Program, information processing system, and information processing method
Patent Information
- Application Number
- JP2024007384
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-01-22
- Publication Date
- 2025-12-10
AI Technical Summary
Existing game systems fail to motivate players who already own game media with preferential provision probabilities, as they are not incentivized to use functions that provide these media, leading to inefficiencies in development efforts to cater to diverse player groups.
A program and information processing system that classifies game media into two groups: one eligible for preferential treatment and another not, allowing players to select targets for preferential treatment, and conducts lotteries independent of these selections, ensuring higher provision probabilities for selected media.
This approach reduces the need for extensive data preparation and enhances the development environment by motivating players to use game functions, improving the overall gaming experience by considering individual player possession status.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a program, an information processing system, and an information processing method for a game that determines which game media are to be provided from a plurality of types of game media, and provides the game media determined as the one to be provided to a player. [Background technology]
[0002] Games that have a function that allows a player to acquire game media randomly determined by lottery have been known for some time, and a method of providing game media that increases the probability of receiving a specific game medium from among multiple types of game media that are subject to a lottery for a limited period of time is also known (see Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 6676207 Summary of the Invention [Problem to be solved by the invention]
[0004] When preferential treatment of the probability of provision is provided for the provision of game media as described above, there is a problem that while players who do not own the game media with the preferential probability of provision are actively motivated to use the function, players who already own the game media with the preferential probability of provision are not motivated to use the function. In other words, since the game media ownership status of each player is different, there was a concern that a large amount of development man-hours would be required to implement a function to provide game media that meets the needs of various player segments.
[0005] The present invention has been made in consideration of the above circumstances, and its object is to provide a program, an information processing system, and an information processing method that improve the development environment for implementing a function for providing game media. [Means for solving the problem]
[0006] (1) The present invention relates to a program for a game that determines game media to be provided from multiple types of game media and provides the game media determined as the game media to be provided to a player, the multiple types of game media being classified into a first group to which the game media selectable as favored targets belong and a second group to which the game media that cannot be selected as favored targets belong, and that causes a computer to function as a selection receiving unit that presents the game media belonging to the first group and accepts a selection of the game medium, a favored target setting unit that sets the selected game medium as the favored target, and a provided target determination unit that determines the game media to be provided such that the game medium set as the favored target among the multiple types of game media has a higher probability of being provided than at least the game media that belong to the first group and are not favored targets, and the provided target determination unit performs a lottery using a lottery method that is not dependent on the selection result of the favored target, and when a predetermined lottery result is obtained, determines the game media to be provided from the game media belonging to the first group in accordance with the selection result of the favored target.
[0007] (2) In the program of the present invention, with regard to the lottery, there are specific lottery results in which the game medium is identified and non-specific lottery results in which the game medium is not identified, the game medium belonging to the first group is determined to be the provided target based on obtaining the non-specific lottery result, and the game medium belonging to the second group is determined to be the provided target based on obtaining the specific lottery result, the non-specific lottery result includes a first lottery result and a second lottery result, and when the provided target determination unit obtains the first lottery result, it may determine the game medium set as the preferred target as the provided target, and when the second lottery result is obtained, it may determine the provided target from the game media belonging to the first group that are not the preferred targets.
[0008] (3) The present invention relates to an information processing system for a game that determines game media to be provided from a plurality of types of game media and provides a player with the game media determined as the target to be provided, the plurality of types of game media being classified into a first group to which the game media selectable as preferred targets belong and a second group to which the game media that cannot be selected as preferred targets belong, the information processing system including: a selection receiving unit that presents the game media belonging to the first group and accepts a selection of the game medium; a preferred target setting unit that sets the selected game medium as the preferred target; and a provided target determination unit that determines the game media to be provided such that the game medium set as the preferred target among the plurality of types of game media has a higher probability of being provided than at least the game media that belong to the first group and are not the preferred targets, the provided target determination unit conducting a lottery using a lottery method that is not dependent on the selection result of the preferred target, and when a predetermined lottery result is obtained, determining the game media to be provided from the game media belonging to the first group in accordance with the selection result of the preferred targets.
[0009] (4) The present invention relates to an information processing method for a game, which determines game media to be provided from a plurality of types of game media and provides the game media determined as the game media to be provided to a player, the plurality of types of game media being classified into a first group to which the game media selectable as preferred targets belong and a second group to which the game media not selectable as preferred targets belong, the information processing method including: a selection receiving step of presenting the game media belonging to the first group and receiving a selection of the game medium; a preferred target setting step of setting the selected game medium as the preferred target; and a provided target determination step of determining the game media to be provided such that the game medium set as the preferred target among the plurality of types of game media has a higher probability of being provided than at least the game media belonging to the first group that are not the preferred targets, the information processing method including: in the provided target determination step, a lottery is held using a lottery method that is not dependent on the selection result of the preferred target; and, when a predetermined lottery result is obtained, determining the game media to be provided from the game media belonging to the first group in accordance with the selection result of the preferred target.
[0010] In the program, information processing system, and information processing method of the present invention described above, multiple types of game media are classified into a first group and a second group depending on whether they can be selected as a preferred target, and a selection of the preferred target is accepted from the game media belonging to the first group, and the game media to be provided is determined by increasing the probability of providing the preferred game media. Therefore, the game media to be the preferred target can be selected taking into consideration the possession status of game media for each player. In this way, by leaving the decision regarding the setting of the preferred target to the player, the more game media belonging to the first group, the more development man-hours are required to prepare data for the lottery for each setting of the preferred game media.
