Program and information processing device
Patent Information
- Application Number
- JP2023106603
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-06-29
- Publication Date
- 2025-10-30
AI Technical Summary
In existing games, players are discouraged from acquiring content due to the requirement of consuming all compensation at once, lacking sufficient motivation.
A program and information processing device that allocates consideration for acquiring and using game content through rewards, allowing partial or free compensation based on game outcomes, and restricting content use in certain games.
Motivates players to acquire and use game content by reducing upfront costs and maintaining game balance through partial compensation and use restrictions.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a program and an information processing device.
[0002] 2. Description of the Related Art Games that allow a player to acquire content (for example, characters, items, etc.) are known.
[0003] In this regard, Patent Document 1 discloses a technique that allows a player to use acquired content in a game. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Patent No. 6891987 Summary of the Invention [Problem to be solved by the invention]
[0005] In such games, when acquiring content, the compensation required for the acquisition (e.g., game currency owned by the player) is consumed in a lump sum, which does not sufficiently motivate the player to acquire the content.
[0006] The present invention has been made in view of the above problems, and has an object to provide a program and an information processing device that can motivate a player to acquire content. [Means for solving the problem]
[0007] In order to solve the above problem, a program according to a first aspect of the present invention causes a computer to function as an acquisition means that allows a player to acquire content that can be used in a game, and as a control means that, when the player obtains a reward in a game, appropriates the cost required for the acquisition from the reward.
[0008] In a second aspect of the present invention, when the player clears a game using the content, the control means appropriates the compensation from a reward for clearing the game.
[0009] In a third aspect of the present invention, the control means appropriates the entirety of the compensation from a reward for completing the game.
[0010] In a fourth aspect of the present invention, the acquisition means causes the user to acquire one or more pieces of content randomly selected from a content group to be acquired.
[0011] In a fifth aspect of the present invention, the acquisition means allows the player to acquire one or more contents selected by the player from a content group to be acquired, and different amounts of the compensation are set for at least two contents included in the content group.
[0012] In a sixth aspect of the present invention, the control means appropriates a portion of the compensation from a reward for completing the game each time the player completes the game using the content.
[0013] In a seventh aspect of the present invention, the control means provides the fee free of charge if the player fails to complete the game using the content.
[0014] In an eighth aspect of the present invention, the control means restricts a player's use of the content in a predetermined game.
[0015] In a ninth aspect of the present invention, the predetermined game is a game in which a completion reward is less than the appropriated compensation.
[0016] In a tenth aspect of the present invention, when the advertising video is displayed, the control means appropriates the consideration from a remuneration associated with the display of the advertising video. Effect of the Invention
[0017]
[0018]
[0019] According to the present invention, it is possible to motivate players to acquire content. [Brief description of the drawings]
[0020] [Figure 1] 1 is a block diagram showing an example of the overall configuration of a game system according to a first embodiment. [Diagram 2] FIG. 2 is a diagram illustrating an example of a hardware configuration of a server device. [Diagram 3] 2 is a diagram illustrating an example of a hardware configuration of a smartphone as the terminal device illustrated in FIG. 1. [Figure 4] FIG. 2 is a block diagram illustrating an example of a functional unit of a server device. [Diagram 5] 13 is a flowchart showing an example of a process flow for lending a loan character in the game system according to the first embodiment. [Figure 6] FIG. 13 is a diagram showing an example of a lending screen according to the first embodiment; [Figure 7] 13 is a flowchart showing an example of a process flow for allocating a loan amount from a clear reward in the game system according to the first embodiment. [Figure 8] FIG. 11 is a diagram showing an example of a clear screen according to the first embodiment. [Figure 9] 13 is a flowchart showing an example of a process flow for acquiring a character in a game system according to a second embodiment. [Figure 10] FIG. 11 is a diagram showing an example of an acquisition screen according to the second embodiment. [Figure 11] 13 is a flowchart showing an example of a process flow for allocating an acquired compensation from a clear reward in a game system according to a second embodiment. [Figure 12] FIG. 11 is a diagram showing an example of a clear screen according to the second embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0021] Hereinafter, a number of embodiments of the present invention will be described with reference to the accompanying drawings. In order to facilitate understanding of the description, the same components and steps in each drawing are denoted by the same reference numerals as much as possible, and duplicated descriptions will be omitted.
[0022] ---First embodiment --- First, the first embodiment will be described.
[0023] <Overall composition> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to the first embodiment.
[0024] 1, the game system 1 includes a server device 10 and one or more terminal devices 12. The server device 10 and the terminal devices 12 are communicatively connected to each other via a communication network NT such as an intranet, the Internet, or a telephone line.
[0025] 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 the terminal devices 12 via the communications network NT. In the first embodiment, the server device 10 provides the game program 14 itself to the players of the terminal devices 12.
[0026] Each terminal device 12 is an information processing device owned by each player, and provides a game to each player by executing the game program 14 received from the server device 10 after it has been installed therein. Examples of these terminal devices 12 include various devices such as video game machines, arcade game machines, mobile phones, smartphones, tablets, and personal computers.
[0027] <Hardware configuration> FIG. 2 is a diagram illustrating an example of a hardware configuration of the server device 10. As shown in FIG.
[0028] 2, the server device 10 includes a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly configured with a CPU (Central Processing Unit) 22 and a memory 24.
[0029] In the control device 20, the CPU 22 executes a predetermined program stored in the memory 24 or the storage device 28, thereby functioning as various functional means. The details of these functional means will be described later.
[0030] The communication device 26 is configured with a communication interface for communicating with an external device, etc. The communication device 26 transmits and receives various information to and from the terminal device 12, for example.
[0031] The storage device 28 is composed of a hard disk, etc. This storage device 28 stores various programs and information necessary for executing processes in the control device 20, including the game program 14, and information on the results of the processes.
[0032] The server device 10 can be realized by using an information processing device such as a dedicated or general-purpose server computer. The server device 10 may be configured by a single information processing device or by multiple information processing devices distributed over a communication network NT. FIG. 2 shows only a part of the main hardware configuration of the server device 10, and the server device 10 may have other configurations that a server generally has. The hardware configuration of the multiple terminal devices 12 may also have the same configuration as the server device 10, except for including an operating means, a display device, and a sound output device.
