Information processing program, information processing method, and information processing system
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- CYGAMES INC
- Filing Date
- 2024-01-12
- Publication Date
- 2026-04-30
AI Technical Summary
Existing games lack engagement and interest in item acquisition processes, leading to a risk of user disinterest.
Implement a system where players can select game media with linked parameters, receive rewards based on conditions, and engage in special performances or image displays, allowing for varied and conditional item acquisition.
Enhances game interest by providing diverse rewards and special performances, increasing player engagement and attachment to characters.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to an information processing program, an information processing method, and an information processing system. [Background technology]
[0002] Patent Document 1 discloses a game in which, when a user moves to a specific area, the user can obtain limited items that are unique to the area to which the user has moved. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 5688062 Summary of the Invention [Problem to be solved by the invention]
[0004] In the above-mentioned games, there is a risk that the excitement of obtaining items may be lacking, and that users may lose interest in the games.
[0005] An object of the present invention is to provide an information processing program, an information processing method, and an information processing system that can increase the interest of a game. [Means for solving the problem]
[0006] In order to solve the above problem, an information processing program includes: A process for allowing a player to select at least one selected game medium from a plurality of game media associated with parameters that are updated through use in a game in each of a plurality of sections included in an event period; a process of, when the selected game medium is selected by a player in a certain period, granting the first reward to the player on condition that the number of first rewards granted to the player during the certain period is less than a predetermined number; when a specific condition is established including at least that the parameters of the selected game medium selected by the player in the one section satisfy a predetermined condition, regardless of whether the first reward has been awarded in the one section, a process of awarding to the player a second reward associated with the selected game medium selected by the player, among second rewards that differ for each of the plurality of game media; The computer is made to carry out the above steps.
[0007] The first reward includes a first regular reward and a first special reward that differs for each of the game media; The first normal reward can be awarded regardless of the parameters of the selected game medium selected by a player, The first special reward may be awarded when the parameters of the selected game medium selected by a player satisfy the predetermined condition.
[0008] a plurality of specific game media are provided, each of which is used in a predetermined game and is linked to one of the game media; The plurality of specific game media include a first specific game medium and a second specific game medium that are linked to the same game medium and have different appearances; The process of allowing a player to select the selected game content includes: allowing a player to select the first specific game medium and the second specific game medium, respectively, thereby allowing a player to select the selected game medium linked to the first specific game medium and the second specific game medium; The first special reward and the second reward linked to the first specific game medium may be different from the first special reward and the second reward linked to the second specific game medium.
[0009] a process of granting the first special reward or the second reward to the player during the event period, regardless of whether the parameters of the selected game medium selected by the player satisfy the predetermined condition; may be performed by a computer.
[0010] The first reward is an item that is consumed by acquiring a predetermined benefit, The second reward may be a display of a presentation image suggesting that the first reward will be awarded.
[0011] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: The computer includes: A process for allowing a player to select at least one selected game medium from a plurality of game media associated with parameters that are updated through use in a game in each of a plurality of sections included in an event period; a process of, when the selected game medium is selected by a player in a certain period, granting the first reward to the player on condition that the number of first rewards granted to the player during the certain period is less than a predetermined number; when a specific condition is established including at least that the parameters of the selected game medium selected by the player in the one section satisfy a predetermined condition, regardless of whether the first reward has been awarded in the one section, a process of awarding to the player a second reward associated with the selected game medium selected by the player, among second rewards that differ for each of the plurality of game media; Carry out the following.
[0012] In order to solve the above problem, an information processing system includes: An information processing system comprising one or more computers, The computer includes: A process for allowing a player to select at least one selected game medium from a plurality of game media associated with parameters that are updated through use in a game in each of a plurality of sections included in an event period; a process of, when the selected game medium is selected by a player in a certain period, granting the first reward to the player on condition that the number of first rewards granted to the player during the certain period is less than a predetermined number; when a specific condition is established including at least that the parameters of the selected game medium selected by the player in the one section satisfy a predetermined condition, regardless of whether the first reward has been awarded in the one section, a process of awarding to the player a second reward associated with the selected game medium selected by the player, among second rewards that differ for each of the plurality of game media; Carry out the following. Effect of the Invention
[0013] According to the present invention, it is possible to increase the interest of the game. [Brief description of the drawings]
[0014] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Diagram 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Diagram 3] FIG. 3 is a diagram illustrating an example of the home screen. [Figure 4] Fig. 4A is a diagram illustrating an example of a normal chocolate selection screen, and Fig. 4B is a diagram illustrating an example of a normal chocolate receipt confirmation screen. [Diagram 5] Fig. 5A is a diagram illustrating an example of a loading screen, Fig. 5B is a diagram illustrating an example of a normal effect screen, and Fig. 5C is a diagram illustrating an example of a normal reward acquisition effect. [Figure 6] Fig. 6A is a first diagram illustrating an example of a special chocolate selection screen. Fig. 6B is a second diagram illustrating an example of a special chocolate selection screen. Fig. 6C is a third diagram illustrating an example of a special chocolate selection screen. [Figure 7]FIG. 7 is a diagram illustrating an example of a special chocolate selection screen according to a modified example. [Figure 8] FIG. 8 is a diagram illustrating an example of the special chocolate receipt confirmation screen. [Figure 9] Fig. 9A is a diagram illustrating an example of a first special effect screen. Fig. 9B is a diagram illustrating an example of a second special effect screen. Fig. 9C is a diagram illustrating an example of a third special effect screen. Fig. 9D is a diagram illustrating an example of a fourth special effect screen. [Figure 10] Fig. 10A is a diagram illustrating an example of a special reward acquisition effect, and Fig. 10B is a diagram illustrating an example of an effect list screen. [Figure 11] FIG. 11 is a diagram illustrating information relating to characters. [Figure 12] FIG. 12 is a diagram illustrating information associated with a character ID. [Figure 13] FIG. 13 is a diagram illustrating information associated with an item ID. [Figure 14] FIG. 14 is a diagram for explaining the memory configuration and computer functions of the player terminal. [Figure 15] FIG. 15 is a flowchart illustrating an example of the terminal side management process in the player terminal. [Figure 16] FIG. 16 is a flowchart illustrating an example of the first reward management process in the player terminal. [Figure 17] FIG. 17 is a flowchart illustrating an example of the second reward management process in the player terminal. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0015] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. The dimensions, materials, and other specific values shown in the embodiment are merely examples for ease of understanding, and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are given the same reference numerals to avoid repeated explanations, and elements not directly related to the present invention are not shown.
[0016] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system including a player terminal 1, a server 1000, and a communication network N having a communication base station Na.
[0017] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices capable of wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game devices, and the like. In this embodiment, a case where a smartphone is used as the player terminal 1 will be described.
[0018] The server 1000 is communicatively connected to a plurality of player terminals 1. The server 1000 accumulates various pieces of information (player information) for each player playing the game. The server 1000 also updates the accumulated information based on operations input from the player terminals 1.
[0019] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is composed of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 1000.
[0020] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 are assigned roles for controlling the progress of the game, and the game can progress by cooperation between the player terminal 1 and the server 1000.
[0021] (Hardware Configuration of Player Terminal 1 and Server 1000) Fig. 2A is a diagram for explaining the hardware configuration of the player terminal 1. Fig. 2B is a diagram for explaining the hardware configuration of the server 1000. As shown in Fig. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a memory 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.