[0011] Therefore, in the present invention, a lottery is performed using a lottery method that is not dependent on the result of the selection of the preferential target, and when a predetermined lottery result is obtained, the game media to be provided are determined from the game media belonging to the first group according to the result of the selection of the preferential target, thereby reducing the effort required to prepare data for the lottery in advance by taking into account the player's selection pattern of the preferential target. Therefore, according to the present invention, the development environment for implementing the function of providing game media can be improved. [Brief description of the drawings]
[0012] [Figure 1] FIG. 1 is a diagram showing an overall configuration of an information processing system. [Diagram 2] FIG. 2 is a functional block diagram of a server related to a function for acquiring a character among functions realized in the information processing system. [Diagram 3] FIG. 2 is a functional block diagram of a player terminal related to a function of acquiring a character, among functions realized by the information processing system. [Figure 4] FIG. 13 is a diagram showing an example of a lottery acceptance screen displayed on a player terminal. [Diagram 5] FIG. 13 is a diagram showing an example of a lottery acceptance screen displayed on a player terminal. [Figure 6] 13 is a flowchart showing an example of a process relating to activation of a lottery button executed on a player terminal. [Figure 7] FIG. 13 is a diagram showing an example of a preferential treatment target selection dialogue displayed on a player terminal. [Figure 8] FIG. 13 is a diagram showing an example of a preferential treatment target selection dialogue displayed on a player terminal. [Figure 9] FIG. 13 is a diagram showing an example of a prize object selection dialogue displayed on a player terminal. [Figure 10] FIG. 13 is a diagram showing an example of a prize object selection dialogue displayed on a player terminal. [Figure 11] 13 is a flowchart showing an example of a process for determining a character and an additional benefit executed by the server. [Figure 12]FIG. 13 is a diagram showing an example of a lottery table relating to a lottery for determining a character to be provided. [Figure 13] FIG. 13 is a diagram showing an example of a character assignment table for determining a character to be provided. [Figure 14] FIG. 13 is a diagram showing an example of a gacha details dialog displayed on a player terminal. [Figure 15] 13 is a diagram for explaining a display method of a gacha details dialog displayed on a player terminal. FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0013] Hereinafter, an embodiment of the present invention will be described. Note that the embodiment described below does not unduly limit the contents of the invention described in the claims. Furthermore, not all of the configurations described in the embodiment are necessarily essential components of the present invention.
[0014] 1. Information Processing System Configuration Fig. 1 is a diagram showing the overall configuration of an information processing system 10 of this embodiment. As shown in Fig. 1, in the information processing system 10, a server 20 and a plurality of player terminals 40 are connected via a network 30 such as the Internet, a mobile phone network, a LAN, or a WAN, and a so-called client-server communication system is constructed. Each of the plurality of player terminals 40 communicates with the server 20 via the network 30 to transmit and receive various information. Each of the plurality of player terminals 40 also communicates with the other player terminals 40 via the network 30 and the server 20 to transmit and receive various information.
[0015] The server 20 includes a control unit 21 consisting of a processor such as a CPU, a storage unit 22 consisting of a main storage device such as a ROM or RAM and an auxiliary storage device such as a HDD or SSD, and a communication unit 23 consisting of a communication module and a communication interface. In the server 20, the control unit 21 executes various processes in accordance with the programs stored in the storage unit 22. The server 20 also receives information from the player terminal 40 via the communication unit 23, and transmits information relating to the results of the processes executed by the control unit 21 to the player terminal 40.
[0016] The player terminal 40 is a smartphone, a tablet, a personal computer, a portable game machine, a stationary game machine installed in a store or at home, etc. The player terminal 40 includes a control unit 41 consisting of a processor such as a CPU, a storage unit 42 consisting of a main storage device such as a ROM or RAM, and an auxiliary storage device such as a flash memory, a HDD, or a SDD, an operation / input unit 43 consisting of a touch panel, a keyboard, a microphone, etc., a display unit 44 consisting of a liquid crystal display, an organic EL display, etc., and a communication unit 45 consisting of a communication module and a communication interface. The player terminal 40 also executes various processes according to the programs stored in the storage unit 42. The player terminal 40 also receives information from the server 20 through the communication unit 45 and transmits information to the server 20 or to other player terminals 40.
[0017] The information processing system 10 of this embodiment has a function of providing, through the player terminal 40, a game in which a character owned by a player is dispatched on a quest to fight an enemy character. In particular, the information processing system 10 of this embodiment has a character acquisition function for acquiring a character (an example of a game medium), and the following describes a case in which the character acquisition function is shared and realized between the server 20 and the player terminal 40. However, the above-mentioned function may be realized mainly by the server 20 or mainly by the player terminal 40.
[0018] FIG. 2 is a functional block diagram showing the main functions of the server 20.
[0019] The server 20 in the information processing system 10 has the function of managing players, characters, etc. using various identification information, the function of performing calculations necessary for the progress of the game in response to requests from the player terminal 20, and the function of transmitting the calculation results to the player terminal 40, and these functions are realized by the server data storage unit 50 and the game calculation unit 60 working together.
[0020] The server data storage unit 50 includes a player management database 51, and is mainly realized by the storage unit 22. In this embodiment, a character list, an item list, and the like are stored in the player management database 51 in association with a player ID assigned to each player.
[0021] The character list includes data on the characters owned by the player, such as the character ID assigned to each character, the character's rarity, and the character's status. In this embodiment, whether each character has been released is managed in the character list for each player, and when a character is acquired for the first time, a released flag is set in association with the character ID of the acquired character. The item list includes data on the items and in-game currency owned by the player, for example.
[0022] The server data storage unit 50 also includes a lottery information database 52, and the lottery information database 52 stores table data (hereinafter referred to as a lottery table) for the lottery executed in the character acquisition function.
[0023] In this embodiment, regarding the character acquisition function, the server 20 can execute a main lottery to determine the character to be provided and a sub-lottery to determine the additional benefit. The main lottery is a two-stage lottery, and the server 20 can execute a first lottery to determine the rarity of the character to be provided and a second lottery to determine the character to be provided from the character of the rarity corresponding to the result of the first lottery. The lottery information database 52 stores lottery tables for each lottery described above. The additional benefit includes character pieces of the character selected as the prize target, which will be described later, and piece exchange items.
[0024] In this embodiment, the lottery table is set so that there are specific lottery results in which the character is specified and non-specific lottery results in which the character is not specified for the second lottery in the main lottery. Furthermore, in the lottery table for the second lottery, a winning frame and a losing frame are set for the non-specific lottery result, and when a non-specific lottery result is obtained in the second lottery, the character to be provided is determined by the character allocation process described later.