[0033] FIG. 3 is a diagram showing an example of a hardware configuration of a smartphone serving as the terminal device 12 shown in FIG.
[0034] As shown in FIG. 3, the terminal device 12 includes a main control unit 30, a touch panel (touch screen) 32, a camera , a mobile communication unit , a wireless LAN communication unit , a storage unit 40, and a speaker .
[0035] The main control unit 30 is configured to include a CPU, a memory, etc. The main control unit 30 is connected to a touch panel 32 as a display input device, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42. The main control unit 30 has a function of controlling these connection destinations.
[0036] The touch panel 32 has both a display function and an input function, and is composed of a display 32A that performs the display function and a touch sensor 32B that performs the input function. In the first embodiment, the display 32A can display game images including operation input images such as button images, cross key images, and joystick images. The touch sensor 32B can detect the input position of the player relative to the game image.
[0037] The camera 34 has a function of taking still images and / or moving images and storing them in the storage unit 40.
[0038] The mobile communication unit 36 has a function of connecting to a mobile communication network via an antenna 36A and communicating with other communication devices connected to the mobile communication network.
[0039] The wireless LAN communication unit 38 has a function of connecting to the communication network NT via an antenna 38A and communicating with other devices such as the server device 10 connected to the communication network NT.
[0040] The storage unit 40 stores various programs and data such as the game program 14 and play data indicating the game progress and player information of the game program 14. The play data may be stored in the server device 10.
[0041] The speaker 42 has a function of outputting game sounds and the like.
[0042] <Game Overview> The game according to the first embodiment includes a quest in which a character can be acquired as an example of content. This quest may be called a fighting game, a dungeon, a search, a mission, or the like.
[0043] In addition, a quest in the first embodiment is a game in which a deck made up of the player's owned characters and loaned characters is pitted against enemy characters that appear in each stage based on instructions (requests) from the player to carry out a quest specified by the player. For example, a player can organize a deck (team) to be used in a quest by arbitrarily selecting a predetermined number (e.g., 5) or less of characters from his / her owned or loaned characters in an organization menu for pre-organizing a deck (team) to be used in a quest. This quest is executed based on the consumption of a current stamina value associated with the player. If the player fails to clear the quest, that is, if the hit points of all the characters that make up the deck become 0 or less, the player can either continue by consuming game currency or give up (retire). Examples of this game currency include paid items (e.g., paid stones and paid coins) and non-paid items (e.g., free stones and free coins). A paid item is a paid item that is granted to a player based on a payment made with money, a prepaid card, a credit card, cryptocurrency, or the like. A non-paid item is a free item that is granted to a player in the game. This non-paid item has, for example, a value equivalent to that of a paid item. On the other hand, if the player clears the quest, that is, if the hit points of the final enemy character (boss character) are reduced to 0 or less, the player can acquire a clear reward. This clear reward may be, for example, game currency (non-chargeable items), enemy characters (characters) that appear in the quest, player experience points, etc.
[0044] <Function means> (Example 1) FIG. 4 is a block diagram illustrating an example of the functional means of the server device 10. As shown in FIG.
[0045] 4, the server device 10 comprises, as functional components, a storage means 50, a lending means 52, an acquiring means 54, and a control means 56. The storage means 50 is realized by one or more storage devices 28. The functional means other than the storage means 50 are realized by the control device 20 executing the game program 14 stored in the storage device 28 or the like.
[0046] The storage means 50 has a function of storing player information 50A, character information 50B, quest information 50C, and the like.
[0047] The player information 50A is stored for each player in association with the player ID of the player. The player information 50A includes, for example, the name and age of the player, the player rank, content information, and the like.
[0048] The player rank increases, for example, when the player acquires player experience points.
[0049] The content information includes owned character information, owned item information, loaned character information, and the like.
[0050] The owned character information includes a character ID for each owned character owned by the player and ability parameters of each character. Examples of ability parameters include level, hit points, attack power, defense power, etc. In the first embodiment, for example, when a character's level increases through a training game (e.g., synthesis), the hit points, attack power, defense power, etc. of the character increase. Note that in the first embodiment, when a player uses an owned character in a game (quest), compensation for such use is not appropriated from the reward.
[0051] The owned item information includes item IDs and quantities of various items owned by the player. Examples of such items include game currency (e.g., paid items and non-paid items), weapons, armor, etc.
[0052] The loaned character information includes information about the loaned characters (loaned content) loaned to the player. For example, the loaned character information includes the character ID of each loaned character loaned to the player, the ability parameters of each loaned character, the payment amount, the number of times cleared, the loan deadline, etc. The payment amount includes the total amount of the payment of the fee required for loan (loan fee). For example, the payment amount includes the total amount of game currency appropriated from the reward for clearing the game (quest). The number of times cleared includes the total number of times the game (quest) has been cleared using the loaned character. The loan deadline includes, for example, the date and time when the loan ends. Information about loaned characters whose loan deadline has passed is deleted at any time.
[0053] Character information 50B is stored for each character in association with the character ID of the character. Character information 50B includes, for example, the character's name, image, ability information, rarity, loan value, etc. This character information 50B is updated as the game operator updates the game.
[0054] The ability information includes the initial and maximum values of ability parameters, skills, etc. Skills include the ability to recover hit points of ally characters in in-game quests or deal large damage to enemy characters based on fulfilling activation conditions. An example of such an activation condition is when a character's skill gauge reaches a predetermined value. This skill gauge is accumulated, for example, over time (number of turns), by being attacked by an enemy character, by attacking an enemy character, etc.
[0055] The rarity includes a number ranging from 1 to 6, for example. This number may be expressed, for example, by the number of stars. Characters with high rarity are set with advantageous ability parameters, skills, etc. in the game (for example, quests).
[0056] The loan consideration includes the consideration required for loaning the character (loaned character) to be loaned. This loan consideration is, for example, the consideration for using (having used) the loaned character once in a game (e.g., a quest). Also, for example, a different amount (quantity) of the loan consideration is set for each of at least two loaned characters included in the group of loaned characters to be loaned. Specifically, the loan consideration for the first loaned character is 50 game currency, and the loan consideration for the second loaned character is 100 game currency. Also, in the first embodiment, character information 50B does not include a loan consideration for characters that are not to be loaned.