[0022] As shown in FIG. 2B, the server 1000 includes a CPU 1010, a memory 1012, a bus 1014, an input / output interface 1016, a storage unit 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.
[0023] The configurations and functions of the CPU 1010, memory 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, in the following, the hardware configuration of the player terminal 1 will be described, and a description of the server 1000 will be omitted.
[0024] The CPU 10 runs the programs stored in the memory 12 and controls the progress of the game. The memory 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory), and stores the programs and various data required for controlling the progress of the game. The memory 12 is connected to the CPU 10 via a bus 14.
[0025] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.
[0026] The storage unit 18 is composed of a semiconductor memory such as a dynamic random access memory (DRAM) and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the memory 12 (RAM) by the CPU 10.
[0027] The communication unit 20 is wirelessly connected to the communication base station Na for communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, the programs and the like received from the server 1000 are stored in the memory 12 or the storage unit 18.
[0028] The input unit 22 is composed of, for example, a touch panel, a button, a keyboard, a mouse, a cross key, an analog controller, etc., into which the player's operation is input (which accepts the operation). The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor that detects the inclination or movement of the player terminal 1, or a microphone that detects the voice of the player. In other words, the input unit 22 broadly includes devices that can input the player's intention in an identifiable manner.
[0029] The output unit 24 includes a display device and a speaker. The output unit 24 may be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a touch panel 26 that functions as the input unit 22 and the output unit 24.
[0030] (Game Contents) Next, the content of the game provided by the information processing system S (game device G) of this embodiment will be described using an example. Before starting the game, the player downloads a dedicated application from the server 1000 to the player terminal 1 in advance and registers the player ID in the server 1000. When the application is started, the player terminal 1 receives various information stored in the server 1000 and displays a game screen on the touch panel 26.
[0031] 3 is a diagram illustrating an example of the home screen 100. When a game application is launched in the player terminal 1, the home screen 100 is displayed on the touch panel .
[0032] In addition, while the home screen 100 is being displayed, a predetermined BGM for the home screen is played. The BGM for the home screen may be a preset piece of music. Alternatively, a piece of music selected by the player may be played as the BGM for the home screen.
[0033] In addition, a menu bar 102 is displayed at the bottom of the home screen 100. The menu bar 102 is provided with a plurality of operation units that can be operated (tapped) by the player.
[0034] Here, the menu bar 102 is provided with a home screen selection operation section 102a, an enhancement screen selection operation section 102b, a story screen selection operation section 102c, a racing game selection operation section 102d, and a gacha screen selection operation section 102e. In the menu bar 102, an operation section corresponding to a screen being displayed on the touch panel 26 is highlighted so that the screen being displayed on the touch panel 26 can be identified. When the home screen selection operation section 102a is tapped, the home screen 100 shown in FIG. 3 is displayed on the touch panel 26.
[0035] When the strengthening screen selection operation unit 102b is tapped, a strengthening screen (not shown) is displayed. On the strengthening screen, the player can strengthen the training game media that he or she owns. In this embodiment, multiple types of training game media are provided by the administrator. The player can acquire the training game media by winning a lottery called gacha. In addition, a predetermined training game medium may be provided to the player by the administrator free of charge. The player can own the training game medium acquired by the lottery or the training game medium provided by the administrator.
[0036] The training game media is used in the training game described below, and a training game media ID is set for each training game media. Furthermore, one character ID is always linked to the training game media, i.e., the training game media ID. As will be described in more detail later, a character ID is provided for each game medium. Here, the game media is a character, and one character is linked to the character ID. Therefore, it can be said that one character is always linked to the training game media. Below, the game media may be referred to as a character. Furthermore, the training game media owned by a player may be referred to as a possessed training game media, and a character linked to a possessed training game media may be referred to as a possessed character.
[0037] A level is associated with each training game medium. In this example, a level from 2 to 5 is associated with each training game medium. In addition to the game medium (character ID), level, and parameters, a training game medium name is also associated with each training game medium. Each training game medium is grouped into a plurality of types.
[0038] The same character ID and name of the training game media are associated with the multiple training game media belonging to the same group. Meanwhile, different levels and parameters are associated with the multiple training game media belonging to the same group. Here, the higher the level of the multiple training game media belonging to the same group, the more advantageous parameters in the training game are associated with the multiple training game media.
[0039] A player can enhance a possessed training game medium to increase the level associated with the possessed training game medium. More precisely, by enhancing a possessed training game medium, a player can possess a training game medium of a higher level that belongs to the same type of group as the currently possessed training game medium.
[0040] For example, suppose that a player enhances a level 2 owned training game medium. In this case, a level 3 training game medium that belongs to the same type of group as the enhanced level 2 owned training game medium becomes the owned training game medium. This allows the player to use the level 3 owned training game medium in the training game thereafter. In other words, a group of the same type is a collection of identical characters at different levels that are managed with different IDs. Of course, this configuration is not limited, and identical characters (training game media of the same character) may be managed with the same ID and only the associated data may be changed.
[0041] When the story screen selection operation unit 102c is tapped, a story screen (not shown) is displayed. Here, a story image is provided for each character appearing in the game. The player can select and view a character and a story image on the story screen.
[0042] When the racing game selection operation unit 102d is tapped, a racing game selection screen (not shown) is displayed. In this embodiment, various racing games are provided in which a training character trained in a training game described later can race. The player can select a racing game in which the training character will race on the racing game selection screen. The racing game includes a team competition game in which a team made up of multiple training characters competes against a team of other players selected by a computer. The team competition game has a game nature in which players compete against other players for rankings.
[0043] When the gacha screen selection operation unit 102e is tapped, a gacha screen (not shown) is displayed. On the gacha screen, the player can consume in-game currency to participate in a gacha lottery. The player can win a training game medium in the gacha lottery.
[0044] Furthermore, on the home screen 100, a training game operation unit 104 is provided above the menu bar 102. When the training game operation unit 104 is tapped, a training game screen (not shown) is displayed. In the training game, the player can select one of the possessed characters as a character to be trained by selecting a possessed training game medium. Then, in the training game, various parameters linked to the character to be trained are updated, and finally, the training character is generated. The player can play the above-mentioned racing game, etc., using the training character generated in the training game.
[0045] Note that the above game content is merely an example. The technical matters explained below are not limited to training games, but can be applied to all game genres, including sports games, action games, shooting games, simulation games, RPGs (Roll Playing Games), and puzzle games.
[0046] A menu operation unit 106 is provided at the top right of the home screen 100. When the menu operation unit 106 is tapped, a menu screen (not shown) is displayed. On the menu screen, the player can perform a predetermined operation to configure various settings. On the menu screen, the player can check the owned development game media by performing a predetermined operation. On the menu screen, the player can check the owned items by performing a predetermined operation.
[0047] In addition, when the player performs a predetermined operation on the menu screen, a later-described effect list screen 230 (FIG. 10B) provided for each possessed training game medium is displayed. Then, on the effect list screen 230, the player can view a later-described special effect provided for each possessed training game medium.
[0048] In this embodiment, the special effect is an effect in which a predetermined video is displayed in which a possessed character presents a predetermined item (special chocolate, which will be described later) to the player, as will be described in more detail later.
