Program and information processor

JP2023118692A5Active Publication Date: 2025-02-17SEGA CORP
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Patent Information

Application Number
JP2023044165
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

Technical Problem

Players whose organized parties are spread among multiple players do not receive incentives, leading to a loss of motivation to play the game.

Method used

A system that allows players to organize parties with selected characters, identifies and rewards the organizing player when their party is adopted by others, and accumulates values based on the spread of the party, granting higher rewards for further adoptions or victories.

Benefits of technology

Motivates players to continue playing by providing incentives for organizing and spreading parties, restricting excessive rewards, and encouraging strategic party management.

✦ Generated by Eureka AI based on patent content.

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Abstract

To motivate a player in which an organized party is spread to play a game.SOLUTION: A program allows a computer to function as organization means 52 for organizing a party composed of a predetermined number of contents selected by a player from among multiple contents, specification means 54 for specifying an organization player who organizes an organization party when one player adopts the organized organization party as an adoption party for one's own party, and imparting means 56 for accumulating an accumulated value corresponding to an organization player by the specification and imparting a reward to the organization player according to the accumulation value. The specification means 54 specifies an organization player even if another player further adopts an adoption party for one's own party.SELECTED DRAWING: Figure 4
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Description

Technical Field

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

Background Art

[0002] Conventionally, there has been known a game in which a battle game (for example, a quest) is executed using a party composed of a plurality of characters available to a player.

[0003] Regarding this, Patent Document 1 discloses a technique in which a player can receive guidance from a friend player regarding party formation using the characters possessed by the player.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] In such a game, since a player can adopt (copy) a party formed by another player into his / her own party, each player can play the game with a variety of parties. However, there has been a problem that a player (a forming player) whose formed party has spread cannot receive an incentive corresponding to the spread and loses the motivation to play the game.

[0006] The present invention has been made in view of such problems, and an object thereof is to provide a program and an information processing apparatus that can give a player whose formed party has spread the motivation to play the game.

Means for Solving the Problems

[0007] To solve the above problems, a program according to the first aspect of the present invention causes a computer to function as: a formation means for forming a party consisting of a predetermined number of contents selected by a player from among multiple contents; an identification means for identifying the formation player who formed the formation party when a player adopts the formed formation party as an adopted party in their own party; and a reward means for accumulating an accumulated value corresponding to the formation player through the identification and granting the formation player a reward according to the accumulated value, wherein the identification means also identifies the formation player when another player further adopts the adopted party in their own party.

[0008] Furthermore, in a second aspect of the present invention, the identifying means identifies the player who made the party when a request is made from the first player to copy the party composition, and when a request is made from the other player to copy the party composition.

[0009] Furthermore, in a third aspect of the present invention, the identifying means identifies the player who created the party when the first player has viewed the party and then added the party to their own party, and the identifying means identifies the player who created the party when the other player has viewed the party that was adopted and then added the adopted party to their own party.

[0010] Furthermore, in a fourth aspect of the present invention, the identifying means identifies the forming player when the first player plays a game against the formed party and then adds the formed party to his own party, and the identifying means identifies the forming player when the other player plays a game against the adopted party and then adds the adopted party to his own party.

[0011] Furthermore, in a fifth aspect of the present invention, the rewarding means grants a reward to the player who formed the party when the first player plays a competitive game using the party he adopted, or when the other player plays a competitive game using the party he adopted.

[0012] Furthermore, in a sixth aspect of the present invention, the rewarding means grants a reward to the player who assembled the party when the first player wins a competitive game using the party he adopted, or when the other player wins a competitive game using the party he adopted.

[0013] Furthermore, in a seventh aspect of the present invention, the granting means stores a first predetermined value in the accumulated value when the first player adopts the assembled party as the adopted party, and stores a second predetermined value, which is a different value from the first predetermined value, in the accumulated value when the other player further adopts the adopted party.

[0014] Furthermore, in the eighth aspect of the present invention, the granting means grants a reward of higher value the higher the accumulated value, and the first predetermined value is greater than the second predetermined value.

[0015] Furthermore, in the ninth aspect of the present invention, the granting means grants a reward of higher value the higher the accumulated value, and the second predetermined value is greater than the first predetermined value.

[0016] Furthermore, an information processing device according to the tenth aspect of the present invention includes: a formation means for forming a party consisting of a predetermined number of contents selected by a player from among a plurality of contents; an identification means for identifying the formation player who formed the formation party when a player adopts the formed formation party as a party to be adopted by another player; and a granting means for accumulating an accumulation value corresponding to the formation player through the identification and granting a reward to the formation player according to the accumulation value, wherein the identification means also identifies the formation player when another player further adopts the adopted party to be adopted by another player to be adopted by another player to be adopted by another player [Effects of the Invention]

[0017] According to the present invention, it is possible to give a motivation to play a game to a player to whom the organized party is spread.

Brief Description of Drawings

[0018] [Figure 1] It is a block diagram showing an example of the overall configuration of a game system according to the first embodiment. [Figure 2] It is a diagram schematically showing an example of the hardware configuration of a server device. [Figure 3] It is a diagram showing an example of the hardware configuration of a smartphone as the terminal device shown in FIG. 1. [Figure 4] It is a block diagram showing an example of the functional configuration of a server device. [Figure 5] In the game system according to the first embodiment, it is a flowchart showing an example of the processing flow performed by each functional means shown in FIG. 4. [Figure 6] It is a diagram showing an example of the detailed screen of a cooperative player according to the first embodiment. [Figure 7] It is a diagram showing an example of the reward receiving screen according to the first embodiment. [Figure 8] In the game system according to the second embodiment, it is a flowchart showing an example of the processing flow performed by each functional means. [Figure 9] It is a diagram showing an example of the reward receiving screen according to the second embodiment.

