Program and information processing device

JP2023168237A5Pending Publication Date: 2025-04-22SEGA CORP
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Patent Information

Application Number
JP2023060173
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-04-03
Publication Date
2025-04-22

AI Technical Summary

Technical Problem

Players who set costumes of lower value for their player characters in multiplayer games become passive due to the perceived disadvantage, leading to reduced engagement and activity in gameplay.

Method used

A program and information processing device that executes multiplayer games, where a computer selects a costume for a player character, matches player characters, identifies those with lower-value costumes, and rewards them with special costumes or purchase rights when specific conditions are met, such as active play or payment during a predetermined period.

Benefits of technology

Encourages players with lower-value costumes to actively participate in games by offering special rewards, maintaining fairness and engagement without altering game parameters that provide an advantage.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To urge a player who sets a costume having a low value to perform positive play.SOLUTION: A program allows a computer to function as setting means 52 for setting a costume selected by a player to a player character from among costumes owned by the player, control means 54 for executing a game by matching multiple player characters to which costumes are set, and specification means 56 for specifying a player character having a relatively low value of a set costume from among player characters matched to a game. The control means 54 allows a player to acquire a special reward when a play evaluation of the player corresponding to a specified player character satisfies a predetermined condition in a game.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 player character can be given individuality (characteristics) in appearance by equipping the player character with a costume (skin).

[0003] Regarding this, Patent Document 1 discloses a technique in which a player can select a costume for a player character.

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, there has been a problem that a player who sets a costume with a lower value than the costumes set for surrounding player characters becomes passive in game play.

[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 encourage a player who sets a low-value costume to play actively.

Means for Solving the Problems

[0007] To solve the above problems, a program according to a first aspect of the present invention is a program that executes a multiplayer game with multiple player characters, wherein the computer functions as a setting means for setting a player character with a costume selected by the player from among the costumes owned by the player, a control means for matching the multiple player characters with the set costumes and executing the game, and a identification means for identifying a player character among the player characters matched to the game whose set costume has a relatively low value, and the control means causes the identified player character to receive a special reward when the player's play evaluation in the game meets predetermined conditions.

[0008] Furthermore, in a second aspect of the present invention, the costume does not possess parameters that would be advantageous in the game.

[0009] Furthermore, in a third aspect of the present invention, the game is a cooperative game in which multiple player characters constituting a team cooperate, and the control means matches the multiple player characters constituting the team.

[0010] Furthermore, in a fourth aspect of the present invention, the identifying means identifies player characters among those matched to the cooperative game whose set costume value is lower than the average value of the costumes set for each player character constituting the team.

[0011] Furthermore, in a fifth aspect of the present invention, the special reward is a special costume of higher value than the costume set for the specified player character.

[0012] Furthermore, in a sixth aspect of the present invention, the special reward is the right to purchase a special costume of higher value than the costume set for the specified player character.

[0013] Furthermore, in a seventh aspect of the present invention, the special reward is the right to purchase the special costume at a lower-than-usual purchase price.

[0014] Furthermore, in the eighth aspect of the present invention, the control means causes the player corresponding to the identified player character to acquire the special reward if the player is a paying player during a predetermined period.

[0015] Furthermore, an information processing device according to the ninth aspect of the present invention is an information processing device that executes a multiplayer game with multiple player characters, comprising: setting means for setting a costume selected by the player from among the costumes owned by the player to a player character; control means for matching the multiple player characters to which the costumes have been set and executing the game; and identification means for identifying a player character among the player characters matched to the game whose set costume has a relatively low value, wherein the control means allows the identified player character to acquire a special reward when the player's play evaluation meets predetermined conditions in the game. [Effects of the Invention]

[0016]

[0017]

[0018] According to the present invention, it is possible to encourage players who have set low-value costumes to play more actively. [Brief explanation of the drawing]

[0019] [Figure 1] This is a block diagram showing an example of the overall configuration of the game system according to the first embodiment. [Figure 2] This diagram schematically shows an example of a server device hardware configuration. [Figure 3] Figure 1 shows an example of a smartphone hardware configuration as a terminal device. [Figure 4] It is a block diagram showing an example of the functional configuration of the 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 an inquiry screen according to the first embodiment. [Figure 7] It is a diagram showing an example of a notification 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 a notification screen according to the second embodiment.