[0025] The game calculation unit 60 performs a process of performing a calculation required for the progress of the game in response to a request from the player terminal 20, transmitting the calculation result to the player terminal 40, and transmitting data required for the progress of the game to the player terminal 40 in response to a request from the player terminal 20, and is mainly realized by the control unit 41 and the communication unit 45. For example, when a lottery request is received from the player terminal 20 in the character acquisition function, the game calculation unit 60 performs a main lottery to determine a character to be provided, and performs a sub lottery to determine an additional benefit, and transmits the lottery result to the player terminal 40. In this embodiment, if a character to be provided in the character acquisition function is not yet released in the character list of the player management database 51, a released flag is set, and the number of items to be provided as an additional benefit is updated in the item list of the player management database 51. In addition, when a character with a released flag set becomes a character to be provided, it is converted into a piece exchange item that can be exchanged for a character piece required to increase the rarity of the character, and the number of piece exchange items to be owned is updated in the item list of the player management database 51.
[0026] The game calculation unit 60 also includes a favored target setting unit 61. The favored target setting unit 61 performs processing to set a character selected by a player as a favored target. In this embodiment, a plurality of types of characters are classified into a first group to which characters selectable as favored targets belong and a second group to which characters not selectable as favored targets belong. When an arbitrary character is selected from the characters belonging to the first group in the player terminal 40, a favored target setting request including information on the selected character is transmitted to the server 20. When the favored target setting request is received from the player terminal 40, the favored target setting unit 61 sets the character selected by the player as a favored target based on the information on the character included in the favored target setting request, and registers the character in the player management database 51 in association with the player ID.
[0027] The game calculation unit 60 also includes a prize target setting unit 62. The prize target setting unit 62 performs processing to set a character selected by a player as a prize target. In this embodiment, when an arbitrary character is selected from the characters belonging to the first group in the player terminal 40, a prize target setting request including information on the selected character is transmitted to the server 20. When the prize target setting request is received from the player terminal 40, the prize target setting unit 62 sets the character selected by the player as a prize target based on the character information included in the prize target setting request, and registers the character in the player management database 51 in association with the player ID.
[0028] In this embodiment, the characters to be treated as favorable targets and the characters to be awarded prizes are both selected from the characters belonging to the first group, but the group of characters selectable as favorable targets and the group of characters selectable as prize targets may be different. Also, the characters selected as favorable targets may be set as favorable targets and as prize targets.
[0029] The game calculation unit 60 also includes a provided object determination unit 63. The provided object determination unit 63 performs a process of determining a character to be provided. In this embodiment, the provided object determination unit 63 determines a character to be provided such that a character set as a favored object among a plurality of types of characters has a higher probability of being provided than at least a character belonging to the first group that is not a favored object.
[0030] Furthermore, the provided object determination unit 63 performs a main lottery by a lottery method that is not dependent on the selection result of the preferential object, and when a predetermined lottery result is obtained, determines a character to be provided from the characters belonging to the first group according to the selection result of the preferential object. Particularly in this embodiment, the characters belonging to the first group are determined to be provided based on the non-specific lottery result obtained in the second lottery in the main lottery, and the characters belonging to the second group are determined to be provided based on the specific lottery result obtained in the second lottery in the main lottery.
[0031] Furthermore, when a non-specific result is obtained in the second lottery in the main lottery, the provided object determination unit 63 executes a character allocation process for allocating a character according to the lottery result from among the characters belonging to the first group to determine the character to be provided. For example, when a winning slot is obtained in the second lottery in the main lottery, the character set as the preferred object is determined to be the provided object, and when a losing slot is obtained in the second lottery in the main lottery, the provided object is determined from among the characters belonging to the first group that are not the preferred object.
[0032] After the main lottery is performed, the offer target determination unit 63 performs a sub-lottery to determine an item for the additional benefit. In the sub-lottery, one of the prizes from 1st to 6th place is determined, and the item corresponding to the lottery result is determined as the offer target for the additional benefit. In this embodiment, character pieces are included in the items that become the additional benefit, and when character pieces become the offer target for the additional benefit, the character pieces of the character set as the prize target are provided.
[0033] FIG. 3 is a functional block diagram showing the main functions of the player terminal 40. As shown in FIG.
[0034] As shown in FIG. 3, the player terminal 40 in the information processing system 10 of this embodiment realizes a character acquisition function by cooperation between a terminal data storage unit 70 and a game execution unit 80.
[0035] The terminal data storage unit 70 stores data for the game execution unit 80 to perform various processes, and is realized mainly by the storage unit 42.
[0036] The terminal data storage unit 70 includes a player data storage unit 71, and the player data storage unit 71 stores data related to a character list and an item list corresponding to a player ID. In this embodiment, when an application is started or ended, or in other necessary situations, a synchronization process is performed between the player data storage unit 71 of the player terminal 40 and the player management database 51 of the server 20 regarding data (such as a character list and an item list) linked to the player ID, and various game processes are executed using the data stored in the player data storage unit 71. In this embodiment, when it becomes necessary to change the character list or the item list in association with the execution of various game processes, the stored contents of the player data storage unit 71 are updated and the updated stored contents are backed up in the player management database 51 of the server 20, and the stored contents of both are synchronized. Note that data linked to a player ID, such as a character list and an item list, may be downloaded from the player management database 51 to the player data storage unit 71 as necessary, such as when an application is started.
[0037] The game execution unit 80 performs processes such as starting a game when a game start condition is satisfied, executing a selected game mode from a plurality of game modes, progressing the game, generating an event when an event occurrence condition is satisfied, calculating a game result, ending the game when a game end condition is satisfied, requesting calculations from the server 20, obtaining calculation results and necessary data from the server 20, and transmitting calculation results and data of the player terminal 40 to the server 20, and is realized mainly by the control unit 41 and the communication unit 45. In this embodiment, the game execution unit 80 includes a character acquisition function providing unit 81.
[0038] The character acquisition function providing unit 81 accepts input from the player, transmits a lottery request to the server 20, obtains information on the characters and additional benefits to be provided determined by the server 20, and performs processing to provide a character acquisition function that notifies the player of the results of acquiring the characters and additional benefits.