Modes for Carrying Out the Invention

[0019] Hereinafter, a plurality of embodiments of the present invention will be described with reference to the accompanying drawings. For ease of understanding of the description, the same reference numerals are given to the same components and steps in each drawing as much as possible, and duplicate descriptions are omitted.

[0020] ---First Embodiment--- First, the first embodiment will be described.

[0021] <Overall Structure> Figure 1 is a block diagram showing an example of the overall configuration of the game system 1 according to the first embodiment.

[0022] As shown in Figure 1, the game system 1 comprises a server device 10 and one or more terminal devices 12. The server device 10 and the terminal devices 12 are connected to each other 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 the 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 the players of the terminal devices 12.

[0024] Each terminal device 12 is an information processing device owned by each player, which provides the game to each player by installing and executing the game program 14 received from the server device 10. Examples of 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> Figure 2 is a schematic diagram showing an example of the hardware configuration of server device 10.

[0026] As shown in Figure 2, the server device 10 comprises a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly composed of a CPU (Central Processing Unit) 22 and memory 24.

[0027] In the control device 20, the CPU 22 executes a predetermined program stored in the memory 24 or storage device 28, thereby functioning as various functional means. Details of these functional means will be described later.

[0028] The communication device 26 consists of a communication interface and the like for communicating with external devices. The communication device 26, for example, sends and receives various types of information with the terminal device 12.

[0029] The storage device 28 is composed of a hard disk or the like. This storage device 28 stores various programs and information necessary for executing processing in the control device 20, including the game program 14, as well as information on the processing results.

[0030] The server device 10 can be implemented using an information processing device such as a dedicated or general-purpose server computer. Furthermore, the server device 10 may consist of a single information processing device or multiple information processing devices distributed across the communication network NT. Also, Figure 2 only shows a portion of the main hardware configuration of the server device 10; the server device 10 may have other configurations that are generally found in servers. Similarly, the hardware configuration of the multiple terminal devices 12 may be similar to that of the server device 10, except for the inclusion of, for example, operating means, display devices, and sound output devices.

[0031] Figure 3 shows an example of the hardware configuration of a smartphone, which is the terminal device 12 shown in Figure 1.

[0032] As shown in Figure 3, the terminal device 12 includes a main control unit 30, a touch panel (touchscreen) 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 comprised of a CPU, memory, and other components. This main control unit 30 is connected to a touch panel 32 (which serves 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 also has the function of controlling these connected devices.

[0034] The touch panel 32 has both display and input functions, and is composed of a display 32A that handles the display function and a touch sensor 32B that handles the input function. In the first embodiment, the display 32A can display game images including button images, directional key images, joystick images, and other operation input images. The touch sensor 32B can detect the player's input position relative to the game image.

[0035] The camera 34 has the function of capturing still images and / or videos and saving them to the memory unit 40.

[0036] The mobile communication unit 36 ​​has the function of connecting to a mobile communication network via the antenna 36A and communicating with other communication devices connected to the mobile communication network.

[0037] The wireless LAN communication unit 38 connects to the communication network NT via the antenna 38A and has the function of communicating with other devices such as the server device 10 that are connected to the communication network NT.

[0038] The memory unit 40 stores various programs and data, such as the game program 14 and play data indicating the game's progress and player information. The play data may also be stored in the server device 10.

[0039] Speaker 42 has the function of outputting game sounds, etc.

[0040] <Game Overview> The game according to the first embodiment includes a lottery game and quests in which players can acquire characters, which are an example of content. This lottery game may be referred to as gacha, lottery, summoning, etc. This quest may be referred to as a battle game, dungeon, exploration, etc.

[0041] The lottery game according to the first embodiment is a game in which, in response to an execution request (instruction) from the player to execute a lottery game, one or more characters (content) are randomly selected from a group of characters (group of content) that are the subject of the lottery. This lottery game is executed 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 obtained through purchase procedures (payments) such as money, prepaid cards, credit cards, electronic money, and crypto assets. Examples of paid currency include paid items, paid coins, and paid points. For example, in the game according to the first embodiment, one paid item can be purchased for 100 yen. On the other hand, free currency is free content that can be obtained by playing the game. Examples of free currency include non-paid items, non-paid coins, and non-paid points. Examples of playing the game include players logging in, winning quests, and completing missions. 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 a multiplayer competitive game (cooperative game) in which, for example, a party of one player and a party of another player (cooperative player) matched with that player cooperate to fight against enemy characters. For example, in the party formation menu, a player can form a party by arbitrarily selecting (instructing selection) a predetermined number of characters (e.g., 4 characters) from their owned characters. Furthermore, a player can adopt (e.g., copy) a party from another player. This quest is executed based on the current stamina value associated with the player hosting the multiplayer session. This current stamina value can be restored by spending game currency (paid or free currency). The quest is executed based on the ability parameters of each character in each player's party and the ability parameters of the enemy character. Each player participating in the quest can obtain a clear reward (reward content) if they defeat the boss character that appears in the quest (clear the quest), that is, if they reduce the boss character's hit points to 0 or less. These clear rewards may include, for example, free currency, gacha tickets, characters, and player experience points.

[0043] <Functional means> Figure 4 is a block diagram showing an example of the functional configuration of the server device 10.