[0049] In this embodiment, the player can acquire a predetermined number of items (for example, one item) in each of a plurality of sections (for example, one day) included in the event period (for example, one week). In this embodiment, the items that the player can acquire in each section include normal chocolate and special chocolate, which will be described in detail later.
[0050] The event period may be any period that is set in advance, and is set to one week in this embodiment. That is, the event period may be several hours, several days, or several weeks.
[0051] Furthermore, the multiple sections included in the above-mentioned event period may be multiple pre-set sections included in the event period, and in this embodiment, one day (24 hours) is set as one section. That is, in this embodiment, seven sections are set in the one-week event period. However, the time set for each section may be different.
[0052] Also, in this embodiment, the number of items (predetermined number) that a player can acquire in each section is set to one. In this way, the number of items (regular chocolate and special chocolate) that can be acquired is limited, which enhances the sense of exclusivity of the items (regular chocolate and special chocolate) and makes the game more interesting. However, the predetermined number is not limited to this, and may be two or more. Also, a different predetermined number may be set for each section. Also, the predetermined number for each section may be determined by lottery.
[0053] During the event period, an event operation section 108 is provided in the upper left corner of the home screen 100. When the event operation section 108 is tapped, a normal chocolate selection screen 110 shown in Fig. 4A is displayed.
[0054] 4A is a diagram illustrating an example of the normal chocolate selection screen 110. The above-mentioned home screen BGM continues to be played while the normal chocolate selection screen 110 is displayed. However, when the normal chocolate selection screen 110 is displayed, a normal chocolate selection screen BGM different from the home screen BGM may be played.
[0055] 4A, a plurality of character icons 112 corresponding to characters possessed by the player are displayed on the normal chocolate selection screen 110. Character icons 112 corresponding to all possessed characters are displayed on the normal chocolate selection screen 110. Therefore, the number of character icons 112 displayed on the normal chocolate selection screen 110 matches the number of characters possessed by the player.
[0056] Furthermore, a cancel button 114a and a select button 114b are provided at the bottom of the regular chocolate selection screen 110. When the cancel button 114a is tapped, the regular chocolate selection screen 110 is closed and the home screen 100 is displayed.
[0057] Furthermore, when any of the character icons 112 is tapped on the normal chocolate selection screen 110, the tapped owned character is highlighted. Furthermore, the owned character associated with the tapped character icon 112 is put into a provisionally selected state. An operation unit for putting a randomly determined owned character into a provisionally selected state may be displayed. In this embodiment, it is possible for one owned character to be put into a provisionally selected state. However, it may also be possible for multiple owned characters to be put into a provisionally selected state.
[0058] The remaining time or number of days until the event period may be displayed on the normal chocolate selection screen 110. Information on whether or not normal chocolate or special chocolate has already been acquired on the day may also be displayed on the normal chocolate selection screen 110.
[0059] When the selection button 114b is tapped while any of the owned characters is in a provisionally selected state, a normal chocolate receipt confirmation screen 120 shown in FIG. 4B is displayed.
[0060] 4B is a diagram illustrating an example of the normal chocolate reception confirmation screen 120. As described above, in this embodiment, the player can obtain normal chocolate or special chocolate up to once a day. As shown in FIG. 4B, the normal chocolate reception confirmation screen 120 displays a message to confirm that the player will receive normal chocolate as a gift from the temporarily selected owned character. The normal chocolate reception confirmation screen 120 also displays a message informing the player that a gift can only be received once a day.
[0061] 4B, a cancel button 122a and an OK button 122b are provided at the bottom of the normal chocolate receipt confirmation screen 120. When the cancel button 122a is tapped, the normal chocolate receipt confirmation screen 120 is closed and the normal chocolate selection screen 110 is displayed.
[0062] Furthermore, when the OK button 122b is tapped, the possessed character that was in a provisionally selected state becomes in a definitely selected state, the playback of the home screen BGM ends, and the loading screen 130 shown in FIG. 5A is displayed for a predetermined period of time.
[0063] 5A is a diagram illustrating an example of the loading screen 130. In this embodiment, BGM is not played while the loading screen 130 is displayed. However, BGM for the loading screen may be played while the loading screen 130 is displayed.
[0064] 5A, the loading screen 130 displays a white image as the background, and displays the message "Now Loading" in the lower right corner. In this way, by displaying the loading screen 130 without playing background music, it is possible to increase the player's anticipation for the normal performance that will be executed thereafter.
[0065] Then, when a predetermined time has elapsed since the start of displaying the loading screen 130, the display of the loading screen 130 ends and the normal effect starts. When the normal effect starts, the normal effect screen 140 shown in FIG. 5B is displayed for a predetermined time.
[0066] Fig. 5B is a diagram illustrating an example of the normal effect screen 140. As shown in Fig. 5B, a predetermined background (a mountain background in this embodiment) is displayed on the normal effect screen 140. In this embodiment, a common background is displayed on the normal effect screen 140 regardless of the type of possessed character in the final selection state. However, a background according to the type of possessed character in the final selection state may also be displayed.
[0067] Also, when the normal performance screen 140 is displayed, background music for the normal performance screen is played. Then, as shown in FIG. 5B, the normal performance screen 140 displays an image in which a normal chocolate image 142 is presented to the player by a possessed character in a real selection state.
[0068] Furthermore, in the normal performance screen 140, the owned character in this selected state is wearing a normal outfit corresponding to its type. In this embodiment, the normal outfit has the same appearance, such as decoration and color, regardless of the type of owned character wearing it. Specifically, the normal outfit is something like a school uniform. However, the normal outfit may be set to have a different appearance depending on the type of owned character.
[0069] In this embodiment, the normal chocolate image 142 has a common appearance regardless of the type of the possessed character in this selected state. However, the normal chocolate image 142 may have an appearance according to the type of the possessed character.
[0070] At this time, audio of the possessed character in the actual selection state speaking a predetermined line (in this embodiment, "Happy Valentine's Day") is played. Note that in this embodiment, the content of the predetermined line played is the same regardless of the type of possessed character in the actual selection state. However, audio of the content of the line according to the type of possessed character may also be played. Also, this embodiment shows a case where the audio of the possessed character in the actual selection state is played. However, the audio of the predetermined character may also be played regardless of the possessed character in the actual selection state.
[0071] When a predetermined time has elapsed since the start of the display of the normal presentation screen 140, the display of the normal presentation screen 140 ends, and the normal presentation ends. At this time, if the predetermined number (one) of normal chocolates or special chocolates have not yet been acquired on the day, when the display of the normal presentation screen 140 ends, the normal reward acquisition screen 150 shown in FIG. 5C is displayed.
[0072] 5C is a diagram illustrating an example of a normal reward acquisition screen 150. As shown in FIG. 5C, a normal chocolate icon 152 is displayed in the center of the normal reward acquisition screen 150 so as to be superimposed on the owned character in the final selection state. An image resembling normal chocolate is displayed in the center of the normal chocolate icon 152. The image resembling normal chocolate is a common image regardless of the type of owned character in the final selection state. However, the image resembling normal chocolate may be an image having a different appearance depending on the type of owned character.
[0073] In addition, an icon showing the owned character in the final selection state is displayed in the upper right corner of the normal chocolate icon 152. In addition, in the lower part of the normal reward acquisition screen 150, a message is displayed notifying the user that the item normal chocolate has been acquired from the owned character in the final selection state.