Mode for Carrying Out the Invention

[0020] 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. [[ID=​​​​​​​​​​​​​​​​​​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.

[0025] 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.

[0026] <Hardware Configuration> Figure 2 is a schematic diagram showing an example of the hardware configuration of server device 10.

[0027] 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.

[0028] 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.

[0029] 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.

[0030] 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.

[0031] 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.

[0032] Figure 3 shows an example of the hardware configuration of a smartphone, which is the terminal device 12 shown in Figure 1.

[0033] 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.

[0034] 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.

[0035] 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.

[0036] The camera 34 has the function of capturing still images and / or videos and saving them to the memory unit 40.

[0037] 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.

[0038] 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.

[0039] 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.

[0040] Speaker 42 has the function of outputting game sounds, etc.

[0041] <Game Overview> The game according to the first embodiment is not particularly limited as long as it is a multiplayer game in which multiple player characters are matched. In this game, for example, when a player operates (gives instructions to) the touch panel 32, the player character corresponding to that player performs actions such as moving or attacking in the game space. An example of such a game is a cooperative game in which multiple (two or more) player characters that make up a team cooperate. In this cooperative game, for example, four player characters that make up a team cooperate to fight against an enemy character. This cooperative game ends, for example, when all player characters in the team become unable to act, or when the boss character that appears in the final stage becomes unable to act. Furthermore, each player character is assigned a costume selected by the player. This costume is an outfit that is granted to the player, for example, through purchase using currency items (game currency) or through a lottery game. In the first embodiment, the costume is associated with a value (rarity) corresponding to the purchase price or lottery probability. This currency item is an item that the player can acquire through a purchase procedure (payment with cash or electronic money, credit card payment, etc.). Furthermore, in the first embodiment, the costume does not possess any parameters that would be advantageous in the game (cooperative game) (such as defense power or health), and is an object used solely to give the player character's appearance individuality.

[0042] <Functional means> Figure 4 is a block diagram showing an example of the functional configuration of the server device 10.

[0043] As shown in Figure 4, the server device 10 has a functional configuration comprising a storage means 50, a setting means 52, a control means 54, a specific means 56, and a modification 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 a game program 14 stored in the storage devices 28, etc.

[0044] The memory means 50 is a functional means for storing player information 50A, costume information 50B, lottery game information 50C, etc.

[0045] 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, and owned content information.

[0046] Owned content information includes owned item information and owned costume information. Owned item information includes the types and quantities of items owned by the player. These items include currency items and costume change items. Owned costume information includes the costume IDs of the costumes owned by the player.

[0047] Costume information 50B is stored for each costume, associated with its costume ID. Costume information 50B includes, for example, the costume's name, image (e.g., 3D model), rarity, and purchase price. This costume information 50B is updated when new costumes are added, for example, through game updates (version upgrades or updates) by the game operator.

[0048] Rarity is represented by a number ranging from 1 to 6. This number indicates the value of the costume. This value may be represented by, for example, the number of stars. For example, the higher the rarity of a costume, the more expensive it is to purchase or the lower the probability of obtaining it in a gacha game. Also, for example, the higher the rarity of a costume, the more luxurious its appearance.

[0049] The purchase price includes, for example, the number of currency items. This purchase price is associated with costumes available for purchase in the in-game shop. For example, costumes with lower rarity have a lower purchase price (number of currency items).

[0050] 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.

[0051] The reward includes the number of currency items required to perform one draw.