[0044] As shown in Figure 4, the server device 10 has a functional configuration comprising a storage means 50, an organization means 52, an identification means 54, an assignment means 56, and a control means 58. The storage means 50 is implemented by one or more storage devices 28. The functional means other than the storage means 50 are implemented by the control device 20 executing the game program 14 stored in the storage devices 28, etc.

[0045] The memory means 50 is a functional means for storing player information 50A, character information 50B, lottery game information 50C, quest information 50D, etc.

[0046] Player information 50A is stored for each player, associated with that player's player ID. This player information 50A includes, for example, the player's name, age, player rank, owned content information, party information, matchmaking history, stamina information, etc.

[0047] Player rank increases, for example, when a player gains player experience points.

[0048] Owned content information includes owned character information and owned item information. Owned character information includes the character ID and quantity of characters owned by the player. Owned item information includes the type and quantity of items owned by the player. These items include paid items, non-paid items, stamina recovery items, etc.

[0049] Party information includes the character IDs of each character that make up a party used by the player in a quest, as well as the player ID of the party.

[0050] The Player ID for a party includes the Player ID of the player who formed the party (the forming player). For example, if a player forms the party themselves, the Player ID for that player will include the player's own Player ID. On the other hand, if a second player adopts a party formed by the first player (the forming player), the Player ID for that second player will include the Player ID of the first player. In this case, the Player ID for the second player will contain a different Player ID than the second player's Player ID, so the second player becomes the adopting player.

[0051] Furthermore, if a third player adopts the party adopted by the second player (the adopting player), the player ID of the party formed by the third player will include the player ID of the first player. In other words, even if the party is adopted multiple times, the player ID of the party formed will include the player ID of the player who initially formed that party. Here, the player ID of the party formed by the third player will include a different player ID from the third player's player ID, so the third player will be the adopting player. This recruitment can involve copying all the characters that make up a party, or imitating and forming a party based on an existing one. For example, a formed party is a party composed of a predetermined number of characters (e.g., 4) selected (selected) by the player from among multiple owned characters (content). In other words, a formed party is a party that the player has created (formulated) themselves, without adopting another player's party. A recruited party, on the other hand, is a party that has been recruited (e.g., copied) from a party formed by a different player. Here, a recruited party includes not only parties that were directly recruited from a formed party, but also parties that were recruited once or multiple times from the directly recruited party (recruited party).

[0052] The matchmaking history includes the player ID of each player matched with and the party for each quest the player has played in the past. This party includes the character IDs of each character that made up the party used by the matched player in the quest.

[0053] Stamina information includes current stamina value, stamina limit, and stamina recovery amount. 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) after a certain period of time (e.g., 3 minutes) until it reaches the stamina limit. Stamina limit is the maximum amount that current stamina value can recover through the passage of time or recovery processes. Stamina limit increases, for example, when the player rank increases. Stamina recovery amount includes, for example, the amount (e.g., 10) that current stamina value recovers through recovery processes. This recovery process 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, associated with that character's character ID. Character Information 50B includes, for example, the character's name, image, ability parameters, special skills, and rarity. This Character Information 50B is updated periodically by the game operator through game updates (version upgrades and updates).

[0055] Ability parameters include attack power, defense power, hit points, etc.

[0056] Special abilities include effects that are activated during quests. These effects include effects that allow any character in the party to deal damage to an enemy character, effects that change the ability parameters of the characters in your own party, and effects that change the ability parameters of the characters in a co-op player's party. For example, players can form a party based on the compatibility of their characters' special abilities.

[0057] Rarity includes a number ranging from 1 to 6, for example. This number may be represented by the number of stars. Characters with higher rarity have abilities and special skills that are advantageous in quests, for example.

[0058] The lottery game information 50C is stored for each lottery game, associated with the lottery game ID of that game. The lottery game information 50C includes the name of the lottery game, the prize money, information about the lottery participants, etc.

[0059] The reward includes the number of in-game currency (paid or free) required to perform one draw. For example, the reward for the first draw game is 5 paid or non-paid items.

[0060] The information for the characters to be drawn includes the character ID of each character that makes up the group of characters to be drawn in the drawing game, and the appearance frequency (weight) associated with that character ID. The appearance frequency includes a number from 1 to 10, for example. Lower appearance frequencies are assigned to characters of higher rarity, and higher appearance frequencies are assigned to characters of lower rarity. Note that different appearance frequencies may be assigned to characters of the same rarity (for example, rarity 6). Here, the probability of a character being drawn is the value obtained by dividing the appearance frequency set for that character by the sum of the appearance frequencies set for each character that makes up the group of characters to be drawn. Specifically, if the appearance frequency set for a character is 2, and the sum of the appearance frequencies set for each character that makes up the group of characters to be drawn is 400, then the probability of that character being drawn is 2 / 400 (0.5%).

[0061] Quest Information 50D is stored for each quest, associated with the quest's quest ID. Quest Information 50D includes the quest name, stamina cost, enemy character information, clear rewards, drop rates, etc.

[0062] Stamina consumption includes the amount required to complete a quest. Stamina consumption is deducted from the player's current stamina. Stamina consumption will be higher for quests of higher difficulty, for example.

[0063] Enemy character information includes the character ID of each enemy character that appears in the quest. This includes boss characters.

[0064] Rewards for clearing the stage include, for example, non-paid items, gacha tickets, characters, stamina recovery items, and more.

[0065] The drop rate includes, for example, the probability of the player obtaining a clear reward (e.g., a character).