[0074] When a predetermined time has elapsed since the start of displaying the normal reward acquisition screen 150, the display of the normal reward acquisition screen 150 ends. When the display of the normal reward acquisition screen 150 ends, the playback of the background music for the normal performance screen ends, and the loading screen 130 (FIG. 5A) is displayed for a predetermined time. As described above, while the loading screen 130 is displayed, the background music is not played.
[0075] Then, when a predetermined time has elapsed since the loading screen 130 started to be displayed, the loading screen 130 ends to be displayed, and the home screen 100 (FIG. 3) is displayed.
[0076] On the other hand, if the player has already acquired a predetermined number (one) of regular or special chocolates on the day, when the display of the regular performance screen 140 (FIG. 5B) ends, the regular reward acquisition screen 150 (FIG. 5C) is not displayed, and the loading screen 130 (FIG. 5A) is displayed. Then, when the display of the loading screen 130 ends, the home screen 100 (FIG. 3) is displayed.
[0077] In this embodiment, even if a predetermined number (one) of normal chocolate or special chocolate has already been acquired on the day, the normal chocolate receipt confirmation screen 120 (FIG. 4B) is displayed. However, if a predetermined number (one) of normal chocolate or special chocolate has already been acquired on the day, the normal chocolate receipt confirmation screen 120 may not be displayed. In this case, when the selection button 114b is tapped in a provisionally selected state of any of the owned characters in FIG. 4A, the normal chocolate receipt confirmation screen 120 may not be displayed, and the loading screen 130 (FIG. 5A) and the normal performance may be displayed. That is, in this embodiment, even if the player has already acquired normal chocolate or special chocolate on the day and is unable to acquire new normal chocolate, the player can view the normal performance of the desired owned character.
[0078] Returning to Fig. 4A, a normal chocolate tab 116a and a special chocolate tab 116b are displayed at the top of the normal chocolate selection screen 110. As shown in Fig. 4A, the normal chocolate tab 116a is highlighted while the normal chocolate selection screen 110 is displayed. When the special chocolate tab 116b on the normal chocolate selection screen 110 is tapped, the special chocolate selection screen 160 shown in Figs. 6A, 6B, and 6C is displayed.
[0079] FIG. 6A is a first diagram illustrating an example of the special chocolate selection screen 160. FIG. 6B is a second diagram illustrating an example of the special chocolate selection screen 160. FIG. 6C is a third diagram illustrating an example of the special chocolate selection screen 160. As shown in FIG. 6A, a regular chocolate tab 116a and a special chocolate tab 116b are displayed at the top of the special chocolate selection screen 160. As shown in FIG. 6A, while the special chocolate selection screen 160 is displayed, the special chocolate tab 116b is highlighted. When the regular chocolate tab 116a on the special chocolate selection screen 160 is tapped, the regular chocolate selection screen 110 (FIG. 4A) is displayed.
[0080] The above-mentioned home screen BGM continues to be played while the special chocolate selection screen 160 is displayed. However, when the special chocolate selection screen 160 is displayed, a special chocolate selection screen BGM different from the home screen BGM may be played.
[0081] In this embodiment, a parameter called "intimacy" is provided, which is set for a character and is managed in association with a character ID. As will be described in detail later, the intimacy parameter is a parameter that indicates the degree of use of a character (game medium) common to the entire game. In general, a player tends to use characters about which the player has strong feelings more frequently than characters about which the player has weak feelings. Therefore, characters about which the player has strong feelings tend to have higher intimacy parameters and intimacy ranks determined based on the parameters than characters about which the player has weak feelings.
[0082] Therefore, in this embodiment, special chocolate can be acquired for owned characters whose intimacy rank satisfies a predetermined condition (for example, rank 9 or higher). In other words, special chocolate can be acquired only for owned characters that the player has a strong attachment to and uses relatively frequently. However, a beginner player may not have a character whose intimacy rank satisfies the predetermined condition. Therefore, in this embodiment, when the event period starts, a special right is granted to the player.
[0083] The special right allows a player to acquire a special chocolate of a desired character only for the first time during the event period, regardless of the intimacy level of the character, if the player has not yet acquired normal chocolate and special chocolate. That is, the player can acquire a special chocolate of a character whose intimacy level does not meet a predetermined condition (for example, rank 9 or higher) during the event period by consuming the special right. This allows each player to obtain at least one special chocolate, which can increase the interest of the game, especially for beginner players. In this embodiment, the special right is consumed even if the player selects to acquire normal chocolate at the first time. However, the special right may be consumed only when the player acquires special chocolate for the first time during the event period.
[0084] In addition, in this embodiment, a case has been described in which a special right is granted once when an event period starts, but the special right may be granted multiple times. Alternatively, the special right may be granted to a player when a predetermined special condition is met during the event period. An example of the predetermined special condition may be to execute the training game a predetermined number of times during the event period. An example of the predetermined special condition may be to log in to the game during the event period.
[0085] 6A shows a special chocolate selection screen 160 when the player has not yet acquired normal chocolate or special chocolate during the event period. As shown in FIG. 6A, the special chocolate selection screen 160 displays multiple character icons 162 corresponding to the characters possessed by the player. Also, as shown in FIG. 6A, the intimacy rank of each possessed character is identifiably displayed below the character icons 162.
[0086] In the case shown in Fig. 6A, character icons 162 corresponding to all possessed characters are displayed on the special chocolate selection screen 160. Therefore, in the case shown in Fig. 6A, the number of character icons 162 displayed on the special chocolate selection screen 160 matches the number of characters possessed by the player.
[0087] Furthermore, a cancel button 114a and a select button 114b are provided at the bottom of the special chocolate selection screen 160. When the cancel button 114a is tapped, the normal chocolate selection screen 110 is closed, and the home screen 100 is displayed.
[0088] Furthermore, when any of the character icons 162 is tapped on the special chocolate selection screen 160, the tapped owned character is highlighted. Furthermore, the owned character associated with the tapped character icon 112 is put into a provisionally selected state. Note that an operation unit for putting a randomly determined owned character into a provisionally selected state may be displayed. In this embodiment, it is possible for one owned character to be put into a provisionally selected state. However, it may also be possible for multiple owned characters to be put into a provisionally selected state.
[0089] The remaining time or number of days until the event period may be displayed on the special chocolate selection screen 160. The special chocolate selection screen 160 may also display information on whether or not regular chocolate or special chocolate has already been acquired on the day.
[0090] 6B shows a special chocolate selection screen 160 in the case where the player has acquired regular chocolate or special chocolate at least once during the event period. In the case shown in FIG. 6B, the special chocolate selection screen 160 displays character icons 162 corresponding to characters possessed whose intimacy ranks satisfy a predetermined condition (e.g., rank 9 or higher). Therefore, in the case shown in FIG. 6B, the number of character icons 162 displayed on the special chocolate selection screen 160 may be less than the number of characters possessed by the player.
[0091] Fig. 6C shows a special chocolate selection screen 160 in the case where the player has obtained normal chocolate or special chocolate at least once during the event period, but there is no possessed character whose intimacy rank satisfies a predetermined condition (for example, rank 9 or higher). In the case shown in Fig. 6C, the special chocolate selection screen 160 does not display the character icon 162, and displays a message informing the player that there is no character that can receive special chocolate. Also, in the case shown in Fig. 6C, a message is displayed informing the player that it is possible to receive special chocolate by raising the intimacy rank of a possessed character to a certain level or higher.
