <Effects> As described above, in the second embodiment, the computer functions as an organizing means 52 that organizes a party consisting of a predetermined number of contents selected by a player from a plurality of contents, an identifying means 54 that identifies the organizing player who organized the organized party when a player adopts the organized party as an adopted party for his or her own party, and an awarding means 56 that accumulates an accumulated value corresponding to the organized player by identification and awards a reward to the organized player according to the accumulated value, and the identifying means 54 identifies the organized player even when another player further adopts the adopted party for his or her own party.
[0131] According to this configuration, even when a selected party is further selected, the accumulated value is accumulated and a reward is given to the organizing player who organized the organized party, which can motivate the player whose organized party has been spread (the organizing player) to play the game.
[0132] In addition, in the second embodiment, the identification means 54 identifies the organizing player when there is a request from one player to copy an organized party, and when there is a request from another player to copy a hired party.
[0133] With this configuration, even if the adopted party is further copied, the accumulated value is accumulated, and a reward is given to the organizing player who organized the organized party (the player who reduced the work of the adopted player). This can motivate the player (organizing player) whose organized party has been spread to play the game.
[0134] In addition, in the second embodiment, the identification means 54 identifies the organizing player when one player views the organized party and then organizes the organized party into his or her own party, and the identification means 54 identifies the organizing player when another player views the adopted party and then organizes the adopted party into his or her own party.
[0135] According to this configuration, when a party is viewed and imitated, a reward is given to the organizing player (a player who contributed to the party organization of the selected player), which can motivate players whose organized parties are spread to play the game.
[0136] In addition, in the second embodiment, the identification means 54 identifies the organizing player when a player plays a competitive game with an organized party and then organizes the organized party into his or her own party, and the identification means 54 identifies the organizing player when another player plays a competitive game with a hired party and then organizes the hired party into his or her own party.
[0137] According to this configuration, if a party is copied after playing a competitive game, a reward is given to the organizing player (a player who contributed to the party organization of the selected player), which can motivate players whose organized parties are spread to play the game.
[0138] In addition, in the second embodiment, the granting means 56 grants a reward to the organized player when a competitive game is played using a party adopted by one player, or when a competitive game is played using a party adopted by another player.
[0139] According to this configuration, a reward is awarded when an organized party or a hired party is adopted and a competitive game is played. This can motivate a player whose organized party has been spread (a player who contributed to the adoption player's execution of the competitive game) to play the game. Furthermore, excessive rewards can be prevented from being awarded to a player whose organized party has been spread.
[0140] In addition, in the second embodiment, the awarding means 56 awards a reward to the organized player when one player wins a competitive game using a party adopted by that player, or when another player wins a competitive game using a party adopted by that player.
[0141] According to this configuration, a reward is awarded when an organized party or a hired party is adopted and wins a competitive game. This can motivate a player whose organized party has been spread (a player who contributed to the adopted player's victory in the competitive game) to play the game. It can also prevent excessive rewards from being awarded to a player whose organized party has been spread.
[0142] In addition, in the second embodiment, the granting means 56 accumulates a first predetermined value in the accumulated value when one player adopts an organized party as a recruited party, and accumulates a second predetermined value, which is a value different from the first predetermined value, in the accumulated value when another player further adopts the recruited party.
[0143] According to this configuration, the accumulated value is different when an organized party is adopted and when a adopted party is further adopted, which gives the player (organizing player) a strategic element in the party he or she organizes, thereby making the game more lively.
[0144] In the second embodiment, the granting means 56 grants a reward of higher value as the accumulated value increases, and the first predetermined value is greater than the second predetermined value.
[0145] According to this configuration, since the accumulated value is large when the organized party is adopted, it is possible to motivate the player (organizing player) to use the organized party to interact with many players and to make the organized party public, thereby revitalizing the game.
[0146] In the second embodiment, the granting means 56 grants a reward of higher value as the accumulated value increases, and the second predetermined value is greater than the first predetermined value.
[0147] With this configuration, the accumulated value is large when the adopted party is further adopted, which motivates the player (organizing player) to organize a party that will be adopted multiple times, thereby making the game more lively.
[0148] ---Variations--- The present invention is not limited to the above-described specific examples. In other words, designs that are appropriately modified by a person skilled in the art from the above-described specific examples are also included within the scope of the present invention as long as they include the features of the present invention. Furthermore, the elements of the above-described embodiments and the modifications described below can be combined to the extent technically possible, and such combinations are also included within the scope of the present invention as long as they include the features of the present invention.
[0149] For example, in the first embodiment, the identification means 54 determines that a player has imitated another player when the combination of characters constituting a party organized by the player or another player matches the combination of characters constituting the party viewed or the party playing the competitive game. However, the identification means 54 may make this determination when a portion of the combination (e.g., a majority) matches. The identification means 54 may also make this determination when all or a portion of the formation or order of characters constituting a party organized by the player matches. The identification means 54 may also determine that a player has imitated another player when, after viewing the party of the player, the player organizes a party with the same combination within a predetermined period (e.g., one week). Similarly, the identification means 54 may determine that a player has imitated another player when, after playing a competitive game with the party of the player, the player organizes a party with the same combination within a predetermined period (e.g., one week).