[0066] The party formation means 52 is a functional means for forming a party. In the first embodiment, the party formation means 52 forms a party consisting of a predetermined number (for example, 4) characters selected by the player from among multiple characters (content) owned by the player. For example, the party formation means 52 stores the character ID of each character that makes up the party formed by the player in the character ID of the party information in the player information 50A. Subsequently, the party formation means 52 stores the player ID of the player who formed the party in the player ID of the party information.

[0067] Furthermore, the formation means 52 adopts (for example, copies) a party (formed party or adopted party) from another player in response to a request from one player to adopt (for example, copy) the party. For example, in response to such a request, the formation means 52 copies the party information (character ID and formed player ID) from the player information 50A of another player to the party information (character ID and formed player ID) in the player information 50A of one player.

[0068] The identification means 54 is a functional means for identifying the player who formed the party. In the first embodiment, when a player adopts a party formed by a certain player (forming player) as a recruited party into their own party, the identification means 54 identifies the player who formed the party. Furthermore, the identification means 54 also identifies the player (forming player) when another player adopts a recruited party that was adopted by a player (recruiting player) into their own party. In other words, the identification means 54 identifies the player who formed the party not only when the party was adopted as a recruited party, but also when that recruited party was adopted again. Specifically, when a player adopts another player's party, the identification means 54 identifies the forming player (forming player ID) by referring to the party information in the other player's player information 50A. As a result, the forming player can receive rewards (recruitment rewards) even if the party they formed is disseminated.

[0069] For example, the identification means 54 identifies the forming player when one player requests to adopt a party formed by the forming player, and when another player requests to copy an adopted party adopted by one player. This request can be made, for example, from another player's profile screen, the details screen at the end of a quest, or a party information screen shared by multiple players. This other player could be a friend of the player or a player included in the matching history of player information 50A. This request also includes requests to copy the forming player's party and requests to copy the adopted party of the adopting player.

[0070] Furthermore, for example, the identification means 54 identifies the player who created the party if, after viewing the party, that player then creates that party in their own party. In other words, the identification means 54 identifies the player who created the party if, after viewing the party created by another player, that player then imitates (copy) that party. In the first embodiment, the identification means 54 determines that a player has imitated (copied) a party if the combination of characters constituting the party created by that player matches the combination of characters constituting the party. Examples of this viewing include when a player requests to view another player's profile screen, resulting in the display of that other player's party information (e.g., images of each character) on the player's terminal device 12's touch panel 32. This other player could be a friend of the player or a player included in the player information 50A's matching history.

[0071] Furthermore, for example, the identification means 54 identifies the player who created the party if another player views the adopted party and then incorporates that adopted party into their own party. In other words, the identification means 54 identifies the player who created the party if another player views the adopted party of one player (the adopting player) and then further imitates (copy) that adopted party. In the first embodiment, the identification means 54 determines that another player has imitated (copyed) the adopted party if the combination of characters constituting the party created by the other player matches the combination of characters constituting the adopted party.

[0072] Furthermore, for example, the identification means 54 identifies the player who created the party when a player plays a game against a player who has created a party and then creates that party in their own party (selects characters). In other words, the identification means 54 identifies the player who created the party when a player plays a game against another player (the player who created the party) and then imitates (copys) that party.

[0073] Furthermore, for example, the identification means 54 identifies the player who created the party if another player plays a game against the adopted party and then incorporates that adopted party into their own party. In other words, the identification means 54 identifies the player who created the party if another player plays a game against a player (the adopted player) and then further imitates (copy) that adopted 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 a player who has been identified by the identification means 54. For example, the granting means 56 grants a reward (recruitment reward) to a player who has been identified in response to the recruitment of a party being further recruited (copied).

[0075] Furthermore, for example, the rewarding means 56 grants a reward (recruitment reward) to the player who formed the party when one player (recruiting player) plays a competitive game using the party they recruited, or when another player (recruiting player) plays a competitive game using the party they recruited. For example, the rewarding means 56 grants a reward (recruitment reward) to the player who formed the party when a competitive game using a party recruited by one player or another player starts or ends.

[0076] Furthermore, for example, the rewarding means 56 grants a reward (recruitment reward) to the player who formed the team when one player (recruiting player) wins a battle game using the party they recruited, or when another player (recruiting player) wins a battle game using the party they recruited. For example, the rewarding means 56 grants a reward (recruitment reward) to the player who formed the team when a battle game using a party recruited by one player or another player ends and one player or the other player wins.

[0077] Furthermore, for example, the rewarding means 56 grants a first reward (first recruitment reward) when one player (recruiting player) recruits the assembled party as their recruited party, and grants a second reward (second recruitment reward) different from the first reward when another player (recruiting player) further recruits the recruited party. For example, the first and second rewards have different values. The following explains specific examples of how the first and second rewards have different values.

[0078] (1) When the first reward is of higher value than the second reward For example, the first reward is worth more 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 currency units, and the second reward is 5 free currency units. Also, for example, the first reward is a character with rarity 5, and the second reward is a character with rarity 4.

[0079] (2) When the second reward is of higher value 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 where the target characters are those with rarities from 1 to 4, and the second reward is one gacha ticket for a lottery game where the target characters are those with rarities from 2 to 5. 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 that controls 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 performs player matching processing.

[0081] <Processing flow> Figure 5 is a flowchart illustrating an example of the processing flow performed by each functional means shown in Figure 4 in the game system according to the first embodiment. Furthermore, the processing of the following steps begins, for example, when a player selects a quest as the host for multiplayer in the quest menu. Note that the order and content of the following steps can be changed as appropriate.