[0057] The quest information 50C is stored for each quest in association with the quest ID of the quest. The quest information 50C includes the name of the quest, the stamina consumption value, enemy character information, difficulty level, and clear reward information.
[0058] The consumed stamina value includes a value required to execute a quest. This consumed stamina value is consumed from the player's current stamina value, and for example, the higher the difficulty of the quest, the higher the consumed stamina value.
[0059] The enemy character information includes the character ID and ability parameters of each enemy character that appears in each stage of the quest. The enemy characters include a boss character that appears at the end of the quest (final stage).
[0060] The difficulty level includes, for example, numbers ranging from 1 to 6. For example, the difficulty level indicates that the higher the number, the more difficult it is to clear.
[0061] The clear reward information includes the amount of game currency (non-chargeable items) that can be acquired when the quest is cleared, the character ID and drop rate of an acquireable character (e.g., a boss character), the player's experience points, etc. For example, the clear reward for a certain quest includes 300 pieces of game currency. The drop rate is the probability that the player will acquire an acquireable character. For example, the higher the difficulty of the quest, the higher the drop rate.
[0062] The lending means 52 is a functional means for lending a loan character (loan content) to a player. In the first embodiment, the lending means 52 lends a loan character that can be used in a game (e.g., a quest) to the player. For example, the lending means 52 lends one or more loan characters to the player from a group of loan characters to be lent that are prepared in advance by the game operator. Specifically, the lending means 52 lends one or more loan characters arbitrarily selected by the player from the group of loan characters to be lent in a character lending menu to the player. For example, the lending means 52 adds information on the loan character lent to the player to the loan character information of the content information in the player information 50A.
[0063] The acquisition means 54 is a functional means for allowing the player to acquire a character that can be used in the game. In the first embodiment, when the total (total amount) of the compensation allocated to the loaned character reaches a predetermined amount, the acquisition means 54 allows the player to acquire the loaned character. In other words, the acquisition means 54 ends the loan of the loaned character and changes the loaned character to a owned character. Note that the acquisition means 54 may continue the loan of the loaned character until the loan expiration date, and allow the player to acquire a character identical to the loaned character as a owned character. For example, when the amount of payment for the loaned character information in the player information 50A for the loaned character reaches a predetermined amount, the acquisition means 54 allows the player to acquire the loaned character. This predetermined amount may be 100 pieces of game currency (non-chargeable items), an amount equal to the loan value of the loaned character, an amount obtained by multiplying the loan value by a coefficient of 1 or more (e.g., 3 times the loan value), an amount obtained by multiplying the rarity (1 to 6) of the loaned character by a predetermined value (e.g., 100), etc.
[0064] In the first embodiment, the acquisition means 54 allows the player to acquire the loaned character when the number of times the player has cleared a game (e.g., a quest) using the loaned character reaches a predetermined number. For example, the acquisition means 54 allows the player to acquire the loaned character when the number of times the loaned character information in the player information 50A for the loaned character has been cleared reaches a predetermined number. Examples of this predetermined number include 10 times, a number of times equal to the loan consideration (amount of game currency) of the loaned character, a number of times obtained by multiplying the rarity (1 to 6) of the loaned character by a predetermined value (e.g., 10), and the like.
[0065] The control means 56 is a functional means for controlling the entire game. In the first embodiment, when the player obtains a reward in the game, the control means 56 appropriates the compensation required for lending (loan compensation) from the reward. For example, the control means 56 appropriates a part or all of the compensation for using (having used) a loaned character once in a game (e.g., a quest) from the reward in the game. Examples of this compensation and compensation include game currency, characters, various items, and the like. For example, when lending a loaned character (at the time of lending) or at the start of a quest using the loaned character, the control means 56 requires payment of a part of the compensation (loan compensation) (consuming game currency owned by the player), and appropriates the remainder of the compensation from the reward.
[0066] In the first embodiment, when the player clears a game (e.g., a quest), the control means 56 appropriates the compensation required for lending (loan compensation) from the reward for clearing the game. Note that even when the player clears a game (quest) without using a loaned character, the control means 56 may appropriate the compensation for lending the loaned character included in the loaned character information from the reward for clearing the game.
[0067] Also, in the first embodiment, when a player clears a game (e.g., a quest) using a loaned character, the control means 56 appropriates the compensation required for loaning (loan compensation) from the clearing reward for the game. For example, when a player clears a quest and the deck used in the quest contains a loaned character, the control means 56 appropriates the loan compensation corresponding to the loaned character from the clearing reward. In this case, for example, the control means 56 does not appropriate from the clearing reward the loan compensation corresponding to a loaned character not used in the quest. In other words, when the deck used in the quest does not contain a loaned character, the control means 56 allows the player to obtain all of the clearing reward for the quest.
[0068] In the first embodiment, the control means 56 appropriates all of the compensation (rental compensation) required for lending a loaned character from the reward for completing the game (quest). For example, when lending a loaned character (at the time of lending) or at the start of a quest using the loaned character, the control means 56 does not require payment of the compensation (rental compensation), and appropriates the compensation only from the reward for completing the game.
[0069] In the first embodiment, each time the player clears a game (quest) using the loaned character, the control means 56 appropriates the compensation from the clearing reward for the game. For example, each time the player clears a quest using the loaned character, the control means 56 appropriates a part or all of the compensation for using the loaned character in the quest from the clearing reward for the quest.
[0070] In the first embodiment, the control means 56 reduces the amount of compensation appropriated from the clear reward when the number of times the player clears the game using the loaned character reaches a predetermined number. Examples of the predetermined number of times include 7 times, a number of times equal to the loan compensation (amount of game currency) of the loaned character, and a number of times obtained by multiplying the rarity (1 to 6) of the loaned character by a predetermined value (e.g., 10). For example, the control means 56 reduces the amount of game currency appropriated from the clear reward from 50 to 30 when the number of times the player clears the quest using the loaned character reaches a predetermined number.