[0039] Furthermore, when a character provided in the character acquisition function is not yet released in the character list of the player data storage unit 71, the character acquisition function providing unit 81 sets a released flag, and updates the number of items provided as an additional benefit in the item list of the player data storage unit 71. Furthermore, when a character with a released flag set becomes a character to be provided, the character acquisition function providing unit 81 converts the character into a piece exchange item that can be exchanged for character pieces required to increase the rarity of the character, and updates the number of piece exchange items in the item list of the player data storage unit 71.
[0040] The character acquisition function providing unit 81 also includes a selection receiving unit 82, which performs processing to provide an input interface for the player to select an arbitrary character from the characters belonging to the first group as a character to be favored in the character acquisition function.
[0041] In this embodiment, a preferential target selection dialogue is provided as an input interface for selecting a preferred target, and a list of characters belonging to the first group is presented in the preferential target selection dialogue. The player selects any character that he or she wishes to set as a preferred target through the preferential target selection dialogue, and when the selection receiving unit 82 receives an input for selecting a character in the preferential target selection dialogue, it transmits a preferential target setting request including the result of the selection of the preferred target to the server 20. In the server 20 that receives the preferential target setting request, the preferential target setting unit 61 sets the character selected by the player as a preferred target, and thereafter, when a lottery request is made from the player terminal 40, the provided target determination unit 63 determines the character to be provided, reflecting the setting contents of the preferred target.
[0042] Furthermore, in the character acquisition function, the selection receiving unit 82 performs processing to provide an input interface for the player to select an arbitrary character from the characters belonging to the first group as a prize target.
[0043] In this embodiment, a prize target selection dialogue is provided as an input interface for selecting a prize target, and a list of characters belonging to the first group is presented in the prize target selection dialogue. The player selects any character that he / she wishes to set as a prize target through the prize target selection dialogue, and when the selection receiving unit 82 receives an input for character selection in the prize target selection dialogue, it transmits a prize target setting request including the prize target selection result to the server 20. In the server 20 that receives the prize target setting request, the prize target setting unit 62 sets the character selected by the player as a prize target, and thereafter, when a lottery request is made from the player terminal 40, the provided target determination unit 63 determines an item that will be an additional benefit to be provided, reflecting the prize target setting contents.
[0044] 2. Control method of this embodiment In the following, the control method of this embodiment will be described taking as an example a case where the game program of this embodiment is applied to a game application of a player terminal 40 provided as a smartphone.
[0045] The game program of this embodiment is configured to be able to provide a plurality of types of game functions, among which the character acquisition function allows the player to acquire a character determined by lottery as a provided object, thereby increasing the types of characters available for use in other game functions. In addition to being able to acquire a character in the character acquisition function, this embodiment also allows the player to acquire an additional bonus item for each lottery. That is, in this embodiment, in response to a single lottery request from the player terminal 40, the server 20 determines the objects to be provided, one character and one additional bonus.
[0046] In this embodiment, when determining which characters are to be provided in the character acquisition function, some characters are treated as preferred characters with a higher probability of being provided, and the player can select the preferred characters at will. Therefore, the player can select the characters he or she wishes to acquire as the preferred characters, taking into consideration the release status of his or her own characters.
[0047] In addition, in this embodiment, the character acquisition function is provided as a "selectable prize gacha" on the player terminal 40, and the lottery to determine the characters to be provided and additional benefits is triggered by the player's input on the lottery reception screen.
[0048] FIG. 4 is a diagram showing a display example of a lottery reception screen. The lottery reception screen is provided with a one-time lottery button 91 for receiving one lottery and a ten-time lottery button 92 for receiving ten consecutive lotteries. Input to the one-time lottery button 91 and the ten-time lottery button 92 is valid on the condition that both the favorable character and the prize target character have been selected. For example, in a situation where input to the one-time lottery button 91 and the ten-time lottery button 92 is disabled, such as at the time of the first transition to the lottery reception screen, as shown in FIG. 5, both the one-time lottery button 91 and the ten-time lottery button 92 are displayed in gray, and when transition is made to the lottery reception screen, a dialogue (a favorable target selection dialogue, a prize target selection dialogue) for selecting unselected favorable targets and prize targets is displayed in a pop-up. The favorable target selection dialogue and the prize target selection dialogue can also be called up by the player at will. When a tap input is made on the preferential treatment object button 93 provided on the lottery reception screen, a preferential treatment object selection dialogue is displayed, and when a tap input is made on the prize button 94 provided on the lottery reception screen, a prize object selection dialogue is displayed.
[0049] FIG. 6 is a flowchart showing an example of a process executed in the player terminal 40 regarding activation of the lottery buttons (the one-time lottery button 91 and the ten-time lottery button 92).
[0050] First, when the screen transitions to the lottery reception screen (Y in step S101), it is checked whether or not a favored character has been selected (step S102). If a favored character has been selected (Y in step S102), the favored character selection process is skipped and it is checked whether or not a prize-eligible character has been selected (step S104). On the other hand, if a favored character has not been selected (N in step S102), a favored character selection process is performed to allow the player to select a favored character (step S103). In the favored character selection process, the favored character selection dialogue shown in FIG. 7 is displayed and the player is prompted to select a favored character.
[0051] In this embodiment, there are 50 characters C1 to C50 that can be provided in the character acquisition function, of which three characters C34, C37, and C45 are classified into a first group, and a character to be given preferential treatment can be selected from among these three characters. Of the characters C1 to C50, the characters other than C34, C37, and C45 are classified into a second group.
[0052] The preferential treatment target selection dialogue is provided with character display columns 111 corresponding to each of the selectable characters, and each character display column 111 displays the character icon, rarity (number of stars), character release status (released / not released), etc., as well as a selection button 112. The preferential treatment target selection dialogue is also provided with a selectable number display area 114, and if the number of preferential treatment target characters required to activate the lottery button have not been selected, the selectable number display area 114 displays the selectable number of preferential treatment target characters.