[0082] (Step SP10) The formation means 52 determines whether or not a formation request has been received from a player to form a party to be used in a quest. This formation request is, for example, a request to update the party information of the player information 50A corresponding to a player. If the determination is affirmative, the process proceeds to the process of step SP12. On the other hand, if the determination is negative, the process proceeds to the process of step SP14.

[0083] (Step SP12) The formation means 52 refers to the owned character information of player information 50A corresponding to a player, displays a list of characters owned by the player on the touch panel 32, and accepts a selection instruction to select a predetermined number (for example, 4) of characters to be formed into a party. Subsequently, the formation means 52 stores the character ID of each selected character in the party information of the player information 50A. Then, the process moves on to the processing of step SP14.

[0084] (Step SP14) The control means 58 matches one player with another player to play the same quest (versus game) in cooperation with the first player. This other player could be a player who selected the same quest as a guest in multiplayer at the same time as the first player, a friend of the first player, or a player whose location is close to the first player. The process then proceeds to step SP16.

[0085] (Step SP16) The control means 58 starts a quest in which one player and another player who were matched in step SP14 participate (multiplayer). First, the control means 58 refers to the quest information 50D and consumes the 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 the battle game screen on the touch panel 32 of the terminal device 12 held by the first player and on the touch panel 32 of the terminal device 12 held by the other player. Specifically, the control means 58 refers to the player information 50A for the first player and the player information 50A for the other matched player and displays images of each character that make up each player's party on the battle game screen. The control means 58 also refers to the quest information 50D and displays images of enemy characters on the battle game screen. Then, the process moves on to the process of step SP18.

[0086] (Step SP18) The control means 58 determines whether one player and another player have completed a quest. For example, if the hit points of the boss character appearing in the quest become 0 or less, the control means 58 affirms the determination. On the other hand, if the hit points of each character constituting each player's party become 0 or less, the control means 58 negates the determination. If the determination is affirmed, the process proceeds to step SP20. On the other hand, if the determination is negated, 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 one player and another player, respectively. Then, the process moves on to the process of step SP22.

[0088] (Step SP22) The control means 58 displays a details screen on the touch panel 32 of the terminal device 12 held by the first player, which displays details of another player (cooperative player) who cooperated in the first quest.

[0089] Figure 6 shows an example of the details screen 60 of a cooperative player according to the first embodiment.

[0090] As shown in Figure 6, the details screen 60 includes a co-op player information area 62, a friend request button 64, a copy button 66, and an OK button 68. The co-op player information area 62 displays the name of another player who cooperated in the same quest, and the party (images of each character) of that other player. 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 friends with each other. Note that the friend request button 64 is not displayed if the first player and the other player are already friends. 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 the first quest.

[0091] Returning to Figure 5, the process moves on to step SP24.

[0092] (Step SP24) The party formation means 52 determines whether a request has been made by one player to copy (adopt) another player's party into its own party. For example, if the copy button is pressed by one player, the party formation means 52 affirms this determination. If the determination is affirmed, the process proceeds to step SP26. On the other hand, if the determination is denied, that is, if the OK button is pressed without the copy button being pressed, the process terminates the series of processes shown in Figure 5.

[0093] (Step SP26) The formation means 52 refers to the player information 50A of another player and copies the other player's party information to the party information in the player information 50A of the first player. That is, the formation means 52 stores the character IDs of each character constituting the other player's party, and the forming player ID, in the party information of the first player. As a result, the first player becomes the recruiting player. Then the process moves on to the processing of step SP28.

[0094] (Step SP28) The identification means 54 identifies the player who formed the party (player ID) stored in the party information of one player in step SP26. That is, the identification means 54 identifies the player who formed the copied party in response to one player copying (adopting) another player's party into their own party. For example, if one player copies (adopts) a party formed by another player as an adopted party, the identification means 54 identifies the other player as the player who formed the party. Also, if another player copies (adopts) a party formed by a certain player as an adopted party, and one player further copies (adopts) that adopted party as an adopted party, the identification means 54 identifies the certain player as the player who formed the party. Then the process moves on to the process in step SP30.

[0095] (Step SP30) The granting means 56 grants a reward (recruitment reward) to the formation player identified in step SP28. In the first embodiment, the granting means 56 sends a reward acceptance message to the formation player. For example, if the reward acceptance message is opened, the control means 58 causes the reward acceptance screen to be displayed on the touch panel 32 of the terminal device 12 held by the formation player.

[0096] Figure 7 shows an example of a reward receiving screen 70 according to the first embodiment.

[0097] As shown in Figure 7, the reward receiving screen 70 is provided with a reward information area 72 and a receive button 74. The reward information area 72 shows that the assembled party (formed party) has been copied, as well as the type and quantity of the reward (recruitment reward). The receive button 74 is a button for confirming the receipt of the reward.

[0098] Then, the process concludes with the series of steps shown in Figure 5.

[0099] <Effects> In the first embodiment described above, the computer functions as a formation means 52 for forming a party consisting of a predetermined number of content selected by the player from among multiple content items, an identification means 54 for identifying the player who formed the formation party when one player adopts the formed formation party as their own party, and a reward means 56 for granting a reward to the identified formation player. The identification means 54 also identifies the formation player when another player further adopts the adopted party as their own party.

[0100] With this configuration, even if a party is subsequently recruited by another player, the player who formed the party will receive a reward. This provides motivation for players whose parties are spread (the players who formed the party) to continue playing the game.