[0071] In the first embodiment, if the player fails to clear the game using the loaned character, the control means 56 provides the fee for loaning the loaned character free of charge. For example, if the player fails to clear the quest with the loaned character in the deck and gives up without continuing, the control means 56 provides the fee free of charge. In other words, the control means 56 appropriates the fee corresponding to the loaned character from the clearing reward only when the player clears the quest using the loaned character.
[0072] In the first embodiment, the control means 56 restricts the use of the loaned character by the player in a predetermined game. Examples of the predetermined game include a quest (game) that is less than the amount of the compensation appropriated by the clearing reward, a quest that is less than a part of the amount of the compensation appropriated by the clearing reward (for example, 1 / 10 of the amount), a quest that has not been cleared by the player, a quest that has been cleared by the player, a quest with a predetermined difficulty level (for example, 1 or 6), a time-limited quest, etc.
[0073] <Loan processing flow> 5 is a flowchart showing an example of the process flow for lending a lending character in the game system 1 according to the first embodiment. The process of the following steps is started, for example, when the player selects the character lending menu. The order and contents of the following steps can be changed as appropriate.
[0074] (Step SP10) The control means 56 causes the touch panel 32 to display a loan screen including a group of loan characters to be loaned.
[0075] FIG. 6 is a diagram showing an example of a lending screen 60 according to the first embodiment.
[0076] As shown in FIG. 6, the lending screen 60 is provided with a lending character information area 62, a selection button 63, a cancel button 64, and a lending execution button 66. The loaned character information area 62 displays the rarity, ability parameters, loan price, etc. of each loaned character included in the loaned character group to be loaned. This loan price is, for example, the price required each time the loaned character is used in a quest. The selection button 63 is a button for issuing an instruction to arbitrarily select a corresponding loan character. The cancel button 64 is a button for issuing an instruction to cancel the lending of the lent character. The loan execution button 66 is a button for issuing an instruction to start loaning the selected loan character.
[0077] Returning to FIG. 5, the process proceeds to step SP12.
[0078] (Step SP12) The lending means 52 judges whether or not the lending execution button is instructed (pressed) on the lending screen. If the judgment is affirmative, the process proceeds to step SP14. On the other hand, if the judgment is negative, that is, if the cancel button is instructed (pressed), the process ends the series of processes shown in FIG. 5.
[0079] (Step SP14) The lending means 52 lends one or more lending characters selected on the lending screen to the player. For example, the lending means 52 stores the character ID, ability parameters, payment amount, number of clears, etc. of the lending character to be lent in the lending character information in the player information 50A. Specifically, the lending means 52 stores the initial value (0) for the payment amount and number of clears, and stores 23:59 seven days later as the lending deadline. Then, the process ends the series of processes shown in FIG. 5.
[0080] <Appropriation process flow> 7 is a flowchart showing an example of the process flow for allocating the loan amount from the completion reward in the game system 1 according to the first embodiment. The process of the following steps is started, for example, when the player specifies a quest in the quest menu. The order and contents of the following steps can be changed as appropriate.
[0081] (Step SP20) The control means 56 receives a selection of a deck to be organized from the player's owned characters and loaned characters, and then the process proceeds to step SP22.
[0082] (Step SP22) The control means 56 starts a quest using each character that composes the deck selected in step SP20, and then the process proceeds to step SP24.
[0083] (Step SP24) The control means 56 judges whether or not a quest has been cleared. For example, the control means 56 judges that a boss character appearing in the final stage of a quest has a hit point of 0 or less, and if the judgment is judged as positive, the process proceeds to step SP26. On the other hand, if the judgment is judged as negative, that is, if the hit points of all characters constituting the deck have a hit point of 0 or less, the process proceeds to step SP34.
[0084] (Step SP26) The control means 56 judges whether or not the characters used in one quest include a loaned character. For example, the control means 56 refers to the loaned character information in the player information 50A to judge whether or not the deck selected in step SP20 includes a loaned character. If the judgment is affirmative, the process proceeds to step SP28. On the other hand, if the judgment is negative, the process proceeds to step SP30.
[0085] (Step SP28) The control means 56 appropriates the compensation (loan compensation) corresponding to one or more loaned characters used in one quest from the clear compensation acquired by the player in the one quest. For example, the control means 56 changes the amount of game currency to be appropriated according to the number of times of clearing of the loaned character information in the player information 50A and the loan compensation of the character information 50B. Specifically, when the loan compensation is 50 pieces of game currency and the number of times of clearing has not reached a predetermined number (for example, 7 times), the control means 56 subtracts 50 pieces of game currency from the clear compensation (for example, 300 pieces of game currency) and subtracts 30 pieces of game currency from the clear compensation when the number of times of clearing has reached the predetermined number. Next, the control means 56 adds the appropriated compensation (for example, 50 pieces of game currency) to the amount of compensation paid for the loaned character information. The control means 56 also increments (+1) the number of times of clearing of the loaned character information. Then, the process proceeds to the process of step SP30.
[0086] (Step SP30) The control means 56 causes the touch panel 32 to display a clear screen including information on the clear reward.
[0087] FIG. 8 is a diagram showing an example of a clear screen 70 according to the first embodiment.
[0088] As shown in FIG. 8, the clear screen 70 is provided with a clear reward information area 72 and a reward acquisition button 74. The clear reward information area 72 displays the contents of the clear reward, etc. When the compensation required for lending the loan character is appropriated from the clear reward (acquired game currency) in step SP28, the clear reward information area 72 displays information indicating that the compensation has been appropriated (deducted) from the clear reward. The reward acquisition button 74 is a button for issuing an instruction to acquire a clear reward.
[0089] Returning to FIG. 7, the process proceeds to step SP32.
[0090] (Step SP32) The control means 56 allows the player to acquire the clear reward in response to pressing the reward acquisition button. For example, when the compensation required for lending the loan character is appropriated from the clear reward (game currency) in step SP28, the control means 56 allows the player to acquire the amount of clear reward obtained by subtracting the compensation from the clear reward. Then, the process ends the series of processes shown in FIG. 7.