[0092] Fig. 7 is a diagram illustrating an example of a special chocolate selection screen 160 of a modified example. Fig. 7 shows the special chocolate selection screen 160 in the case where the player has acquired normal chocolate or special chocolate at least once during the event period. As shown in Fig. 7, on the special chocolate selection screen 160, character icons 162 corresponding to owned characters whose intimacy ranks satisfy a predetermined condition (for example, rank 9 or higher) may be displayed in an unselectable manner (displayed with a dotted line or grayed out).
[0093] When the selection button 114b is tapped on the special chocolate selection screen 160 while any of the owned characters is in a provisionally selected state, a special chocolate receipt confirmation screen 170 shown in FIG. 8 is displayed.
[0094] Fig. 8 is a diagram illustrating an example of the special chocolate reception confirmation screen 170. As described above, in this embodiment, the player can obtain normal chocolate or special chocolate up to once a day. As shown in Fig. 8, the special chocolate reception confirmation screen 170 displays a message confirming that the player will receive special chocolate as a present from the temporarily selected owned character. The special chocolate reception confirmation screen 170 also displays a message informing the player that a present can be received up to once a day.
[0095] 8, a cancel button 172a and an OK button 172b are provided at the bottom of the special chocolate receipt confirmation screen 170. When the cancel button 172a is tapped, the special chocolate receipt confirmation screen 170 is closed and the special chocolate selection screen 160 is displayed.
[0096] Furthermore, when the OK button 172b is tapped, the possessed character in a provisionally selected state becomes a fully selected state, playback of the BGM for the home screen ends, and the loading screen 130 (FIG. 5A) is displayed for a predetermined time. As described above, while the loading screen 130 is displayed, BGM is not played. In this way, by displaying the loading screen 130 and not playing BGM, it is possible to increase the player's anticipation for the special performance that will be executed thereafter.
[0097] Then, when a predetermined time has elapsed since the start of displaying the loading screen 130, the display of the loading screen 130 ends and the special effect starts. As will be described in detail later, in the special effect, a first special effect screen 180 (FIG. 9A), a second special effect screen 190 (FIG. 9B), a third special effect screen 200 (FIG. 9C), and a fourth special effect screen 210 (FIG. 9D) are displayed in this order.
[0098] FIG. 9A is a diagram illustrating an example of the first special effect screen 180. When the special effect starts, first, the first special effect screen 180 shown in FIG. 9A is displayed. Then, when the first special effect screen 180 is displayed, BGM for the special effect screen is played. As shown in FIG. 9A, the first special effect screen 180 displays a predetermined background (in the case of FIG. 9A, a town background) according to the type of possessed character in the final selection state. Other predetermined backgrounds may include a school background, a library background, a playground background, and the like. However, a common predetermined background may be displayed regardless of the type of possessed character in the final selection state.
[0099] As shown in FIG. 9A, the first special effect screen 180 displays an image in which the owned character in the final selection state presents the first special chocolate image 182 to the player. At this time, a sound may be played in which the owned character in the final selection state speaks a predetermined line. In this case, an image may be displayed in which the mouth of the owned character moves in accordance with the predetermined line. That is, the first special effect screen 180 may display an image in which the mouth of the owned character moves in accordance with the predetermined line, in a manner that differs depending on the type of the owned character in the final selection state. This makes it possible to enhance the special feeling of the effect and improve the effect of the effect.
[0100] In addition, in the first special effect screen 180, the owned character in the final selection state is wearing a special costume corresponding to the type of the character. In this embodiment, the special costume is set to have a different appearance depending on the type of the owned character. Specifically, the special costume is, for example, something like a casual outfit provided according to the type of the owned character. In this embodiment, a first special chocolate image 182 with an appearance corresponding to the type of the owned character in the final selection state is displayed. This makes it possible to enhance the special feeling of the effect and improve the effect of the effect.
[0101] Then, when the touch panel 26 is tapped while the first special chocolate image 182 is being displayed, the display of the first special effect screen 180 ends, and the second special effect screen 190 shown in FIG. 9B is displayed for a predetermined period of time.
[0102] Fig. 9B is a diagram illustrating an example of the second special effect screen 190. As shown in Fig. 9B, in the second special effect screen 190, an image of a ribbon used to wrap a present is displayed on the entire screen. Then, when a predetermined time has elapsed since the second special effect screen 190 was displayed, the display of the second special effect screen 190 ends, and the third special effect screen 200 shown in Fig. 9C is displayed.
[0103] 9C is a diagram illustrating an example of the third special effect screen 200. As shown in FIG. 9C, the third special effect screen 200 displays the second special chocolate image 202. The second special chocolate image 202 has a different appearance depending on the type of possessed character. This makes it possible to enhance the special feeling of the effect and improve the effect of the effect.
[0104] Also, an icon showing a possessed character in a final selection state may be displayed on the third special performance screen 200. At this time, the icon showing a possessed character in a final selection state may display a possessed character wearing a normal costume. Alternatively, at this time, the icon showing a possessed character in a final selection state may display a possessed character wearing a special costume.
[0105] Then, when the touch panel 26 is tapped while the third special effect screen 200 is displayed, the display of the third special effect screen 200 ends, and the fourth special effect screen 210 shown in FIG. 9D is displayed for a predetermined period of time. As shown in FIG. 9D, the fourth special effect screen 210 displays the same background image as the first special effect screen 180 (FIG. 9A) and the possessed character in the final selection state wearing the same special costume. Then, audio of the possessed character in the final selection state speaking a predetermined line is played. In this embodiment, audio of the content of the line according to the type of possessed character is played. This makes it possible to enhance the special feeling of the performance and improve the performance effect.
[0106] When a predetermined time has elapsed since the start of the display of the fourth special effect screen 210, the display of the fourth special effect screen 210 ends, and the special effect ends. At this time, if the predetermined number (one) of normal chocolates or special chocolates has not yet been acquired on the day, when the display of the fourth special effect screen 210 ends, the special reward acquisition screen 220 shown in FIG. 10A is displayed.
[0107] FIG. 10A is a diagram illustrating an example of the special reward acquisition screen 220. As shown in FIG. 10A, in the center of the special reward acquisition screen 220, a special chocolate icon 222 is displayed so as to be superimposed on the possessed character in the actual selection state. In the center of the special chocolate icon 222, an image imitating a wrapped special chocolate is displayed. The image imitating a wrapped special chocolate is an image having a different appearance depending on the type of possessed character in the actual selection state. In this embodiment, the special chocolate icon 222 displays an image imitating a wrapped special chocolate, but an image imitating an unwrapped special chocolate may also be displayed.
[0108] In addition, an icon showing the owned character in the final selection state is displayed in the upper right corner of the special chocolate icon 222. Note that the icon showing the owned character in the final selection state may show the owned character wearing a normal costume. Alternatively, the icon showing the owned character in the final selection state may show the owned character wearing a special costume.
[0109] Also, at the bottom of the special reward acquisition screen 220, a message is displayed notifying the player that a special chocolate item has been acquired from the currently selected owned character.