[0052] The information for which items are to be drawn includes the costume ID of each costume that makes up the group of costumes that are the target of the drawing game, and the appearance frequency (weight) associated with that costume ID. The appearance frequency includes a number from 1 to 10, for example. Costumes with higher rarity are assigned lower appearance frequencies, and costumes with lower rarity are assigned higher appearance frequencies. Note that costumes of the same rarity (for example, rarity 6) may each have different appearance frequencies. Here, the probability of a costume being drawn is the value obtained by dividing the appearance frequency set for that costume by the sum of the appearance frequencies set for each costume that makes up the group of costumes that are to be drawn. Specifically, if the appearance frequency set for a costume is 2, and the sum of the appearance frequencies set for each costume that makes up the group of costumes that are to be drawn is 400, then the probability of that costume being drawn is 2 / 400 (0.5%).

[0053] The setting means 52 is a functional means for setting a costume for the player character. In the first embodiment, the setting means 52 sets a costume selected by the player from among the costumes owned by the player before the start of the game to the player character. This set costume becomes the appearance (look) of the player character during the game and can be differentiated from the appearance of other player characters.

[0054] The control means 54 is a functional means that controls the entire game. In the first embodiment, the control means 54 matches multiple player characters whose costumes have been set by the setting means 52 and runs the game. An example of this game is the cooperative game described above. For example, the control means 54 matches multiple (e.g., 4) player characters that make up a team. These multiple player characters that make up this team cooperate as allies (teammates) with the objective of defeating (eliminating) the boss character that appears in the final stage.

[0055] Furthermore, the control means 54 causes a player character identified by the identification means 56 (hereinafter referred to as the "identified player character") from among the player characters matched to the game to acquire a special reward. In the first embodiment, the control means 54 causes the player corresponding to the identified player character (hereinafter referred to as the "identified player") to acquire a special reward as a reward for the change. For example, the control means 54 causes the identified player to acquire a special reward when the identified player performs actively in the game. Specifically, the control means 54 causes the identified player to acquire a special reward when the identified player's play evaluation in the game meets predetermined conditions. This special reward is, for example, a reward that only the identified player can acquire. These special rewards may include, for example, special costumes that are of higher value (rarity) than the costumes set for specific player characters (hereinafter referred to as "specific costumes"), the right to purchase special costumes, or the right to purchase special costumes at a lower price than usual (for example, 50% of the purchase price). Furthermore, the play evaluation is a numerical value that indicates, for example, whether a player is actively engaging in gameplay. The following sections will explain specific examples of play evaluation and the specified conditions.

[0056] (1) Numerical evaluation For example, the play evaluation includes a numerical value from 0 to 99. For example, the control means 54 calculates (increases or decreases) the play evaluation value based on a specific player character corresponding to a specific player performing a predetermined action. Specifically, the control means 54 increases the play evaluation value according to the number of times the specific player character attacks an enemy character, the number of times attacks (e.g., bullets) hit, the amount of damage dealt, the number of enemy characters incapacitated, the number of times the player character rescues another player character on the same team (hereinafter referred to as "ally character"), etc. On the other hand, the control means 54 decreases the play evaluation value if, within a predetermined time, the specific player character does not attack an enemy character even once, remains within a predetermined range (does not move a predetermined distance), is rescued by an ally character, etc. For example, if the control means 54 determines, at the end of the game, that a specific player's play evaluation score is equal to or higher than a predetermined value (e.g., 80), the specific player will acquire a special costume with a higher rarity than the specific costume set for that player character.

[0057] (2) Evaluation based on mission completion For example, the play evaluation includes the number of missions completed (numerical value). For example, the control means 54 increases the play evaluation value by 1 each time a specific player character corresponding to a specific player completes one of the predetermined missions. Examples of such missions include hitting enemy characters with attacks a predetermined number of times or more, dealing a predetermined amount of total damage to enemy characters, incapacitating a predetermined number of enemy characters or more, or rescuing allied characters a predetermined number of times or more. For example, if the control means 54 determines, at the end of the game, that the numerical value of the specific player's play evaluation is 3 or higher, the specific player will acquire the right to purchase a special costume with a higher rarity than the specific costume set for that player character.