[0101] Furthermore, in the first embodiment, the identification means 54 identifies the player who made the party when a request to copy a party composition is received from one player, and when a request to copy a party composition is received from another player.

[0102] With this configuration, even if the adopted party is copied further, the player who formed the party (the player who reduced the effort required for the adopting player) will receive a reward. This provides motivation for players whose formed parties are spread (the forming players) to continue playing the game.

[0103] Furthermore, in the first embodiment, the identification means 54 identifies the player who created the party when a player views the party and then adds that party to their own party, and the identification means 54 also identifies the player who created the party when another player views the party that has been adopted and then adds that party to their own party.

[0104] With this configuration, if a party is viewed and copied (imitated), the player who created the party (the player who contributed to the party's creation) will receive a reward. This provides motivation for players whose parties are shared (the party-creating players) to continue playing the game.

[0105] Furthermore, in the first embodiment, the identification means 54 identifies the forming player when one player plays a game against a formed party and then adds that formed party to their own party, and the identification means 54 also identifies the forming player when another player plays a game against a recruited party and then adds that recruited party to their own party.

[0106] With this configuration, if a party is copied (imitated) after a match in a competitive game, the player who formed the party (the player who contributed to the party formation of the adopting player) will receive a reward. This can motivate the player whose party is shared (the party-forming player) to play the game.

[0107] Furthermore, in the first embodiment, the rewarding means 56 grants a reward to the player who formed the party when the player plays a competitive game using the party he or she plays a competitive game using the party she or she uses.

[0108] Under this configuration, rewards are given when a player's assembled party or a recruited party is accepted and a competitive game is played. This provides motivation for players whose assembled parties are shared (players who contribute to the competitive game played by recruited players) to play the game. It also prevents excessive rewards from being given to players whose assembled parties are shared.

[0109] Furthermore, in the first embodiment, the rewarding means 56 grants a reward to the player who formed the party when the player wins a battle game using the party that the player has adopted, or when the player wins a battle game using the party that the other player has adopted.

[0110] Under this configuration, rewards are given when a player's assembled party or adopted party is used and wins a match. This provides motivation for players whose assembled parties are shared (players who contribute to the adopted player's match victory) to play the game. It also prevents excessive rewards from being given to players whose assembled parties are shared.

[0111] Furthermore, in the first embodiment, the rewarding means 56 grants a first reward when one player adopts the assembled party as the adopted party, and grants a second reward different from the first reward when another player further adopts the adopted party.

[0112] This configuration allows for different rewards depending on whether a party composition is adopted or if an adopted party is further adopted, thereby giving players (party composition players) strategic options in party composition and thus revitalizing the game.

[0113] Furthermore, in the first embodiment, the first reward is of higher value than the second reward.

[0114] With this configuration, if a party composition is adopted, a high-value reward (first reward) is given, which motivates players (party composition players) to interact with many other players using their party compositions and to make their party compositions public, thereby revitalizing the game.

[0115] Furthermore, in the first embodiment, the second reward is of higher value than the first reward.

[0116] This configuration provides players with an incentive to create parties that will be selected multiple times, as a high-value reward (second reward) is given when a party is selected again. This motivates players to create parties that will be selected 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 assembled player according to the accumulated value. The configuration and functions of the game system according to the second embodiment, which are not described below, are the same as those of the game system according to the first embodiment.

[0119] In the second embodiment, player information 50A includes, for example, an accumulated value. This accumulated value is accumulated (increases) when a party formed by a player is adopted as a party by another player, or when that adopted party is further adopted. In the second embodiment, the accumulated value is initialized to 0 (zero) at the start and 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 a player who has been identified by the identification means 54. For example, the granting means 56 accumulates an accumulated value corresponding to a player who has been identified when a player has been identified in response to the adoption of a party being further adopted (copied). The granting means 56 also grants a reward (adoption reward) to the player who has been adopted according to the accumulated value. For example, the granting means 56 grants a reward to the player who has been adopted each time the accumulated value reaches a multiple of 10. Also, for example, the granting means 56 grants a reward of higher value the higher the accumulated value. Specifically, the granting means 56 grants 1 unit of free currency when the accumulated value reaches a multiple of 10 less than 100, grants 2 units of free currency when it reaches a multiple of 10 between 100 and 300, and grants 3 units of free currency when it reaches a multiple of 10 of 300 or more.

[0121] Furthermore, the granting means 56 accumulates a first predetermined value in the accumulated value when one player adopts the formed party as the adopted party, and accumulates a second predetermined value in the accumulated value when another player further adopts the adopted party. These first predetermined value and 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 the 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 the 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> Figure 8 is a flowchart illustrating an example of the processing flow performed by each functional means in the game system according to the second embodiment. Furthermore, the processing of the following steps begins, for example, when a player selects a quest as the host for multiplayer in the quest menu. Note that the order and content of the following steps can be changed as appropriate.

[0123] (Steps SP40 to SP58) The processing in steps SP40 to SP58 is the same as the processing in steps SP10 to SP28 above, so the explanation is omitted. Then, the process moves on to step SP60.

[0124] (Step SP60) The assignment means 56 stores an accumulated value corresponding to the formation player identified in step SP58. For example, if a player adopts a formation party as their adopted party, the assignment means 56 adds a first predetermined value (e.g., 2) to the accumulated value of the player information 50A for the formation player. Also, for example, if a player adopts the adopted party as their adopted party, the assignment means 56 adds a second predetermined value (e.g., 1) to the accumulated value of the player information 50A for the formation player. Then the process moves on to the process in step SP62.