[0110] When a predetermined time has elapsed since the start of the display of the special reward acquisition screen 220, the display of the special reward acquisition screen 220 ends. When the display of the normal reward acquisition screen 150 ends, the playback of the BGM for the special performance screen ends, and the loading screen 130 (FIG. 5A) is displayed for a predetermined time. As described above, while the loading screen 130 is displayed, the BGM is not played.
[0111] Then, when a predetermined time has elapsed since the start of displaying the loading screen 130, the display of the loading screen 130 ends, and the effect list screen 230 is displayed so as to be superimposed on the home screen 100, as shown in FIG. 10B.
[0112] On the other hand, if the player has already acquired a predetermined number (one) of regular or special chocolates on the day, when the display of the fourth special effect screen 210 (FIG. 9D) ends, the loading screen 130 (FIG. 5A) is displayed without displaying the special reward acquisition screen 220 (FIG. 10A). Then, when the display of the loading screen 130 ends, the effect list screen 230 is displayed so as to be superimposed on the home screen 100.
[0113] In this embodiment, even if a predetermined number (one) of normal chocolate or special chocolate has already been acquired on the day, the special chocolate receipt confirmation screen 170 (FIG. 8) is displayed. However, if a predetermined number (one) of normal chocolate or special chocolate has already been acquired on the day, the normal chocolate receipt confirmation screen 120 may not be displayed. In this case, when the selection button 114b is tapped in a provisionally selected state of any of the owned characters in FIG. 6A, FIG. 6B, or FIG. 7, the special chocolate receipt confirmation screen 170 may not be displayed, and the loading screen 130 (FIG. 5A) and a special performance may be displayed. That is, in this embodiment, even if a normal chocolate or special chocolate has already been acquired on the day and a new special chocolate cannot be acquired, the player can view the special performance of the desired owned character.
[0114] 10B is a diagram illustrating an example of the effect list screen 230. As described above, in this embodiment, the effect list screen 230 is provided for each possessed development game medium. As described above, the effect list screen 230 (FIG. 10B) can also be displayed when a predetermined operation is performed by the player on the menu screen.
[0115] 10B, a special effect selection operation unit 231 is displayed on the effect list screen 230. When the special effect selection operation unit 231 is tapped, a special effect corresponding to the tapped special effect selection operation unit 231 is displayed (played). That is, on the effect list screen 230, a special effect that has already been viewed during the event period can be viewed again.
[0116] 10B, the special effect selection operation unit 231 displays a reduced image of the second special chocolate image 202. This allows the player to view the appearance of the special chocolate without playing the special effect.
[0117] This allows the player to repeatedly view the special effects at the timing of his / her choice, which is expected to strengthen the player's attachment to the character, increase the frequency of use of the game as a whole, and increase the player's interest in the game.
[0118] The period during which the special effects can be viewed may be during the event period, or the special effects may be viewable permanently even after the event period ends. For example, by limiting the period during which the special effects can be viewed to the event period, players will be motivated to want to view all the special effects before the event period ends, which increases the frequency of use by each player during the event period and improves the interest of the game. In addition, by making the special effects viewable permanently after the event period ends, it is possible to suppress the possibility that players will be dissatisfied because they have raised the intimacy level of their characters but are unable to view all the special effects they wanted to see due to date restrictions (event period) that are convenient for the management. This increases the frequency of use by each player over a long period from the event period to after the event period ends, and improves the interest of the game.
[0119] 10B, a switching tab is displayed at the top of the effect list screen 230. By tapping the switching tab, the player can view various effects other than the special effects at the player's desired timing.
[0120] 10B, a close operation section 232 is displayed at the bottom of the effect list screen 230. When the close operation section 232 is tapped, the display of the effect list screen 230 is terminated, and the home screen 100 is displayed.
[0121] As described above, in this embodiment, a special effect is viewed by changing a temporarily selected character to a definitely selected character, and the special effect viewed in this manner can be viewed again on the effect list screen 230, but this is not limited to the above. For example, when a temporarily selected character becomes a definitely selected character, the special effect may be viewed on the effect list screen 230 without being executed there and then. In other words, the right to view the special effect may be granted to the player by changing at least a temporarily selected character to a definitely selected character.
[0122] FIG. 11 is a diagram for explaining information about a character. As shown in FIG. 11, a character ID, a name, possession information, a level, and parameters are linked to a training game medium ID. As described above, a player can possess a training game medium provided by an administrator. A training game medium ID is linked to each training game medium. Since the training game medium ID is unique to the training game medium, the training game medium ID can be said to be a type of training game medium. Also, as described above, a character ID unique to a character is always set in the training game medium (training game medium ID). Since the character ID is unique to a character, the character ID can be said to be a type of character. In this embodiment, the training game medium ID is represented by a six-digit integer in decimal. Also, the character ID is represented by a four-digit integer in decimal. Note that, as shown in FIG. 11, the upper four digits of the training game medium ID indicate the character ID.
[0123] A character ID is always associated with each training game media ID, and one character is set for each training game media. In FIG. 11, the four training game media with training game media IDs 200101 to 200104 are classified into the same type of group. The same character ID and name are associated with training game media classified into the same type of group, but different levels and parameters are associated with each training game media. As described above, multiple training game media classified into the same type of group are set so that the higher the level, the more advantageous the parameters used in the training game.
[0124] In other words, a group of the same type is a collection of the same characters at different levels managed with different IDs. Of course, this is not limited to the above configuration, and the same characters (game media for training the same character) may be managed with the same ID, and only the associated data may be changed. Although details of parameters are omitted, they are the performance and abilities of the character, and examples include numerical values of speed and stamina, and abilities that can be activated during the game.
[0125] In the example shown in FIG. 11, three training game media assigned with training game media IDs of 200201 to 200203 are classified into the same type of group. Furthermore, three training game media assigned with training game media IDs of 200301 to 200303 are classified into the same type of group. Furthermore, three training game media assigned with training game media IDs of 200105 to 200107 are classified into the same type of group. Furthermore, three training game media assigned with training game media IDs of 200204 to 200206 are classified into the same type of group. Furthermore, three training game media assigned with training game media IDs of 200207 to 200209 are classified into the same type of group.
[0126] The four training game media with training game media IDs 200101 to 200104 and the three training game media with training game media IDs 200105 to 200107 are of different types and are associated with different names. However, the training game media classified into these two types are associated with a common character ID. In this way, some character IDs, i.e., characters, are associated with multiple types of training game media.
[0127] Specifically, for example, 200101 to 200104 are different levels of the normal version of character aaa, and 200105 to 200107 are different levels of the special version of character aaa that can be obtained by lottery in a summer-only event.
[0128] In this embodiment, the appearance of the character itself, i.e., the figure and shape of the character body excluding clothing, etc., is basically set to only one for one character ID. The character ID is linked to information when the character is displayed on the game screen, such as the height of the character body, for example.
[0129] Therefore, for example, the appearance and shape of the character bodies associated with the training game media with training game media IDs 200101 to 200104 and 200105 to 200107 shown in Figure 8 are the same. Furthermore, when the type (group) of training game media is the same, the clothing worn by the characters will be the same. Therefore, for example, the appearance and shape of the displayed character bodies and the clothing worn by the characters will be the same for training game media with training game media IDs 200101 to 200104, and there is no visual difference.