[0058] Furthermore, the control means 54 grants a special reward to a specific player corresponding to a specific player character if that player is a paying player during a predetermined period. For example, if a specific player purchases an event pass with cash or currency items, the control means 54 grants a special reward as a paying player. This event pass has, for example, an expiration date. This expiration date may be from the time of purchase or consumption of the event pass until the end of the event period, or it may be until a predetermined period (for example, one month) has passed.

[0059] The identification means 56 is a functional means for identifying player characters. In the first embodiment, the identification means 56 identifies player characters whose costumes set by the setting means 52 are relatively low in value among the player characters matched to the game (e.g., a cooperative game) as specific player characters. For example, the identification means 56 identifies some of the player characters matched to a team that have low-value costumes set. Specifically, the identification means 56 identifies the player character with the lowest rarity costume and the player character with the second lowest rarity costume set as specific player characters among the player characters in the matched team.

[0060] Furthermore, the identification means 56 identifies a player character as a specific player character among the player characters matched to the game (for example, a cooperative game) whose costume value set by the setting means 52 is lower than the average value of the costumes set for each player character constituting the team. For example, if the average rarity of the costumes set for the player characters constituting the team is 5, the identification means 56 identifies a player character in that team whose costume has a rarity of less than 5 as a specific player character.

[0061] The modification means 58 is a functional means for changing the set costume. In the first embodiment, if the determination by the identification means 56 is affirmative, the modification means 58 changes the specific costume in the game (e.g., a cooperative game) to a special costume of higher value. In other words, the modification means 58 lends a special costume to a specific player during the game. For example, the modification means 58 changes the specific costume to a special costume with a rarity of 5 or higher. For example, the modification means 58 changes a specific costume to a special costume from the start to the end of a game (e.g., a cooperative game).

[0062] Furthermore, the modification means 58 will ask the specific player whether or not to change the specific costume to a special costume, and if the specific player agrees to the change, it will change the specific costume to a special costume. However, the modification means 58 may forcibly change the specific costume to a special costume without making such an inquiry. Furthermore, the modification means 58 may, for example, present a specific player with multiple special costumes as options and change to one costume (special costume) selected by the specific player.

[0063] Furthermore, if the value of a particular costume is lower than the average value of the costumes set for each player character that makes up the team, the modification means 58 will change the particular costume to a special costume that is worth at least the average value. Specifically, if the average rarity of the costumes set for the player characters that make up the team is 4.5, the modification method 58 changes a specific costume set for a specific player character to a special costume with a rarity of 5 or higher.

[0064] Furthermore, the modification method 58 changes a specific costume to a special costume by consuming a predetermined item owned by a specific player corresponding to a specific player character. Examples of such predetermined items include currency items and costume change items.

[0065] <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 enters a cooperative game. Note that the order and content of the following steps can be changed as appropriate.

[0066] (Step SP10) The setting means 52 refers to the owned costume information in the player information 50A and displays a list of costumes owned by a particular player on the touch panel 32. Next, the setting means 52 accepts a costume selection from the player on the list screen and sets the selected costume to the player character corresponding to that player. Then, the process proceeds to step SP12.

[0067] (Step SP12) The control means 54 matches multiple player characters whose costumes have been set in step SP10. For example, the control means 54 matches four player characters as one team. Examples of player characters to be matched include player characters corresponding to players who entered the cooperative game at the same time as a particular player. Then the process moves on to step SP14.

[0068] (Step SP14) The identification means 56 calculates the average value of the rarity of the costumes set for the player characters in the matched team in step SP12. Subsequently, the identification means 56 identifies the player character in the team whose costume has a rarity lower than the average value as the identified player character. Then, the process proceeds to step SP16.

[0069] (Step SP16) The modification means 58 asks the specific player corresponding to the specific player character identified in step SP14 whether or not to change the set costume (specific costume) to a special costume. For example, the modification means 58 displays a query screen for making the query to the specific player on the touch panel 32 of the terminal device 12 held by the specific player.