[0053] When the selection button 112 corresponding to any of the characters is tapped while the preferential treatment target selection dialogue is displayed, the indication of the selection button 112 corresponding to the selected character (for example, character C34) is changed from "Select" to "Selected" as shown in FIG. 8. When the OK button 115 is tapped while any of the characters is selected, the selected character is set as the preferential treatment target and the preferential treatment target selection dialogue is closed. Specifically, the result of the selection of the preferential treatment target is stored in the player data storage unit 71, and a request for setting the preferential treatment target including the result of the selection of the preferential treatment target is transmitted to the server 20. The server 20 that has received the request for setting the preferential treatment target registers the character of the preferential treatment target in the player management database 51 in association with the player ID according to the result of the selection of the preferential treatment target. Note that the preferential treatment target selection dialogue is provided with a close button 113, and the preferential treatment target selection dialogue can also be closed without selecting a character to be the preferential treatment target. When the preferential treatment target selection dialogue is closed by tapping the close button 113, the selection contents in the preferential treatment target selection dialogue are discarded. When the preferential treatment target selection dialogue is closed, a check is made as to whether or not a prize target character has been selected, regardless of whether or not a preferential treatment target character has been selected (step S104).
[0054] The preferential target selection dialogue can also be displayed when a tap input is made on the preferential target button 93 provided on the lottery reception screen. For example, even if the character to be favored has already been selected, the preferential target selection dialogue can be displayed from the lottery reception screen to change the character to be favored. When the preferential target selection dialogue is displayed in a situation where the character to be favored has already been selected, as shown in FIG. 8, in the character display field 111 corresponding to the character to be favored, the display mode of the selection button 112 is different from that of the other characters. That is, when the character to be favored has already been selected, when the preferential target selection dialogue is called up from the preferential target button 93 on the lottery reception screen, as shown in FIG. 8, the display of the selection button 112 corresponding to the character to be favored changes to "selected", so that the character to be favored can be confirmed. When it is desired to change the character to be favored, by performing a tap input on the selection button 112 of a character other than the currently selected character, when the display of the selection button 112 of the character to be changed is "selected", a tap input is made on the OK button 115, and the setting information of the character to be favored is changed in both the server 20 and the player terminal 40. When the preferential treatment target selection dialogue is closed by tapping the close button 113, the selections made in the preferential treatment target selection dialogue are discarded, and the selection information of the preferential treatment target character is not changed.
[0055] If the prize target character has already been selected (Y in step S104), the prize selection process is skipped and it is checked whether the favored character and the prize target character have both been selected (step S106). On the other hand, if the prize target character has not been selected (N in step S104), the prize selection process is performed to have the player select the prize target character (step S105).
[0056] In the prize selection process, a prize target selection dialogue shown in FIG. 9 is displayed, and the player is prompted to select a character that is a prize target. In this embodiment, the prize target character can be selected from the three characters (character C34, character C37, character C45) belonging to the first group, and a character different from the favored character can be selected as the prize target. Note that the character that can be selected as the prize target does not have to be the same as the character that can be selected as the favored character, and may be different. Also, the favored character may be automatically set as the prize target character.
[0057] The prize selection dialog also has a character display field 121 corresponding to each of the selectable characters, and each character display field 121 displays the character icon, rarity (number of stars), character release status (released / not released), number of character pieces owned, etc., and also has a selection button 122.
[0058] When the selection button 122 corresponding to any of the characters is tapped while the prize object selection dialogue is displayed, the display of the selection button 122 corresponding to the selected character (for example, character C37) is changed from "Select" to "Selected" as shown in FIG. 10. When the OK button 124 is tapped while any of the characters is selected, the selected character is set as the prize object and the prize object selection dialogue is closed. Specifically, the prize object selection result is stored in the player data storage unit 71, and a prize object setting request including the prize object selection result is transmitted to the server 20. The server 20 that has received the prize object setting request registers the prize object character in the player management database 51 in association with the player ID according to the prize object selection result. The prize object selection dialogue is provided with a close button 123, and the prize object selection dialogue can be closed without selecting a prize object character. When the prize object selection dialogue is closed by tapping the close button 123, the selection content in the prize object selection dialogue is discarded. When the prize object selection dialogue is closed, a check is made to see whether or not both the preferential treatment object character and the prize object character have been selected, regardless of whether or not a prize object character has been selected (step S106).
[0059] The prize target selection dialogue can also be displayed when a tap input is made on the prize button 94 provided on the lottery reception screen. For example, even if a prize target character has already been selected, the prize target character can be changed by displaying the prize target selection dialogue from the lottery reception screen. When the prize target selection dialogue is displayed in a situation where a prize target character has already been selected, as shown in FIG. 10, the display mode of the selection button 122 in the character display field 121 corresponding to the prize target character is different from that of other characters. That is, when a prize target character has already been selected, when the prize target selection dialogue is called up from the prize button 94 on the lottery reception screen, as shown in FIG. 10, the notation of the selection button 122 corresponding to the prize target character changes to "selected", so that the prize target character can be confirmed. When a player wishes to change the prize target character, the player performs a tap input on the selection button 122 of a character other than the currently selected character, and when the notation of the selection button 122 of the character to be changed is "selected", a tap input is made on the OK button 124, and the setting information of the prize target character is changed in both the server 20 and the player terminal 40. When the prize object selection dialogue is closed by tapping the close button 123, the selections made in the prize object selection dialogue are discarded, and the selection information of the prize object character is not changed.
[0060] If the character to be given preferential treatment has been selected and the character to be given a prize has also been selected (Y in step S106), the lottery buttons (the one-time lottery button 91 and the ten-time lottery button 92) are enabled (step S107). If either the character to be given preferential treatment or the character to be given a prize has not been selected (N in step S106), the lottery buttons (the one-time lottery button 91 and the ten-time lottery button 92) are not enabled and the series of processes ends. When the lottery buttons (the one-time lottery button 91 and the ten-time lottery button 92) are enabled on the lottery reception screen, the one-time lottery button 91 and the ten-time lottery button 92 are normally displayed as shown in FIG. 4, and the character and additional benefits can be provided by the character acquisition function.
[0061] In this embodiment, when transitioning to the lottery reception screen, the player terminal 40 receives from the server 20 the setting information of the preferential target and the pick-up target, information regarding the activation of the lottery buttons (the one-time lottery button 91 and the ten-time lottery button 92), and information regarding the provision rate of the character and the additional benefit, and determines the display contents of the display screen and the dialogue. That is, when transitioning to the lottery reception screen after the characters to be preferred and the characters to be picked have been selected, the lottery reception screen is displayed in a state in which the one-time lottery button 91 and the ten-time lottery button 92 are activated, as shown in FIG.