[0091] (Step SP34) The control means 56 judges whether or not an instruction to continue the first quest has been given by the player. If the judgment is affirmative, the process proceeds to step SP24. On the other hand, if the judgment is negative, that is, if the player gives up (retires) from completing the first quest, the process proceeds to step SP36.
[0092] (Step SP36) The control means 56 causes a retirement screen, which indicates that completion of one quest has been given up, to be displayed on the touch panel 32. Then, the process ends the series of processes shown in FIG.
[0093] (Example 2) In the first specific example, the control means 56 appropriates the amount required for lending (the lending amount) from the reward for completing the quest. However, the amount may be appropriated from the reward for displaying the advertisement video.
[0094] For example, when an advertising video is displayed starting from a game of the game system 1 according to the first embodiment, the control means 56 appropriates the compensation required for lending from the compensation (advertising compensation) associated with the display of the advertising video. Examples of this compensation include game currency, characters, various items, etc. In addition, this compensation may be the same amount as the compensation required for lending, and the number of advertising videos to be displayed and the display time (playback time) may be increased as the compensation increases. In addition, this remuneration may be the same as the consideration required for lending, or may be more than the consideration. For example, after the consideration required for lending is appropriated from this remuneration, the control means 56 allows the player to obtain the remaining remuneration.
[0095] The advertisement video may be stored in the storage device 28 or in an external advertisement server. The advertisement video may be a video (still image or video) introducing a product or service (e.g., a game different from the game in question). The advertisement video may also have an area (e.g., a screen transition button) for transitioning to a screen for purchasing or downloading (installing) the product or service. For example, when an advertising video is displayed (played) on the touch panel 32 of the terminal device 12 owned by a player, the game operator can receive advertising fees from the advertiser of that advertising video.
[0096] Also, for example, each time an advertisement video is displayed (the player watches an advertisement video), the control means 56 appropriates a part or all of the loan consideration from the remuneration associated with the display. For example, when the player configures a loaned character into a deck and starts a quest, the control means 56 automatically (compulsorily) displays the advertisement video and appropriates the consideration (loan consideration) for using (having used) the loaned character from the remuneration associated with the display. Note that the control means 56 may display the advertisement video when the player gives an instruction to display the advertisement video. For example, the control means 56 determines that the player does not need to pay the loan fee (does not consume the game currency owned by the player) because the player has viewed the advertisement video. The timing for displaying this advertisement video may be at the start or during a quest, or at the end of a quest (when the quest is cleared or retired), etc.
[0097] <Effects> As described above, in the first embodiment, a computer functions as a lending means 52 that lends loan content that can be used in a game to a player, and as a control means 56 that, when a player obtains a reward in a game, appropriates the cost of the loan from the reward.
[0098] According to this configuration, the fee required for lending is covered by the reward in the game, so there is no need to pay the fee in one lump sum when borrowing the lending content, thereby motivating the player to borrow the lending content.
[0099] Furthermore, in the first embodiment, when a player clears a game using loaned content, the control means 56 appropriates the compensation from the completion reward for the game.
[0100] According to this configuration, the player is motivated to use the loaned content because the compensation is paid when the loaned content is used.
[0101] Furthermore, in the first embodiment, the control means 56 appropriates the entire compensation from the reward for clearing the game.
[0102] According to this configuration, since no payment is required when renting the rental content, it is possible to motivate the player to rent the rental content.
[0103] In addition, in the first embodiment, the lending means 52 lends one or more lending contents from a group of lending contents to be lent, and a different amount of compensation is set for each of at least two lending contents included in the lending content group.
[0104] According to this configuration, it is possible to motivate the player to rent rental content for which a high price is set.
[0105] Furthermore, in the first embodiment, each time a player clears a game using loaned content, the control means 56 appropriates the compensation from the clearing reward for that game.
[0106] According to this configuration, the amount of the completion reward allocated each time the game is completed can be reduced, thereby giving the player an incentive to borrow the rental content.
[0107] In the first embodiment, the computer also functions as an acquisition means 54 that allows the player to acquire the loaned content when the total amount of the appropriated compensation reaches a predetermined amount.
[0108] According to this configuration, the loaned content can be acquired based on the total amount of the paid compensation, which motivates the player to complete multiple games using the loaned content, thereby making the games more lively.
[0109] In addition, in the first embodiment, the computer functions as an acquisition means 54 that allows a player to acquire the loaned content when the player has cleared the game using the loaned content a predetermined number of times.
[0110] According to this configuration, loan content is acquired according to the number of times the game is cleared, which gives the player an incentive to use the loan content to clear multiple games, thereby making the game more lively.
[0111] Furthermore, in the first embodiment, when the number of times that the player has cleared the game using the loaned content reaches a predetermined number of times, the control means 56 reduces the amount of compensation appropriated from the clearing reward.
[0112] With this configuration, the amount of compensation paid decreases depending on the number of times the game is cleared, which gives players an incentive to use the loaned content to clear multiple games, thereby making the game more lively.
[0113] Furthermore, in the first embodiment, if the player fails to complete the game using the loaned content, the control means 56 provides the content free of charge.
[0114] According to this configuration, if the player is unable to complete the game, the content is free of charge, which can motivate the player to borrow the rental content.
[0115] Furthermore, in the first embodiment, the control means 56 restricts the use of content by the player in a predetermined game.
[0116] According to this configuration, the use of the loaned content in a given game is restricted, so that game balance can be maintained.
[0117] In the first embodiment, the predetermined game is a game for which the compensation is less than the compensation to be applied as the completion reward.
[0118] According to this configuration, when the reward for completing the game is small, the use of the loaned content is restricted, so that the game balance can be maintained.
[0119] Furthermore, in the first embodiment, when the control means 56 displays an advertising video, the control means 56 appropriates the price from the remuneration associated with the display of the advertising video.
[0120] According to this configuration, the fee required for lending is covered by the remuneration associated with the display of the advertising video, so there is no need to pay the fee in one lump sum when borrowing the lending content, thereby providing motivation for the player to borrow the lending content. ---Second embodiment--- Next, a second embodiment will be described.