[0070] Figure 6 shows an example of an inquiry screen 60 according to the first embodiment.

[0071] As shown in Figure 6, the inquiry screen 60 is provided with an inquiry area 62, a cancel button 64, and a change button 66. The inquiry area 62 displays the costume set by a specific player (specific costume) and a special costume. This special costume is, for example, a predetermined costume with a rarity set to be higher than the average of the costumes set for player characters in the team. The cancel button 64 is a button to instruct (reject) not to change the set costume to the special costume. The change button 66 is a button to instruct (accept) to change the set costume to the special costume.

[0072] Returning to Figure 5, the process moves on to step SP18.

[0073] (Step SP18) The change mechanism 58 determines whether the change button 66 was pressed on the inquiry screen 60. If the determination is positive, the process proceeds to step SP20. On the other hand, if the determination is negative, i.e., if the cancel button 64 was pressed, the process proceeds to step SP22.

[0074] (Step SP20) The modification means 58 changes the costume (specific costume) set for the specific player character identified in step SP14 to a special costume. Then, the process proceeds to the process in step SP22.

[0075] (Step SP22) The control means 54 starts a cooperative game in which the multiple player characters that make up the matched team in step SP14 cooperate. Then, the process moves on to the process in step SP24.

[0076] (Step SP24) The control means 54 evaluates the play of a specific player in a cooperative game. For example, the control means 54 calculates the play evaluation as a numerical value from 0 to 99. Then, the process proceeds to step SP26.

[0077] (Step SP26) The control means 54 determines whether the cooperative game has ended. For example, the control means 54 affirms this determination if all player characters in the team become incapacitated or if the boss character becomes incapacitated. If the determination is affirmed, the process proceeds to step SP28. On the other hand, if the determination is denied, the process proceeds to step SP24.

[0078] (Step SP28) The control means 54 determines whether a specific player has changed the costume set for a specific player character to a special costume, and whether the specific player's play evaluation meets predetermined conditions. These predetermined conditions include, for example, a play evaluation value of 80 or higher. If the determination is positive, the process proceeds to step SP30. On the other hand, if the determination is negative, the process terminates the series of processes shown in Figure 5.

[0079] (Step SP30) The control means 54 allows a specific player to receive a special reward. For example, the control means 54 displays a notification screen on the touch panel 32 of the terminal device 12 held by the specific player, informing the player that they have received a special reward.

[0080] Figure 7 shows an example of a notification screen 70 according to the first embodiment.

[0081] As shown in Figure 7, the notification screen 70 includes a special reward notification area 72, a cancel button 74, and a purchase button 76. The special reward notification area 72 indicates that the player has earned the right to purchase a special costume (special reward) because their play evaluation has met certain conditions. For example, the special reward is the right to purchase the special costume changed in step SP20. The cancel button 74 is a button to indicate that the player will not purchase the special costume. The purchase button 76 is a button to indicate that the player will purchase the special costume.

[0082] Then, the process concludes with the series of steps shown in Figure 5.

[0083] <Effects> In the first embodiment described above, the program is for running a multiplayer game with multiple player characters, and the computer functions as follows: setting means 52 for setting a player character with a costume selected by the player from among the costumes owned by the player; control means 54 for matching the multiple player characters with set costumes and running the game; identification means 56 for identifying a player character whose set costume has a relatively low value among the player characters matched to the game; and changing means 58 for changing the costume set on the identified player character to a special costume with a higher value in the game.

[0084] This configuration allows players to change costumes to special costumes even if they have set costumes of lower value than those around them. This encourages players who have set lower-value costumes to play more actively.

[0085] Furthermore, in the first embodiment, the costume does not possess parameters that would give an advantage in the game.

[0086] This configuration ensures fairness to other players because even if a low-value costume is changed to a special costume, the parameters that give an advantage in the game will not be altered.

[0087] Furthermore, in the first embodiment, the game is a cooperative game in which multiple player characters that make up a team cooperate, and the control means 54 matches the multiple player characters that make up the team.