[0130] On the other hand, even if the character ID is the same, if the type of training game media is different, the appearance of the character's costume, etc. will be different. For example, two training game media with training game media IDs 200101 and 200105 have the same character body, but the costumes worn by the characters are different.
[0131] The player terminal 1 and the server 1000 store player information linked to the player ID. The player information includes possession information of the training game medium. Specifically, possession information of "1" indicating possession or "0" indicating non-possession is stored linked to the training game medium ID. As described above, the player can strengthen the possessed training game medium. When the possessed training game medium is strengthened, the possession information of a training game medium of the same type and of a higher level as the possessed training game medium before the strengthening is updated to "1".
[0132] The possession information manages whether or not the character is possessed and what level it is at. Also, although Fig. 11 includes characters that are not possessed, only possessed training game media may be managed.
[0133] Fig. 12 is a diagram for explaining information linked to a character ID. As shown in Fig. 12, a name, a parameter of the number of fans, and a parameter of the intimacy level are linked to a character ID.
[0134] Although a detailed description is omitted, in the training game, when a predetermined condition is satisfied, the character to be trained acquires fans. As shown in Fig. 12, when the character to be trained acquires fans, the number of fans linked to the character ID of the character to be trained is updated. Although a detailed description is omitted, in the training game, a deck to be used when training the character to be trained can be set.
[0135] A deck is made up of support cards obtained by lottery or distributed by the management. That is, in the training game, the support cards organized in the deck are used. A character ID is linked to the support card. Although a detailed explanation is omitted, in the training game, when a predetermined condition is satisfied, the number of fans linked to the character ID corresponding to the support card is updated. Note that the support cards that can be organized in a deck may need to be linked to different character IDs. Also, the character ID of the support card that can be organized in a deck may need to be different from the character ID of the character to be trained.
[0136] As described above, in the team competition game, the player can enter the training character that he / she trained in the training game. The training character acquires fans based on the results of the team competition game. A character ID is linked to the training character, and when the training character acquires fans, the number of fans linked to the character ID of the training character is updated.
[0137] Moreover, the intimacy level is a parameter set for a character, and is managed by being linked to a character ID. Specifically, for example, the intimacy level parameter is a parameter that indicates the degree of use of a character (game medium) that is common throughout the entire game. By using the same character extensively in the training function and the battle function, the degree of accumulation of the intimacy level parameter changes, making it possible to generate benefits and privileges for the player. In this embodiment, the intimacy level parameter is expected to have the effect of strengthening the player's attachment to the character and increasing the frequency of use of the entire game. Moreover, the intimacy level parameter is managed for each character by being linked to a character ID.
[0138] Also, for example, the intimacy parameter may be a usage parameter of a character (game medium) in a specific game function (for example, a racing game, a training game, or other game) among a plurality of game functions. Also, an intimacy rank may exist for each character as information related to the intimacy parameter. The intimacy rank increases when the accumulated amount of the intimacy parameter achieves a condition set for each rank. At the beginning of the operation of the game, the intimacy rank may be set to, for example, rank 0 to rank 10, and the upper limit of the intimacy rank may be released depending on the operation period of the game.
[0139] Intimacy parameters are given to the used character when conditions are met in the training function, battle function, etc. The increase in intimacy parameters based on the use of the game function may vary depending on the game results (rating, ranking, etc.). Furthermore, when the intimacy rank reaches a predetermined rank by accumulating intimacy parameters, a story, which is content linked to the character whose intimacy rank has reached the predetermined rank, is released. The intimacy rank that is the condition for releasing a story may be the same for each character, or may be different depending on the character.
[0140] As described above, player information is stored in association with a player ID in the player terminal 1 and the server 1000. The player information includes various pieces of information associated with an item ID.
[0141] Fig. 13 is a diagram for explaining information associated with an item ID. As shown in Fig. 13, an item ID is represented by a six-digit integer in decimal notation. In this embodiment, information related to special chocolate is managed by an item ID having the same numerical value as a corresponding training game medium ID.
[0142] Specifically, as shown in FIG. 13, the item ID is linked to information on the item name of the special chocolate.
[0143] Moreover, information on the image of the special chocolate (second special chocolate image 202) is linked to the item ID. As shown in FIG. 13, the images of the special chocolate (second special chocolate image 202) linked to the item IDs 200101 and 200105 have common parts and different parts. Specifically, elements such as the cup, plate, ribbon, and cherry are common parts. Also, elements such as the strawberry on the edge of the cup and the heart decoration on the plate are different parts. Since the special chocolates of characters with the same character ID and different types of game media have commonality, while the differences are clear, it is possible to enhance the specialness of the special chocolate item, improve the presentation effect, and increase the interest of the game.
[0144] Moreover, the item ID is linked to possession number information that manages the number of special chocolates possessed. The possession number information is updated when a player acquires special chocolate. In this embodiment, it is possible to acquire a predetermined benefit by consuming special chocolate or normal chocolate. Specifically, it is possible to recover game points for starting a team competitive game by consuming special chocolate or normal chocolate.
[0145] Furthermore, viewing right information that manages the right to view the special effect is linked to the item ID. As the viewing right information, information "1" indicating possession, or "0" indicating non-possession is stored. Specifically, the viewing right information is updated to "1" based on a case where a possessed character in a provisionally selected state becomes a definitely selected state and a special effect is viewed. However, when a possessed character in a provisionally selected state becomes a definitely selected state, the viewing right information may be updated to "1" without executing the special effect on the spot.
[0146] As described above, the player terminal 1 and the server 1000 store player information linked to the player ID. The player information includes the first receiving information and the second receiving information. The first receiving information is information for identifying whether or not the normal chocolate or the special chocolate has been acquired at least once during the event period. Specifically, if the normal chocolate or the special chocolate has been acquired at least once during the event period, it is stored as "acquired". Also, if the normal chocolate or the special chocolate has not yet been acquired during the event period, it is stored as "not acquired". In other words, if the special right has not yet been consumed, it is stored as "not acquired" as the first receiving information. And, if the special right has been consumed, it is stored as "acquired" as the first receiving information.
[0147] The second receiving information is information that identifies whether or not regular chocolate or special chocolate has already been acquired in the current section during the event period. Specifically, if regular chocolate or special chocolate has already been acquired in the current section during the event period, it is stored as "acquired." If regular chocolate or special chocolate has not yet been acquired in the current section during the event period, it is stored as "not acquired." The second receiving information is also reset when the current section during the event period ends and the next section begins, and it is stored as "not acquired."
[0148] (Functional configuration and control processing in player terminal 1) Next, the functional configuration and control process of the player terminal 1 for executing the above game will be described. Note that, hereinafter, the process related to the normal effect and the special effect will be mainly described in detail, and the description of the other configurations and control processes will be omitted.
[0149] 14 is a diagram for explaining the configuration of the memory 12 in the player terminal 1 and its function as a computer. The memory 12 is provided with a program storage area 12a and a data storage area 12b. When an application is started, the CPU 10 stores a terminal side control program (module) in the program storage area 12a.
[0150] The terminal side control programs include a lottery game execution program 300, a reinforcement program 302, a game execution program 304, and a reward management program 306. Note that the above programs are merely examples, and many other programs are provided in the program storage area 12a.