[0062] FIG. 11 is a flowchart showing an example of a process executed by the server 20 for providing a character and an additional benefit.
[0063] First, based on receiving a lottery request from the player terminal 40 (Y in step S201), a main lottery is executed (step S202). In this embodiment, when a lottery button is tapped while a lottery reception screen is displayed on the display unit 44 of the player terminal 40, the lottery request is transmitted from the player terminal 40 to the server 20. Upon receiving the lottery request, the server 20 executes a first lottery and a second lottery in that order as the main lottery to determine a character to be provided.
[0064] In the first lottery, the rarity of the character to be provided is determined. In this embodiment, five levels of character rarity are set, from 1 star to 5 star, but the rarity of the characters that can be provided is 1 star to 3 star. The order of rarity is 1 star < 2 star < 3 star < 4 star < 5 star. In order to increase the rarity of a character, it is necessary to collect character pieces of the same character and consume a predetermined amount of character pieces, and it is possible to increase the rarity of any character up to 5 stars.
[0065] In this embodiment, the winning probability of each rarity in the first drawing is 79% for star 1, 18% for star 2, and 3% for star 3. However, if 10 consecutive drawings are performed, the specifications allow characters of rarity 2 or higher to be acquired in the 10th drawing, and the winning probability of the 10th drawing is 97% for star 2 and 3% for star 3.
[0066] When the rarity is determined in the first lottery, a second lottery is performed to determine the character to be provided from among the characters of the determined rarity. Specifically, when it is determined in the first lottery to provide a 1-star character, the 1-star character is selected as the lottery object, and a second lottery is performed in which the winning probability of each character is equal, and the character that is selected is determined as the character to be provided. When it is determined in the second lottery to provide a 2-star character, the 2-star character is selected as the lottery object, and a second lottery is performed in which the winning probability of each character is equal, and the character that is selected is determined as the character to be provided. When it is determined in the second lottery to provide a 3-star character, the second lottery is performed using a lottery method different from that for 1-star and 2-star characters. Specifically, for the second lottery to determine the character to be provided from the 1-star character or the 2-star character, a character ID is assigned as the reward ID, and a lottery result in which the character is specified is obtained by extracting one of the reward IDs. On the other hand, for three-star characters, the characters to be favored are set according to the player's selection, so a lottery table is prepared so that the second lottery to determine the characters to be offered from the three-star characters is a lottery method that does not depend on the player's selection regarding the characters to be favored.
[0067] FIG. 12 is a diagram showing a schematic drawing of a lottery table for the second lottery when determining a three-star character as an object to be provided.
[0068] In this embodiment, 20 characters C31 to C50 are prepared as 3-star characters, with characters C34, C37, and C45 classified into a first group, and the remaining characters classified into a second group. In the second lottery for 3-star characters, one of the reward IDs shown in FIG. 12 is extracted, and the character to be provided is determined based on the extracted reward ID.
[0069] In this embodiment, for characters belonging to the second group, a character ID consisting of a six-digit number is set as the reward ID, while for characters belonging to the first group, a three-digit number different from the character ID is set as the reward ID.
[0070] As shown in FIG. 12, for the first group, a winning frame and a losing frame are provided, and the winning frame is a frame for providing a preferential object, and the winning probability is higher than that of other reward IDs. The winning frame is assigned a reward ID in the 100s (101, 102, 103, . . .), and in this embodiment, since there is one preferential object, the winning frame is assigned a reward ID "101". The losing frame is assigned a reward ID in the 200s (201, 202, 203, . . .), and in this embodiment, the remaining two objects not selected as preferential objects are assigned a reward ID "201" as losing frame 1, and a reward ID "202" as losing frame 2. Thus, in this embodiment, in the lottery table for the second lottery for determining the object to be provided from the 3-star characters, the character is not specified by the reward ID for the first group, and the character is specified by the reward ID for the second group because the reward ID is a character ID.
[0071] In this embodiment, a lottery result is obtained in which any of the reward IDs is extracted in the second lottery of the main lottery. If the lottery result of the second lottery is a specific lottery result in which the reward ID and the character ID match (N in step S203), the character specified by the reward ID is provided. On the other hand, if the lottery result of the second lottery is a non-specific lottery result in which a number different from the character ID is assigned to the reward ID (Y in step S203), a character assignment process is executed to assign one of the characters belonging to the first group (step S204).
[0072] In the character allocation process, the character corresponding to the reward ID obtained in the second lottery result is allocated by referring to the character allocation table as necessary. In the character allocation table, for example, as shown in FIG. 13, the characters belonging to the first group are sorted in ascending order of character ID, and character allocation numbers are consecutively assigned in ascending order of character ID.
[0073] If the reward ID obtained as a result of the second lottery is the winning frame "101", a character that is a preferred character (for example, character C34) will be provided. If the reward ID obtained as a result of the second lottery is the losing frame 1 "201", the character allocation table is referenced and, among the two characters that are not preferred, character C34 with the smallest character allocation number "2" is provided. In this embodiment, if the reward ID obtained as a result of the second lottery is the losing frame 1 "201", the character that is the preferred character in the character allocation table is excluded and the character with the smallest character allocation number is determined as the provided character. If the reward ID obtained as a result of the second lottery is the losing frame 2 "202", the character allocation table is referenced and, among the two characters that are not preferred, character C45 with the second smallest character allocation number "3" is provided. In this embodiment, if the reward ID obtained as a result of the second lottery is in the losing slot 2 "202", the character with the second lowest character assignment number in the character assignment table is determined to be the character to be provided after excluding characters that are eligible for preferential treatment.