[0125] (Step SP62) The assigning means 56 determines whether the accumulated value accumulated in step SP60 has reached a predetermined value. This predetermined value can be a multiple of 10 (10, 20, ...). If the determination is positive, the process proceeds to step SP64. On the other hand, if the determination is negative, the process terminates the series of processes shown in Figure 8.

[0126] (Step SP64) The granting means 56 grants a reward (recruitment reward) to the player who is forming the team. In the second embodiment, the granting means 56 sends a reward acceptance message to the player who is forming the team. For example, if the reward acceptance message is opened, the control means 58 causes the reward acceptance screen to be displayed on the touch panel 32 of the terminal device 12 held by the player who is forming the team.

[0127] Figure 9 shows an example of a reward receiving screen 80 according to the second embodiment.

[0128] As shown in Figure 9, the reward receiving screen 80 is provided with a reward information area 82 and a receive button 84. The reward information area 82 shows that the accumulated value has reached a predetermined value due to the creation of a party (formed party) being copied, as well as the type and quantity of the reward (recruitment reward) and the current accumulated value.

[0129] Then, the process concludes with the series of steps shown in Figure 8.

[0130] <Effects> In the second embodiment described above, the computer functions as a formation means 52 for forming a party consisting of a predetermined number of content selected by the player from among multiple content items, an identification means 54 for identifying the player who formed the formation party when one player adopts the formed formation party as their own party, and a reward means 56 for accumulating an accumulated value corresponding to the formation player through identification and granting the formation player a reward according to the accumulated value. The identification means 54 also identifies the formation player when another player further adopts the adopted party as their own party.

[0131] With this configuration, accumulated points are also accumulated when a party is further recruited, and the player who formed the party receives a reward. This provides motivation for players whose formed parties are spread (the players who formed the parties) to continue playing the game.

[0132] In the second embodiment, the identification means 54 identifies the player who made the party when a request to copy a party composition is received from one player, and when a request to copy a party composition is received from another player.

[0133] With this configuration, even if the adopted party is copied further, the accumulated value is also accumulated, and the player who created that party (the player who reduced the effort of the adopting player) is rewarded. This can provide motivation for players whose parties are spread (the players who created the party) to continue playing the game.

[0134] Furthermore, in the second embodiment, the identification means 54 identifies the player who created the party when a player views the party and then adds that party to their own party, and the identification means 54 also identifies the player who created the party when another player views the party that has been adopted and then adds that party to their own party.

[0135] With this configuration, if a party is viewed and copied (imitated), the player who formed the party (the player who contributed to the party formation of the adopting player) will receive a reward. This can motivate players whose party formations are shared to continue playing the game.

[0136] In the second embodiment, the identification means 54 identifies the forming player when one player plays a game against a formed party and then adds that formed party to their own party, and the identification means 54 identifies the forming player when another player plays a game against a recruited party and then adds that recruited party to their own party.

[0137] With this configuration, if a party is copied (imitated) after a match in a competitive game, the player who formed the party (the player who contributed to the party formation of the adopting player) will receive a reward. This can motivate players whose party formations are shared to continue playing the game.

[0138] In the second embodiment, the rewarding means 56 grants a reward to the player who formed the party when the player plays a competitive game using the party that the player has adopted, or when the player plays a competitive game using the party that the other player has adopted.

[0139] Under this configuration, rewards are given when a player's assembled party or a recruited party is accepted and a competitive game is played. This provides motivation for players whose assembled parties are shared (players who contribute to the competitive game played by recruited players) to play the game. It also prevents excessive rewards from being given to players whose assembled parties are shared.

[0140] In the second embodiment, the rewarding means 56 grants a reward to the player who formed the party when the player wins a competitive game using the party that the player has adopted, or when the player wins a competitive game using the party that the other player has adopted.

[0141] Under this configuration, rewards are given when a player's assembled party or adopted party is used and wins a match. This provides motivation for players whose assembled parties are shared (players who contribute to the adopted player's match victory) to play the game. It also prevents excessive rewards from being given to players whose assembled parties are shared.

[0142] Furthermore, in the second embodiment, the granting means 56 stores a first predetermined value in the accumulated value when one player adopts the formed party as the adopted party, and stores a second predetermined value, which is a different value from the first predetermined value, in the accumulated value when another player further adopts the adopted party.

[0143] This configuration allows for different accumulation values ​​depending on whether a pre-formed party is adopted or if an adopted party is further adopted, thereby giving players (formation players) strategic options in party composition and thus revitalizing the game.

[0144] Furthermore, in the second embodiment, the granting means 56 grants a reward of higher value the higher the accumulated value, and the first predetermined value is greater than the second predetermined value.

[0145] This configuration allows for a large accumulation of points when a party composition is adopted, thus motivating players (players who use party compositions) to interact with many other players using their party compositions and to share their party compositions, thereby revitalizing the game.

[0146] Furthermore, in the second embodiment, the granting means 56 grants a reward of higher value the higher the accumulated value, and the second predetermined value is greater than the first predetermined value.

[0147] This configuration allows for a large accumulation of points when a party is repeatedly selected, thus motivating players (team builders) to create parties that will be selected multiple times, thereby revitalizing the game.

[0148] ---Variations--- It should be noted that the present invention is not limited to the above-described examples. That is, designs modified by those skilled in the art to the above-described examples are also included within the scope of the present invention, as long as they retain the features of the present invention. Furthermore, the elements of the embodiments described above and the modifications described later can be combined to the extent that it is technically possible, and combinations thereof are also included within the scope of the present invention, as long as they retain the features of the present invention.