[0088] With this configuration, in cooperative games, even if a player sets a costume of lower value than those around them, that costume can be changed to a special costume. Therefore, it is possible to encourage players who have set lower-value costumes within the team to play more actively.

[0089] Furthermore, in the first embodiment, the identification means 56 identifies player characters among those matched for the cooperative game whose set costume value is lower than the average value of the costumes set for each player character that makes up the team.

[0090] With this configuration, even if a player sets a costume with a value lower than average, that costume can be changed to a special costume. Therefore, it is possible to encourage players who have set low-value costumes within the team to play more actively.

[0091] In the first embodiment, the modification means 58 changes the costume to a special costume by consuming a predetermined item owned by the player corresponding to the identified player character.

[0092] This configuration allows players to change to special costumes by consuming designated items, thus ensuring fairness for other players whose costumes are not changed.

[0093] Furthermore, in the first embodiment, the control means 54 allows a player to receive a special reward in the game if the play evaluation of a player corresponding to a specified player character meets predetermined conditions.

[0094] This configuration allows for encouraging players who have set low-value costumes to play actively, by granting them special rewards when their play evaluation meets predetermined conditions.

[0095] In the first embodiment, the special reward is a special costume.

[0096] This configuration encourages players who have set low-value costumes to play more actively in order to acquire the modified special costumes.

[0097] Furthermore, in the first embodiment, the special reward is the right to purchase a special costume.

[0098] This configuration allows players who have set low-value costumes to be more actively engaged in the game by enabling them to purchase modified special costumes.

[0099] Furthermore, in the first embodiment, the special reward is the right to purchase a special costume at a lower-than-usual purchase price.

[0100] This configuration allows players who have set low-value costumes to be more actively engaged in the game, as they can purchase the modified special costumes at a lower price than usual.

[0101] Furthermore, in the first embodiment, the control means 54 grants a special reward if the player corresponding to the identified player character is a paying player during a predetermined period.

[0102] This configuration ensures fairness for players whose costumes are not changed, while also encouraging players who have set low-value costumes to play more actively.

[0103] ---Second Embodiment--- Next, a second embodiment will be described.

[0104] In the second embodiment, the control means 54 differs from the first embodiment in that it allows a specific player to receive a special reward even when the costume has not been changed by the modification means 58. 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.

[0105] In the second embodiment, the control means 54 grants a special reward to a specific player identified by the identification means 56 in the game if the player's play evaluation meets predetermined conditions. In other words, the control means 54 grants a special reward to a player (specific player) whose set costume has a relatively lower value than that of others, if the player (specific player) plays actively in the game.

[0106] <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 in the following steps begins, for example, when a player enters a cooperative game. Note that the order and content of the following steps can be changed as appropriate.

[0107] (Steps SP40 to SP44) The processing in steps SP40 to SP44 is the same as the processing in steps SP10 to SP14 described above, so the explanation is omitted. Then, the process moves on to step SP46.

[0108] (Step SP46) The control means 54 starts a cooperative game in which the multiple player characters that make up the matched team in step SP42 cooperate. Then, the process moves on to the process in step SP48.

[0109] (Step SP48) The control means 54 evaluates the play of a specific player in a cooperative game. For example, the control means 54 increases the play evaluation value by 1 each time the player character corresponding to a player completes one of the predetermined missions. Then, the process moves on to step SP50.

[0110] (Step SP50) The control means 54 determines whether the cooperative game has ended. If the determination is positive, the process proceeds to step SP52. On the other hand, if the determination is negative, the process proceeds to step SP48.

[0111] (Step SP52) The control means 54 determines whether a specific player's play evaluation meets predetermined conditions. These predetermined conditions include, for example, that the numerical value of the play evaluation (e.g., the number of missions completed) is 3 or higher. If the determination is positive, the process proceeds to step SP54. On the other hand, if the determination is negative, the process terminates the series of processes shown in Figure 8.