[0074] If two or more characters are selected as the preferential characters, the character corresponding to the reward ID can be specified by referring to the character allocation table. For example, assume that there are two characters to be preferred, and character C34 and character C45 are set as the preferential characters. In this case, if the reward IDs of the winning slots of the second lottery are the winning slot 1 "101" and the winning slot 2 "102", and if the lottery result of the second lottery is the winning slot 1 "101", the character C34 to which the smallest character allocation number "1" is assigned among the two characters to be preferred is the character to be provided, and if the lottery result of the second lottery is the winning slot 2 "102", the character C45 to which the second smallest character allocation number "3" is assigned among the two characters to be preferred is the character to be provided.
[0075] In this manner, in this embodiment, the second lottery to determine the provided item from among the three-star characters, which are set as favored characters, is conducted using a lottery method in which the lottery results are obtained without identifying characters belonging to the first group, allowing a common lottery table to be used without being influenced by the player's selection of the favored item.
[0076] After the character to be provided is determined based on the main lottery, a sub lottery is performed to determine the additional benefit (step S205). In this embodiment, six types of additional benefits are provided: 1st prize, 2nd prize, 3rd prize, 4th prize, 5th prize, and 6th prize (1st prize>2nd prize>3rd prize>4th prize>5th prize>6th prize), and for the 1st prize to 3rd prize, character pieces of the prize character are provided, and for the 4th prize to 6th prize, piece exchange items that can be exchanged for character pieces are provided.
[0077] In this embodiment, the probability of winning each additional prize in the sub-lottery is 0.5% for 1st prize, 1% for 2nd prize, 5% for 3rd prize, 10% for 4th prize, 23.5% for 5th prize, and 60% for 6th prize. However, if 10 consecutive lotteries are held, the specifications allow additional prizes of 5th prize or more to be won in the 10th lottery, and the winning probability of the 10th lottery is 0.5% for 1st prize, 1% for 2nd prize, 5% for 3rd prize, 10% for 4th prize, and 83.5% for 5th prize.
[0078] When the character to be provided and the additional benefit are determined, the server 20 transmits a lottery result response including information on the character to be provided to the player terminal 40 (step S206). The server 20 updates the player management database 51 based on the determination result of the character to be provided and the additional benefit. For the character to be provided, it is checked whether or not the released flag is set in the character list linked to the player ID, and if the released flag is not set, the released flag is set. If the released flag is set for the character to be provided, the character is converted into a piece exchange item of a quantity according to the rarity of the character, and the number of piece exchange items possessed in the item list linked to the player ID is updated. For example, if the rarity of the character to be provided is 1 star, it is converted into one piece exchange item, if the rarity of the character to be provided is 2 star, it is converted into 10 piece exchange items, and if the rarity of the character to be provided is 3 star, it is converted into 50 piece exchange items. Furthermore, on the player terminal 40 that receives the lottery result response from the server 20, a display screen is generated to inform the player of the lottery result and is displayed on the display unit 44, and, similarly to the server 20 side, data relating to the character release status in the character list in the player data storage unit 71 and data relating to the number of items owned in the item list are updated.
[0079] In the embodiment described above, the main lottery is performed by a lottery method that is not dependent on the result of the selection of the preferential object, and when a predetermined lottery result is obtained, the character to be provided is determined from the characters belonging to the first group according to the result of the selection of the preferential object by the character allocation process, thereby reducing the effort of preparing data for the lottery in advance by taking into account the player's selection pattern of the preferential object. Therefore, according to this embodiment, the development environment for implementing the character acquisition function can be improved.
[0080] In this embodiment, the player can check the character provision ratio for the main lottery by tapping the Details button 95 on the lottery reception screen. Fig. 14 is a diagram showing an example of a gacha details dialogue displayed when the Details button 95 is tapped.
[0081] In the gacha details dialog, a list of characters that can be selected as the preferred target is displayed, and the probability of each character being provided can be confirmed. In this embodiment, the preferred target selection result and the character allocation table are displayed in the same manner as in the character allocation process described above. Specifically, as shown in FIG. 15, a winning frame display column, a losing frame 1 display column, and a losing frame 2 display column are provided for character details in the gacha details dialog. The winning frame display column displays the preferred target character, the losing frame 1 display column displays the character with the smallest character ID (the character with the smallest character allocation number) of the two characters that are not the preferred target, and the losing frame 2 display column displays the character with the second smallest character ID (the character with the second smallest character allocation number) of the two characters that are not the preferred target.
[0082] In this manner, in this embodiment, in regard to the display of the character provision rate, the selection candidates for the preferred object are displayed at the top, and the display of the character provision rate can be changed depending on the player's selection of the preferred object, thereby enabling the player to correctly and quickly grasp the provision rate of each character.
[0083] In addition, the display of the list of favorable character candidates in the gacha details dialogue can be in a display mode that allows the favorable character to be grasped when the favorable character has been selected. For example, in the list of favorable character candidates, a badge icon indicating that the character is a favorable character can be added next to the character name of the character selected as the favorable character, the character name of the character selected as the favorable character can be highlighted, or the character name of the character selected as the favorable character can be displayed normally while the character name of the character that is not a favorable character can be displayed in a grayed-out manner. In addition, in the display of the list of favorable character candidates in the gacha details dialogue, when the favorable character is not selected, the character name of each character can be displayed in a grayed-out manner, or a message indicating that the favorable character is not selected can be displayed. In this way, even if the character that is a candidate for the favorable character is outside the display range in the character details display field, the selection status of the favorable character (whether the favorable character is selected, the name of the favorable character) can be grasped in the display of the list of favorable character candidates.
[0084] Regarding the display of character details in the gacha details dialogue, characters that are candidates for preferential treatment may be displayed in the form of "preferential treatment target", "non-preferential treatment target 1", or "non-preferential treatment target 2" instead of directly displaying the character name. It is possible to confirm which character is selected as the preferred character in the list of preferred character candidates in the gacha details dialogue. For example, when character C34 is the preferred character among characters C34, C37, and C45, a badge icon indicating that character C34 is selected can be added to the left of the character name "character C34" so that the character that is the preferred character can be confirmed. In addition, information associated with the character can be written next to the character name of each character displayed in the list of preferred character candidates. For example, in this embodiment, information that affects the formation during battle (formation information) is linked to each character, and specifically, there are classifications of front guard, middle guard, and rear guard. In the list of preferred character candidates, an icon indicating the formation information (front guard, middle guard, rear guard) of each character may be displayed to the right of the character name so that the information associated with the character can be grasped. The information associated with a character listed next to the character name in the list of preferred character candidates may be information other than formation information, such as the character's rarity, attack type (physical / magic), role (attacker, tank, support), etc.