[0121] (Example 1) The second embodiment differs from the first embodiment in that information on characters acquired by the player without paying the entire price required for acquisition (hereinafter referred to as "acquired characters") is stored in acquired character information described below, that the control means 56 appropriates the price required for acquisition of the acquired characters from the game rewards, and that acquired characters can be organized into a deck. Note that the configuration and functions of the game system according to the second embodiment, which are not described below, are similar to those of the game system according to the first embodiment.
[0122] In the second embodiment, the content information of the player information 50A includes acquired character information. This acquired character information includes, for example, information on acquired characters acquired by the player in a lottery game, an acquisition menu, or the like without paying all of the consideration required for acquisition. For example, the acquired character information includes a character ID for each acquired character acquired by the player in an acquisition menu, or the like, an ability parameter for each acquired character, and a consideration payment amount. The consideration payment amount includes a total amount of the consideration required for acquisition (acquired consideration) paid. For example, the consideration payment amount includes a total amount of game currency appropriated from a reward for clearing a game (quest). For example, the consideration payment amount has a minimum value of 0 and a maximum value that is the consideration required for acquisition (acquired consideration).
[0123] In the second embodiment, the character information 50B includes an acquisition price. This acquisition price includes a price required to acquire the character to be acquired. This acquisition price is, for example, a price for acquiring the acquired character. Also, for example, a different amount of acquisition price is set for each of at least two characters included in the character group to be acquired. Specifically, the acquisition price for the first character is 600 game currencies, and the acquisition price for the second character is 1200 game currencies.
[0124] In the second embodiment, the acquisition means 54 allows the player to acquire one or more characters randomly selected from a group of characters to be acquired. For example, in a lottery game, the acquisition means 54 allows the player to acquire, as acquired characters (acquired contents), one or more characters randomly selected (drawn) from a group of characters (contents) to be acquired (selected).
[0125] In the second embodiment, the acquisition means 54 allows the player to acquire one or more characters selected by the player from a group of characters to be acquired. For example, the acquisition means 54 allows the player to acquire, as acquired characters (acquired contents), one or more characters arbitrarily selected by the player from a group of characters (contents) to be acquired (selected) in an acquisition menu.
[0126] In the second embodiment, when the player acquires a reward in the game, the control means 56 appropriates the compensation (acquired compensation) required to acquire the acquired character from the reward. For example, the control means 56 appropriates a part or the whole of the compensation for acquiring the acquired character from the reward in the game. For example, when acquiring the acquired character (at the time of acquisition) or at the start of a quest using the acquired character, the control means 56 requires payment of a part of the compensation (acquired compensation) (consuming game currency owned by the player), and appropriates the remainder of the compensation from the reward.
[0127] In the second embodiment, when the player clears a game (e.g., a quest), the control means 56 appropriates the compensation required for acquisition (acquired compensation) from the reward for clearing the game. Note that even when the player clears a game (quest) without using an acquired character, the control means 56 may appropriate the compensation for acquiring the acquired character included in the acquired character information from the reward for clearing the game.
[0128] Also, in the second embodiment, when a player clears a game (e.g., a quest) using an acquired character, the control means 56 appropriates the acquisition consideration of the acquired character from the clearing reward of the game. For example, when a player clears a quest and an acquired character is included in the deck used in the quest, the control means 56 appropriates the acquisition consideration corresponding to the acquired character from the clearing reward. In this case, for example, the control means 56 does not appropriate from the clearing reward the acquisition consideration corresponding to an acquired character not used in the quest. In other words, when an acquired character is not included in the deck used in the quest, the control means 56 allows the player to obtain all of the clearing reward for the quest.
[0129] In the second embodiment, the control means 56 appropriates all of the compensation required for acquisition (acquired compensation) from the reward for clearing the game (quest). For example, when acquiring an acquired character (at the time of acquisition) or at the start of a quest using the acquired character, the control means 56 does not require payment of the compensation (acquired compensation), and appropriates the compensation only from the reward for clearing the game.
[0130] Also, in the second embodiment, each time the player clears a game (quest) using an acquired character, the control means 56 appropriates a part of the compensation required for acquisition (acquired compensation) from the clearing reward for the game. For example, each time the player clears a quest using an acquired character, the control means 56 appropriates a part of the compensation from the clearing reward for the quest. Specifically, each time the player clears a quest using an acquired character, the control means 56 appropriates the compensation from the clearing reward in installments (for example, 10 payments). An example of this part of the compensation is a number (for example, 60 game currencies) obtained by dividing the acquired compensation (for example, 600 game currencies) by a predetermined value (for example, 10). Also, for example, when the acquired consideration corresponding to an acquired character has been entirely paid by appropriating the acquired consideration from the clear reward a predetermined number of times (e.g., 10 times), even if the acquired character is used in a quest thereafter, the control means 56 will not appropriate the acquired consideration from the clear reward. Specifically, when the payment amount of the consideration for the acquired character information in the player information 50A for the acquired character reaches the acquired consideration, the control means 56 changes the acquired character to a owned character and ends appropriating the acquired consideration from the clear reward.
[0131] In the second embodiment, when the player fails to clear the game using the acquired character, the control means 56 provides the compensation required to acquire the acquired character free of charge. For example, when the player fails to clear the quest with the acquired character included in the deck and gives up without continuing, the control means 56 provides the compensation free of charge. In other words, the control means 56 appropriates the compensation corresponding to the acquired character from the clearing reward only when the player clears the quest using the acquired character.
[0132] In the second embodiment, the control means 56 restricts the use of acquired characters by the player in a predetermined game. Examples of the predetermined game include a quest (game) that is less than the amount of compensation appropriated by the clearing reward, a quest that is less than a part of the amount of compensation appropriated by the clearing reward (e.g., 1 / 10 of the amount), a quest that has not been cleared by the player, a quest that has been cleared by the player, a quest with a predetermined difficulty level (e.g., 1 or 6), a time-limited quest, etc.
[0133] <Acquisition process flow> 9 is a flowchart showing an example of the flow of processing for acquiring a character in the game system 1 according to the second embodiment. The processing of the following steps is started, for example, when the player selects a menu for acquiring a character. The order and contents of the following steps can be changed as appropriate.