[0112] (Step SP54) The control means 54 allows a specific player to receive a special reward. For example, the control means 54 displays a notification screen on the touch panel 32 of the terminal device 12 held by the specific player, informing the player that they have received a special reward.

[0113] Figure 9 shows an example of a notification screen 80 according to the second embodiment.

[0114] As shown in Figure 9, the notification screen 80 is provided with a special reward notification area 82 and an OK button 84. The special reward notification area 82 indicates that the player has obtained a special costume (special reward) because their play evaluation has met predetermined conditions. The OK button 84 is a button used to indicate that the player has obtained the special costume and will end the cooperative game.

[0115] Then, the process concludes with the series of steps shown in Figure 8.

[0116] <Effects> In the second embodiment, the program executes a multiplayer game with multiple player characters, and the computer functions as a setting means 52 that sets a player character with a costume selected by the player from among the costumes owned by the player; a control means 54 that matches the multiple player characters with set costumes and executes the game; and a identification means 56 that identifies a player character among the player characters matched to the game whose set costume has a relatively low value. The control means 54 then allows the identified player character to receive a special reward if the player's play evaluation meets predetermined conditions in the game.

[0117] With this configuration, even if a player has set a costume of lower value than others, they can still earn special rewards if they actively play the game. This encourages players with lower-value costumes to play more actively.

[0118] Furthermore, in the second embodiment, the costume does not possess parameters that would give an advantage in the game.

[0119] With this configuration, since costumes do not possess parameters that give an advantage in the game, players who have equipped low-value costumes can play aggressively regardless of those parameters.

[0120] In the second embodiment, the game is a cooperative game in which multiple player characters forming a team cooperate, and the control means 54 matches the multiple player characters forming the team.

[0121] With this configuration, even if a player in a cooperative game has a costume of lower value than others, they can still earn special rewards if they actively participate in the game. This encourages players with lower-value costumes within a team to play more actively.

[0122] In the second embodiment, the identification means 56 identifies player characters among those matched for the cooperative game whose set costume value is lower than the average value of the costumes set for each player character that makes up the team.

[0123] With this configuration, even if a player has set a costume with a value lower than average, they can still earn special rewards if they actively play the game. This encourages players with low-value costumes within a team to play more actively.

[0124] In the second embodiment, the special reward is a special costume that is more valuable than the costume set for the specified player character.

[0125] This configuration encourages players who have set low-value costumes to play more actively in order to acquire high-value special costumes.

[0126] In the second embodiment, the special reward is the right to purchase a special costume that is of higher value than the costume set for the specified player character.

[0127] This configuration encourages players who have set low-value costumes to play more actively, in order to enable them to purchase high-value special costumes.

[0128] In the second embodiment, the special reward is the right to purchase a special costume at a lower-than-usual purchase price.

[0129] This configuration allows players who have set low-value costumes to be more actively played, by making high-value special costumes available at a lower purchase price than usual.

[0130] In the second embodiment, the control means 54 grants a special reward if the player corresponding to the identified player character is a paying player during a predetermined period.

[0131] This configuration ensures fairness for players who own high-value costumes, while also encouraging players who have set low-value costumes to play more actively.

[0132] ---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.

[0133] For example, in the first and second embodiments, the game was described as a cooperative game in which multiple player characters forming a team cooperate, but it may also be a competitive game (battle royale game) in which player characters compete against each other. Furthermore, the cooperative game may also be a competitive game (battle royale game) in which teams compete against each other.

[0134] Furthermore, while the first and second embodiments described cases where costumes do not possess various parameters that are advantageous in the game (e.g., defense power, health power, etc.), they may also possess such parameters. For example, a costume with a higher rarity may possess parameters that are more advantageous in the game than a costume with a lower rarity.

[0135] Furthermore, while the first and second embodiments described special rewards as special costumes or the right to purchase special costumes, they may also be various items such as currency items or costume change items, or in-game content.

[0136] Furthermore, while the setting means 52 was described as setting a costume for a player character in the first and second embodiments, an emote (e.g., a dance) may also be set for the player character. In this case, for example, the changing means 58 changes a specific emote set for a specific player character to a special emote of higher value. This emote may or may not have various parameters that are advantageous in the game.