[0149] For example, in the first embodiment, the identifying means 54 determined that a player had imitated another player's party when the combination of characters constituting a party formed by one player or another player matched the combination of characters constituting a party viewed or a party played in a competitive game. However, the identifying means 54 may also make the determination when a part of the combination (e.g., a majority) matches. Furthermore, the identifying means 54 may make the determination when all or part of the formation or order of characters constituting a party formed by one player matches. In addition, the identifying means 54 may determine that a player has imitated another player's party when the player views another player's party and then forms a party with the same combination within a predetermined period (e.g., one week). Similarly, the identifying means 54 may determine that a player has imitated another player's party when the player plays a competitive game against another player and then forms a party with the same combination within a predetermined period (e.g., one week).

[0150] Furthermore, in the first embodiment, the formation means 52 was described as forming a party consisting of a predetermined number of characters selected by the player from among multiple characters owned by the player. However, the multiple characters that the player can select may include characters lent out by other players (lent characters), characters provided by the game operator (provided characters), and so on.

[0151] Furthermore, in the first embodiment, the granting means 56 was described as granting a reward (recruitment reward) when a formed party or adopted party was adopted (for example, copied). However, if the player who adopted the party (recruiting player) adopts a different party within a predetermined period (for example, 24 hours) after the reward has been granted, the reward may not be granted. Similarly, in the second embodiment, the granting means 56 was described as accumulating accumulated values ​​when a party formation or adopted party is adopted (for example, copied). However, after such accumulation, if the adopted player (adopting player) adopts a different party within a predetermined period (for example, 24 hours), such accumulation may be omitted.

[0152] Furthermore, in the first embodiment, the granting means 56 was described as granting rewards of different values ​​(first-choice reward and second-choice reward), but the type of reward may be changed depending on the number of times the reward has been granted to the same player so far.

[0153] Furthermore, in the first embodiment, the granting means 56 was described as granting a reward (recruitment reward) to the player who forms the team, but if the recruited party of the recruiting player is accepted, the reward may also be granted to the recruiting player. Also, for example, the granting means 56 may make the reward given to the recruiting player and the reward given to the player who forms the team different. For example, the reward given to the recruiting player may be of lower value than the reward given to the player who forms the team.

[0154] Furthermore, while the first embodiment described a case where the reward (recruitment reward) was mainly content, it may also be an effect that increases parameters related to the player in the formation (e.g., stamina), an effect that increases the ability parameters of each character that make up the player in the formation's party, an effect that increases the reward for clearing quests, or an effect that eases restrictions imposed on the player in the formation. Examples of such restrictions include the maximum number of times a quest can be executed, the maximum number of times a lottery game can be played, the maximum number of content items that can be acquired, and the maximum number of items that can be used.

[0155] Furthermore, in the second embodiment, the granting means 56 was described as granting a reward of higher value the higher the accumulated value, but it is also possible to grant a reward of lower value the higher the accumulated value.

[0156] Furthermore, in the second embodiment, the rewarding means 56 was described as granting a reward to the player in the formation each time the accumulated value reached a multiple of 10. However, the reward may also be granted based on a table that associates the type of reward to be granted according to the accumulated value.

[0157] Furthermore, while the second embodiment described a case where the accumulated value is initialized at the start or end of a predetermined period, the accumulated value may also be initialized when the player to whom it is associated changes (reorganizes or adopts) their party (formed party).

[0158] Furthermore, while the first and second embodiments described the case of adopting a party from another player, it is also possible to adopt a party proposed (formed) by another player for oneself.

[0159] Furthermore, while the first and second embodiments described a case where the party consists of a predetermined number of characters (for example, 4 characters), the party may consist of fewer than the predetermined number of characters.

[0160] Furthermore, while the first and second embodiments described a case where the party information of player information 50A includes the character IDs of each character constituting one party, it is also possible to include the character IDs of each character constituting multiple parties. For example, when a player views another player's party, multiple parties associated with that other player may be viewable.

[0161] Furthermore, while the first and second embodiments described a quest as a cooperative game in which one player's party cooperates with another player's party (a co-op player) matched with that player, it may also be a competitive game in which one player's party competes against another player's party. Additionally, the quest may be a multiplayer (battle royale) competitive game in which three or more players participate.

[0162] Furthermore, while the first and second embodiments primarily described cases where the content is a character, it may also be various items such as weapons and armor, cards, avatars, coins, points, etc. [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 granting means for accumulating an accumulation value corresponding to the organized player by the identification and granting a reward to the organized player according to the accumulation value; Function as a the granting means, when the one player newly copies an organizing party different from the organizing party within a predetermined period after the accumulation, does not accumulate the points for the organizing player; 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, when the one player copies the organized party as a recruited party, accumulates a first predetermined value in the accumulated value, and, when the one player further copies the recruited party, accumulates a second predetermined value, which is a value different from the first predetermined value, in the accumulated value.

5. The program according to claim 1.

6. The granting means grants a reward of higher value as the accumulated value is higher, The first predetermined value is greater than the second predetermined value. The program according to claim 5.

7. The granting means grants a reward of higher value as the accumulated value is higher, The second predetermined value is greater than the first predetermined value. 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 rewarding means for accumulating an accumulation value corresponding to the organized player by the identification and for granting a reward to the organized player according to the accumulation value; Equipped with the granting means, when the one player newly copies an organizing party different from the organizing party within a predetermined period after the accumulation, does not accumulate the points for the organizing player; Information processing device.