[0134] (Step SP40) The control means 56 causes the touch panel 32 to display an acquisition screen including a group of characters to be acquired.
[0135] FIG. 10 is a diagram showing an example of an acquisition screen 80 according to the second embodiment.
[0136] As shown in FIG. 10, the acquisition screen 80 is provided with an acquired character information area 82, a selection button 83, a cancel button 84, and an acquisition button 86. The acquired character information area 82 shows the rarity, ability parameters, and acquisition price of each character included in the character group to be acquired. For example, the acquired character information area 82 shows that the acquisition price will be paid (appropriated) in installments over a predetermined number of times (e.g., 10). The selection button 83 is a button for issuing an instruction to arbitrarily select a corresponding character. The cancel button 84 is a button for issuing an instruction to cancel the acquisition of a character. The acquire button 86 is a button for issuing an instruction to start acquiring the selected character.
[0137] Returning to FIG. 9, the process proceeds to step SP42.
[0138] (Step SP42) The acquisition means 54 judges whether or not the acquisition button is instructed (pressed) on the acquisition screen. If the judgment is affirmative, the process proceeds to step SP44. On the other hand, if the judgment is negative, that is, if the cancel button is instructed (pressed), the process ends the series of processes shown in FIG.
[0139] (Step SP44) The acquisition means 54 allows the player to acquire one or more characters selected on the acquisition screen as acquired characters. For example, the acquisition means 54 stores the character ID, ability parameters, payment amount, etc. of the acquired character in acquired character information in the player information 50A. Specifically, the acquisition means 54 stores an initial value (0) in the payment amount. Then, the process ends the series of processes shown in FIG. 9.
[0140] <Appropriation process flow> 11 is a flow chart showing an example of the process flow for allocating the acquired compensation from the clear reward in the game system 1 according to the second embodiment. The process of the following steps is started, for example, when the player specifies a quest in the quest menu. The order and contents of the following steps can be changed as appropriate.
[0141] (Step SP50) The control means 56 receives a selection of a deck to be organized from the owned characters and / or acquired characters from the player, and then the process proceeds to step SP52.
[0142] (Step SP52) The control means 56 starts a quest using each character that composes the deck selected in step SP50, and then the process proceeds to step SP54.
[0143] (Step SP54) The control means 56 judges whether or not one quest has been cleared. If the judgment is affirmative, the process proceeds to step SP56. On the other hand, if the judgment is negative, that is, if the hit points of all the characters that make up the deck are equal to or less than 0, the process proceeds to step SP68.
[0144] (Step SP56) The control means 56 judges whether or not the characters used in one quest include an acquired character. For example, the control means 56 refers to acquired character information in the player information 50A to judge whether or not the deck selected in step SP50 includes an acquired character. If the judgment is affirmative, the process proceeds to step SP58. On the other hand, if the judgment is negative, the process proceeds to step SP60.
[0145] (Step SP58) The control means 56 appropriates a compensation (acquired compensation) corresponding to one or more acquired characters used in one quest from a clear reward that the player acquires in the one quest. For example, the control means 56 refers to the acquired compensation in the character information 50B and appropriates from the clear reward an amount of game currency obtained by dividing the acquired compensation by a predetermined value (e.g., 10). Specifically, when the acquired compensation is 600 pieces of game currency, the control means 56 subtracts 60 pieces of game currency obtained by dividing the acquired compensation by the predetermined value of 10 from the clear reward. Next, the control means 56 adds the appropriated compensation (e.g., 60 pieces of game currency) to the compensation payment amount of the acquired character information in the player information 50A. Then, the process proceeds to the process of step SP60.
[0146] (Step SP60) The control means 56 judges whether or not the payment of the consideration (acquired consideration) corresponding to the acquired character has been completed. For example, the control means 56 judges whether or not the payment amount of the consideration for the acquired character information added up in step SP58 has reached the consideration (maximum value) required to acquire the acquired character. If the judgment is affirmative, the process proceeds to step SP62. On the other hand, if the judgment is negative, the process proceeds to step SP64.
[0147] (Step SP62) The acquisition means 54 changes the acquired character for which the payment of the fee has been completed to a owned character. That is, the acquisition means 54 makes the acquired character owned by the player as a owned character. For example, the acquisition means 54 deletes the information of the acquired character included in the acquired character information of the player information 50A, and stores the information in the owned character information. Then, the process proceeds to the process of step SP64.
[0148] (Step SP64) The control means 56 causes the touch panel 32 to display a clear screen including information on the clear reward.
[0149] FIG. 12 is a diagram showing an example of a clear screen 90 according to the second embodiment.
[0150] As shown in FIG. 12, the clear screen 90 is provided with a clear reward information area 92 and a reward acquisition button 94. The clear reward information area 92 displays the contents of the clear reward, etc. When the compensation required to acquire the acquired character is appropriated from the clear reward (acquired game currency) in step SP58, the clear reward information area 92 displays information indicating that the compensation has been appropriated (deducted) from the clear reward.
[0151] Returning to FIG. 11, the process proceeds to step SP66.
[0152] (Step SP66) The control means 56 allows the player to acquire the clear reward in response to pressing the reward acquisition button. For example, when the compensation required to acquire the acquired character is appropriated from the clear reward (game currency) in step SP58, the control means 56 allows the player to acquire the clear reward in an amount obtained by subtracting the compensation from the clear reward. Then, the process ends the series of processes shown in FIG. 11.
[0153] (Step SP68 to Step SP70) The processing in steps SP68 to SP70 is similar to the processing in steps SP34 to SP36 described above, and therefore the description will be omitted. Then, the processing ends with the series of processing steps shown in FIG.
[0154] (Example 2) In the first specific example, the control means 56 appropriates the compensation required for acquisition (acquired compensation) from the reward for clearing the quest. However, the compensation may be appropriated from the compensation associated with the display of the advertisement video.
[0155] For example, when an advertising video is displayed starting from a game of the game system 1 according to the second embodiment, the control means 56 appropriates the compensation required for acquisition from the compensation (advertising compensation) associated with the display of the advertising video. This compensation may be the same amount as the compensation required for acquisition, and the number of advertising videos to be displayed and the display time (playback time) may be increased as the compensation increases. This compensation may be the same as the compensation required for acquisition, or may be greater than the compensation. For example, after the compensation required for acquisition is appropriated from the compensation, the control means 56 allows the player to obtain the remaining compensation.