[0137] Furthermore, in the first and second embodiments, the control means 54 was described as granting a special reward to a specific player when the player's performance evaluation met predetermined conditions. However, the control means 54 may also grant special rewards to other players corresponding to other player characters within the team. For example, the control means 54 may grant special rewards to other players when their performance evaluation meets predetermined conditions. Furthermore, if a specific player's play evaluation meets predetermined conditions, the control means 54 may perform a lottery with a predetermined probability (for example, 50%) to determine whether or not to award a special reward to that specific player.

[0138] Furthermore, in the first embodiment, the changing means 58 described a case where it changes a specific costume to a special costume of higher rarity, but the decision of whether or not to change to a special costume may be made by lottery. For example, the changing means 58 performs a lottery with a predetermined probability, and if it wins the lottery, it changes the specific costume to a special costume. For example, the changing means 58 performs a lottery with a predetermined probability (e.g., 50%), and if it wins the lottery, it changes the specific costume to a special costume. Furthermore, the modification means 58 may change the costumes of players other than the specific player identified by the identification means 56 to special costumes. For example, the modification means 58 may determine which player character (player) will have their set costume changed to a special costume by lottery, high (low) past play evaluation, etc.

[0139] Furthermore, in the first embodiment, the case in which the changing means 58 changes a specific costume to a special costume of higher rarity was described, but the special costume to be changed to may be determined by lottery. For example, the changing means 58 changes the specific costume to a special costume selected by lottery with a predetermined probability. For example, if the rarity of the specific costume is lower than the average rarity of the costumes set for the player characters in the team, the changing means 58 draws a special costume from among the costumes whose rarity is higher than the average and changes the specific costume to the special costume selected by lottery. This predetermined probability is set lower for special costumes with higher rarity, for example.

[0140] Furthermore, in the first embodiment, the modification means 58 described a case where a special costume is lent to a specific player during the game, but the special costume may also be determined from the costumes owned by the specific player. For example, if the rarity of a specific costume is lower than the average within the team, and the specific player owns a costume with a higher rarity than the average, the modification means 58 will change the specific costume to the costume with the higher rarity (special costume).

[0141] Furthermore, in the first embodiment, the changing means 58 was described as changing a specific costume to a special costume from the start to the end of the game, but the special costume that was changed may be changed back to the specific costume in the middle of the game. For example, the changing means 58 may change the special costume that was changed back to the specific costume in the middle of the game if certain conditions are met. These certain conditions include, for example, the fact that the numerical value of a specific player's action evaluation remains below a predetermined value (e.g., 50) for a certain period of time, that the health value falls below a predetermined value, or that a specific player character is rescued by another player character.

[0142] Furthermore, the modification means 58 may change a specific costume to a special costume midway through the game. For example, the modification means 58 may change a specific costume to a special costume midway through the game if certain conditions are met. These certain conditions include, for example, a specific player's action evaluation score reaching a predetermined value (e.g., 80) or higher, a predetermined number of missions being completed (e.g., 3) or higher, a predetermined number of times an enemy character has been hit by an attack, a predetermined amount of total damage dealt to an enemy character, a predetermined number of enemy characters being incapacitated or higher, or a predetermined number of times an allied character has been rescued or higher. [Explanation of Symbols]

[0143] 10…Server device (computer) 12…Terminal device 50...Memory means 52…Setting method 54... Control means 56…Identification means

Claims

[Claim 1] A program for executing a multiplayer game with multiple player characters, Computer, a setting means for setting a costume selected by a player from among costumes owned by the player, for the player character; a control means for matching a plurality of player characters to which the costumes are set and executing the game; A specifying means for specifying a player character having a costume with a relatively low value among the player characters matched to the game; Function as a the control means, when a play evaluation of a player corresponding to the specified player character in the game satisfies a predetermined condition, causes the player to acquire a special reward. program.