[0150] Furthermore, in the first embodiment, the organization means 52 has been described as organizing a party consisting of a predetermined number of characters selected by the player from among a plurality of characters owned by the player, but the plurality of characters that the player can select may also include characters loaned by other players (loaned characters), characters provided by the game operator (provided characters), etc.
[0151] Furthermore, in the first embodiment, the granting means 56 was described as granting a reward (recruitment reward) when an organized party or a recruited party is recruited (e.g., copied), but if the player who recruited the party (recruiting player) recruits a different party within a predetermined period (e.g., 24 hours) after the reward was granted, the reward may not be granted. Similarly, in the second embodiment, the granting means 56 is described as accumulating an accumulated value when an organized party or a recruited party is recruited (e.g., copied), but if the recruited player (recruited player) recruits a new different party within a predetermined period (e.g., 24 hours) after the accumulation, the accumulation may not be performed.
[0152] Furthermore, in the first embodiment, the granting means 56 has been described as granting rewards of different values (first recruitment reward and second recruitment reward), but the type of reward may be changed depending on the number of times the reward has been granted to the same player in the past.
[0153] In the first embodiment, the granting means 56 grants a reward (recruiting reward) to the organizing player. However, when the recruited party of the recruited player is recruited, the granting means 56 may grant a reward to the recruited player. For example, the granting means 56 may grant a reward to the recruited player differently from the reward to the organizing player. For example, the reward granted to the recruited player may be lower in value than the reward granted to the organizing player.
[0154] Furthermore, in the first embodiment, the case where the reward (recruitment reward) is mainly content has been described, but it may also have the effect of increasing a parameter (e.g., stamina) related to the organizing player, the effect of increasing the ability parameters of each character constituting the organizing player's party, the effect of increasing the reward for clearing a quest, the effect of relaxing restrictions imposed on the organizing player, etc. Examples of such restrictions include the upper limit of the number of times a quest can be executed, the upper limit of the number of times a lottery game can be executed, the upper limit of the number of times content can be acquired, the upper limit of the number of times an item can be used, etc.
[0155] In addition, in the second embodiment, the granting means 56 has been described as granting a reward of higher value the higher the accumulated value, but it may also be configured to grant a reward of lower value the higher the accumulated value.
[0156] In addition, in the second embodiment, the granting means 56 was described as granting a reward to the organized player each time the accumulated value reached a multiple of 10, but the reward may also be granted based on a table in which the type of reward to be granted corresponds to the accumulated value.
[0157] In addition, in the second embodiment, the accumulated value is described as being initialized at the start or end of a specified period, but it may also be initialized when the player to whom the accumulated value is associated changes (reorganizes or recruits) his or her own party (organized party).
[0158] Furthermore, in the first and second embodiments, the case where another player's party is adopted is described, but it is also possible to adopt a party that another player has proposed (organized) for himself.
[0159] Furthermore, in the first and second embodiments, the case where a party is made up of a predetermined number of characters (for example, four characters) has been described, but the party may be made up of characters less than the predetermined number.
[0160] In the first and second embodiments, the party information in player information 50A includes the character ID of each character that makes up one party, but the party information may include the character ID of each character that makes up multiple parties. For example, when a player views the party of another player, multiple parties associated with the other player may be viewable.
[0161] In the first and second embodiments, the quest is described as a battle game (cooperative game) in which a party of one player cooperates with a party of another player (cooperative player) matched with the one player, but the quest may be a battle game in which a party of one player competes against a party of another player. Furthermore, the quest may be a multiplayer (battle royale) battle game in which three or more players participate.
[0162] Furthermore, in the first and second embodiments, the content is mainly a character, but it may also be various items such as weapons and protective gear, cards, avatars, coins, points, and the like. [Explanation of symbols]
[0163] 10...server device (computer), 12...terminal device, 50...storage means, 52...organization means, 54...identification means, 56...assignment means
Claims
1. Computer, An organizing means for organizing a party composed of a predetermined number of contents selected by a player from among a plurality of contents; a specifying means for specifying the player who has organized the organizing party when the player copies the organized organizing party as his / her own adopted party; a reward providing means for providing a reward to the specified organized player; Functioning as a the granting means does not grant the reward to the organizing player when the one player newly copies an organizing party different from the organizing party within a predetermined period of time after granting the reward; program.
2. The identification means identifies the organized player when the one player plays a battle game with the organized party and then copies the organized party as the one player's adopted party. The program according to claim 1.
3. the granting means grants a reward to the organized player when the one player plays a competitive game using the copied party; The program according to claim 2.
4. the granting means grants a reward to the organized player when the one player wins the battle game using the copied party. The program according to claim 3.
5. the granting means grants a first reward when the one player copies the organized party as a recruited party, and grants a second reward different from the first reward when the one player further copies the recruited party.
5. The program according to claim 1.
6. the first reward is of greater value than the second reward; The program according to claim 5.
7. The second reward is of greater value than the first reward. The program according to claim 5.
8. An organizing means for organizing a party composed of a predetermined number of contents selected by a player from among a plurality of contents; A specifying means for specifying the player who has organized the organizing party when the player copies the organized organizing party as his / her own adopted party; a reward providing means for providing a reward to the specified organized player; Equipped with the granting means does not grant the reward to the organizing player when the one player newly copies an organizing party different from the organizing party within a predetermined period of time after granting the reward; Information processing device.