[0156] Also, for example, each time an advertisement video is displayed (the player watches an advertisement video), the control means 56 appropriates a part or all of the acquired consideration from the reward associated with the display. For example, when the player configures an acquired character into a deck and starts a quest, the control means 56 automatically (compulsorily) displays the advertisement video and appropriates the consideration (acquired consideration) for using (having used) the acquired character from the reward associated with the display. Note that the control means 56 may display the advertisement video when the player gives an instruction to display the advertisement video. For example, the control means 56 determines that the player does not need to pay any compensation for viewing the advertisement video (no game currency owned by the player is consumed).
[0157] <Effects> As described above, in the second embodiment, the computer functions as an acquisition means 54 that allows the player to acquire content that can be used in the game, and as a control means 56 that, when the player obtains a reward in the game, appropriates the cost required for the acquisition from the reward.
[0158] According to this configuration, the cost required for acquisition is covered by rewards in the game, so there is no need to pay the cost in one lump sum when acquiring the content, thereby motivating the player to acquire the content.
[0159] Furthermore, in the second embodiment, when a player clears a game using content, the control means 56 appropriates the compensation from the completion reward for the game.
[0160] According to this configuration, since the compensation is paid when the content is used, it is possible to motivate the player to use the content.
[0161] Furthermore, in the second embodiment, the control means 56 appropriates the entire compensation from the reward for clearing the game.
[0162] According to this configuration, since no payment is required to acquire the content, it is possible to motivate the player to acquire the content.
[0163] In the second embodiment, the acquisition means 54 acquires one or more pieces of content randomly selected from a content group to be acquired.
[0164] According to this configuration, since it is not necessary to pay the price in one lump sum when acquiring randomly selected content, it is possible to motivate the player to acquire the content.
[0165] Also, in the second embodiment, the acquisition means 54 allows the player to acquire one or more contents selected by the player from a content group to be acquired, and different amounts of compensation are set for at least two contents included in the content group.
[0166] According to this configuration, it is possible to motivate the player to acquire (select) content for which a high price is set.
[0167] Furthermore, in the second embodiment, each time a player clears a game using content, the control means 56 appropriates a portion of the compensation from the clearing reward for that game.
[0168] According to this configuration, the amount of the completion reward allocated each time a game is completed can be reduced, thereby providing the player with a motivation to acquire content.
[0169] Furthermore, in the second embodiment, if the player fails to complete the game by using the content, the control means 56 provides the content free of charge.
[0170] According to this configuration, if the player fails to clear the game, no compensation is charged, which can motivate the player to acquire the content.
[0171] Furthermore, in the second embodiment, the control means 56 restricts the use of content by a player in a predetermined game.
[0172] According to this configuration, the use of content acquired in a given game is restricted, so that game balance can be maintained.
[0173] In the second embodiment, the predetermined game is a game for which the compensation is less than the compensation to be applied as the completion reward.
[0174] According to this configuration, when the reward for completing the game is small, the use of acquired content is restricted, so that game balance can be maintained.
[0175] Furthermore, in the second embodiment, when the control means 56 displays an advertising video, the control means 56 appropriates the price from the remuneration associated with the display of the advertising video.
[0176] According to this configuration, the fee required for acquisition is covered by the reward associated with the display of the advertising video, so there is no need to pay the fee in one lump sum when acquiring the content, thereby providing motivation to the player to acquire the content.
[0177] ---Variations--- The present invention is not limited to the above specific examples. In other words, the above specific examples, to which a person skilled in the art has made appropriate design modifications, are also included within the scope of the present invention as long as they have the characteristics of the present invention. In addition, the elements of the above-mentioned embodiment and the modified examples described below can be combined to the extent technically possible, and combinations of these are also included within the scope of the present invention as long as they include the characteristics of the present invention.
[0178] For example, in the first embodiment, the loan consideration is a consideration for using (having used) a loan character once in a game, but it may be a consideration for loaning the loan character until the loan expiration date. For example, the control means 56 may appropriate a part or all of the consideration for loaning the loan character until the loan expiration date from the reward in the game.
[0179] The loan consideration may be a consideration for using (having used) the loan character multiple times in a game. For example, when the loan character is used multiple times (e.g., three times) in a quest, the control means 56 may appropriate the loan consideration for the multiple uses from the remuneration.
[0180] In the first embodiment, the lending means 52 lends one or more characters to the player from a group of characters to be lent that are prepared in advance by the game operator, but the lending means 52 may lend one or more characters to the player as lent characters from a group of characters owned by another player. In this case, the control means 56 may cause the other player who owns the lent character to acquire a part or all of the loan consideration appropriated from the reward. Furthermore, the lending means 52 may lend to the player one or more lending characters randomly selected (by lottery) from the group of lending characters.
[0181] In the first and second embodiments, the control means 56 appropriates part or all of the compensation from the reward in the game, but the compensation to be appropriated may be changed according to the amount of the reward. For example, when the reward for completing a quest contains 300 pieces of game currency, the control means 56 sets the upper limit of the compensation to be appropriated to 150 pieces of game currency. Also, for example, when the reward for completing a quest contains 600 pieces of game currency, the control means 56 sets the upper limit of the compensation to be appropriated to 300 pieces of game currency.
[0182] In addition, in the first and second embodiments, the timing for displaying this advertising video has been described as being at the end of a quest, etc., but it may also be at the time of logging in or when the advertising display menu is selected, etc.
[0183] In addition, in the first and second embodiments, we have mainly used characters as an example of content, but the content may also be equipment items such as weapon items and armor items, cards, avatars, costumes, etc. [Explanation of symbols]
[0184] 10. Server equipment 12...Terminal device 50...Memory means 54…Means of acquisition 56...Control means
Claims
[Claim 1] Computer, an acquisition means for allowing a player to acquire content that can be used in the game; a control means for allocating, when the player obtains a reward in a game, a price required for the acquisition from the reward; To function as, program.