[0085] In the above embodiment, the character acquisition function is designed to provide additional benefits in addition to characters, but it may be designed to provide only characters. In this case, it is sufficient to perform a main lottery and a character allocation process in response to a lottery request from the player terminal 40 to determine the character to be provided, and a sub-lottery may not be performed.
[0086] In addition, in the above embodiment, the player selects the character to be favored, but the character to be favored among the candidates for favored characters may be changed every time a certain period of time passes, regardless of the player's selection.
[0087] Also, regarding the second lottery of the main lottery, instead of providing a lottery frame for the first group as many as the number of selection candidates of the preferential target, one each of a winning frame and a losing frame may be provided, and when the winning frame is selected, a lottery is performed for the characters of the preferential target among the selection candidates of the preferential target to determine the character to be provided, and when the losing frame is selected, a lottery is performed for the characters of the preferential target that are not the preferential target among the selection candidates of the preferential target to determine the character to be provided. Explaining according to the above embodiment, when the winning frame is selected in the second lottery, a lottery is performed for the character C34 to be selected. In this case, since there is only one selection target, the character C34 is extracted and the character C34 is determined as the selection target. Also, when the losing frame is selected in the second lottery, the characters C37 and C45 are selected as the selection targets, and one of the selection targets is extracted with a probability proportional to the number of selection targets (50% in this case), and the extracted character is determined as the selection target. Even in this way, the second lottery can be conducted for the first group using lottery results that do not specify characters, so that the same effect as in the above embodiment can be obtained.
[0088] In addition, in the above embodiment, the main lottery is a two-stage lottery, but the main lottery may also be conducted in a single lottery, and a mode can be adopted in which either a specific lottery result or a non-specific lottery result can be obtained in a single lottery.
[0089] Furthermore, the character acquisition function in the above embodiment is merely one example of a function for providing game media to a player, and the techniques of the above embodiment can be equally applied to functions for providing game media other than characters (e.g., items, equipment, etc.).
[0090] In the above embodiment, the character acquisition function is shared between the server 20 and the player terminal 40, but all functions related to the character acquisition function may be realized by a single device. [Explanation of symbols]
[0091] 10 Information processing systems, 20 server, 40 player terminal, 21, 41 control unit, 22, 42 storage unit, 23, 45 communication unit, 43 operation input unit, 44 display unit, 50 server data storage unit, 51 player management database, 52 lottery information database, 60 game calculation unit, 61 preferential treatment target setting unit, 62 prize target setting unit, 63 Provision Eligibility Determination Division; 70 terminal data storage unit, 71 player data storage unit, 80 game execution unit, 81 character acquisition function providing unit, 82 selection reception unit,
Claims
1. A program for a game that determines game media to be provided from a plurality of types of game media and provides the determined game media to be provided to a player, The plurality of types of game media are classified into a first group to which the game media selectable as preferential treatment targets belong and a second group to which the game media not selectable as preferential treatment targets belong; a selection receiving unit that presents the game contents belonging to the first group and receives a selection of the game contents; a preferential treatment target setting unit that sets the selected game medium as the preferential treatment target; a provision target determination unit that determines the game media to be provided such that the game media set as the preferential target among the plurality of types of game media have a higher probability of being provided than at least the game media that belong to the first group and are not the preferential target; causing a computer to function as a provision ratio display unit that displays the provision ratios of the plurality of types of game media; The provision ratio display unit A program that displays the respective provision rates of the game media set as the preferentially treated game media and the game media that are not the preferentially treated game media, depending on the selection result of the game media that are the preferentially treated game media.
2. In claim 1 The provision ratio display unit A program for displaying the provision rates of the game media set as the preferential treatment target, the game media that are not the preferential treatment target, and the game media that cannot be selected as the preferential treatment target, divided into areas that are distinguishable from one another.
3. In claim 1 or 2, The provision ratio display unit A program that displays information related to the game media that are set as preferentially treated and the game media that are not preferentially treated, along with the provision rate.
4. In claim 1 or 2, The provision ratio display unit A program that displays an image having a first display area and a second display area in response to a specific input from a player, and allocates and displays the game media that are set as the preferred target in the image in the first display area, and allocates and displays the game media that are not the preferred target in the second display area.
5. An information processing system for a game that determines game media to be provided from a plurality of types of game media and provides the determined game media to a player, The plurality of types of game media are classified into a first group to which the game media selectable as preferential treatment targets belong and a second group to which the game media not selectable as preferential treatment targets belong; a selection receiving unit that presents the game contents belonging to the first group and receives a selection of the game contents; a preferential treatment target setting unit that sets the selected game medium as the preferential treatment target; a provision target determination unit that determines the game media to be provided such that the game media set as the preferential target among the plurality of types of game media have a higher probability of being provided than at least the game media that belong to the first group and are not the preferential target; a provision ratio display unit that displays the provision ratios of the plurality of types of game media; The provision ratio display unit An information processing system that displays the respective provision rates of the game media set as the preferentially treated target and the game media that are not the preferentially treated target, depending on the selection result of the game media that are the preferentially treated target.
6. 1. An information processing method for a game, which determines game media to be provided from a plurality of types of game media, and provides the determined game media to be provided to a player, The plurality of types of game media are classified into a first group to which the game media selectable as preferential treatment targets belong and a second group to which the game media not selectable as preferential treatment targets belong; a selection receiving step of presenting the game contents belonging to the first group and receiving a selection of the game contents; a preferential treatment target setting step of setting the selected game medium as the preferential treatment target; a provision target determination step of determining the game media to be provided such that the game media set as the preferential target among the plurality of types of game media have a higher provision probability than at least the game media that belong to the first group and are not the preferential target; a provision rate display step of displaying the provision rates of the plurality of types of game media, In the providing rate display step, An information processing method that displays the respective provision rates of the game media set as the preferentially treated target and the game media that are not the preferentially treated target, depending on the selection result of the game media that are the preferentially treated target.