[0151] The data storage area 12b is provided with a possession information storage unit 330 as a storage unit for storing data. The possession information storage unit 330 stores information indicating possessed training game media, possessed characters, and special chocolate. The possession information storage unit 330 also stores information indicating possession or non-possession of a training game medium, information indicating the level of the training game medium, information indicating parameters of the training game medium, information indicating the number of fans of the game medium (character), and information indicating the intimacy level of the game medium (character).
[0152] The possession information storage unit 330 also stores information on the image of the special chocolate (second special chocolate image 202), possession number information indicating the number of special chocolates possessed, and viewing right information indicating the right to view the special performance. The possession information storage unit 330 also stores first receiving information indicating whether or not normal chocolate or special chocolate has been acquired at least once during the event period, and second receiving information indicating whether or not normal chocolate or special chocolate has already been acquired in the current section during the event period. Note that the above-mentioned storage units are only examples, and many other storage units are provided in the data storage area 12b. Furthermore, the storage units are provided with many tables.
[0153] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a terminal control unit 1A. The terminal control unit 1A includes a lottery game executing unit 300a, a reinforcement executing unit 302a, a game executing unit 304a, and a reward management unit 306a.
[0154] Specifically, the CPU 10 runs a lottery game execution program 300, causing the computer to function as a lottery game execution unit 300a. Similarly, the CPU 10 runs a reinforcement program 302, a game execution program 304, and a reward management program 306, causing them to function as a reinforcement execution unit 302a, a game execution unit 304a, and a reward management unit 306a, respectively.
[0155] When a lottery request operation is input to request the execution of a lottery while the lottery screen is displayed, the lottery game execution unit 300a executes a lottery request process. In the lottery request process, lottery request information is transmitted to the server 1000. When the server 1000 receives the lottery request information, it executes a lottery process to determine a training game medium by lottery.
[0156] The training game medium determined by this lottery process is linked to the player ID and stored in the storage unit 1018 of the server 1000. If training game medium that the player does not own is determined, the possession information of the training game medium is updated to "owned" in the server 1000. The server 1000 also causes the player terminal 1 to receive lottery result information indicating the lottery result.
[0157] Upon receiving the lottery result information, the lottery game executing unit 300a displays the lottery result on the touch panel 26. The lottery game executing unit 300a also stores information related to the acquired development game medium in the memory unit 18. Here, the lottery game executing unit 300a updates the possession information of the newly acquired development game medium in the possession information memory unit 330.
[0158] The reinforcement execution unit 302a executes reinforcement request processing when an reinforcement operation for reinforcing the training game medium is input on the reinforcement screen. In the reinforcement request processing, reinforcement request information is transmitted to the server 1000. Upon receiving the reinforcement request information, the server 1000 executes reinforcement processing to increase the level of the training game medium selected by the player by consuming items and in-game currency. Here, the server 1000 updates the possession information of a training game medium of the same type as the training game medium selected by the player and having a higher level than the training game medium currently possessed to "possessed". In addition, the server 1000 causes the player terminal 1 to receive reinforcement information indicating the result of the reinforcement processing.
[0159] Upon receiving the reinforcement information, the reinforcement execution unit 302a displays the reinforcement result on the touch panel 26. The reinforcement execution unit 302a also updates the possession information in the possession information storage unit 330 in the same manner as the server 1000. This updates the level of the development game medium selected by the player.
[0160] When a race start operation is input on the race game selection screen to start the race game, the game execution unit 304a executes a selection information transmission process. In this selection information transmission process, selection information necessary for executing the race game, such as the type of the selected race, is transmitted. When the server 1000 receives the selection information, it executes the race game process, such as deriving the race result by calculation processing.
[0161] In the racing game, a training character selected by a player will participate. When the racing game is executed, the intimacy level of the character linked to the participating training character increases. Here, the intimacy level linked to the character ID linked to the training character is updated. In addition, the server 1000 causes the player terminal 1 to receive race result information indicating the race result and information related to the character intimacy level.
[0162] When the race result information and the like are received, the game execution unit 304a executes a race display process based on the received race result information. Here, the game execution unit 304a generates and displays a race live image based on the race result information. Also, when the intimacy level linked to the character ID is updated in the server 1000, the intimacy level linked to the character ID is also updated in the possession information storage unit 330 of the player terminal 1 in the same manner.
[0163] Furthermore, when a training completion operation for completing the training game is input on the training game screen, the game execution unit 304a executes a training completion information transmission process. In this training completion information transmission process, the intimacy level of the training character selected by the player and the character linked to the support card organized in the deck increases based on the result of the training game. Here, the intimacy level linked to the character ID linked to the training character and the support card organized in the deck is updated. Furthermore, the server 1000 causes the player terminal 1 to receive training result information indicating the training result and information related to the character intimacy level.
[0164] Upon receiving the training result information, the game execution unit 304a executes a training result display process based on the received training result information. Here, the game execution unit 304a generates and displays a training result image based on the training result information. In addition, when the intimacy level linked to the character ID is updated in the server 1000, the intimacy level linked to the character ID is also updated in the possession information storage unit 330 of the player terminal 1.
[0165] The reward management unit 306a executes a terminal side management process. An example of the process performed by the reward management unit 306a will be described in detail below. Fig. 15 is a flowchart explaining an example of the terminal side management process in the player terminal 1. When the event operation unit 108 is operated during the event period, the reward management unit 306a executes a first reward management process (P11) which will be described in detail later.
[0166] In addition, during the event period and after the end of the event period, if a predetermined operation including at least an operation of the menu operation unit 106 of the home screen 100 shown in FIG. 3 is detected, the reward management unit 306a executes a second reward management process (P12).
[0167] Fig. 16 is a flowchart illustrating an example of the first reward management process (P11) in the player terminal 1. As described above, when the event operation unit 108 is operated during the event period, the first reward management process (P11) shown in Fig. 16 is executed.
[0168] The reward management unit 306a refers to the first receipt information stored in the possession information storage unit 330 and determines whether or not the normal chocolate or the special chocolate has been acquired at least once during the event period (P11-1). In other words, in step P11-1, the reward management unit 306a determines whether or not the special right has been consumed.
[0169] As a result, if the first receipt information indicating that the special right has been acquired is stored (YES in P11-1), the reward management unit 306a displays the normal chocolate selection screen 110 shown in Fig. 4A or the special chocolate selection screen 160 shown in Fig. 6A, that is, the selection screen for the first time (P11-2). Note that if the first receipt information indicating that the special right has been acquired is stored (YES in P11-1), this indicates that the special right has already been consumed.
[0170] Also, if the first receipt information indicating that the special right has been acquired is not stored (NO in P11-1), the reward management unit 306a displays the normal chocolate selection screen 110 shown in Fig. 4A or the special chocolate selection screen 160 shown in Fig. 6B, that is, a selection screen for other than the first time (P11-3). Note that if the first receipt information indicating that the special right has been acquired is not stored (NO in P11-1), this indicates that the special right has not been consumed yet.
[0171] The reward management unit 306a determines whether the special chocolate tab 116b on the normal chocolate selection screen 110 or the normal chocolate tab 116a on the special chocolate selection screen 160 has been operated (P11-4). As a result, if the special chocolate tab 116b on the normal chocolate selection screen 110 or the normal chocolate tab 116a on the special chocolate selection screen 160 has been operated (YES in P11-4), the reward management unit 306a executes a display switching process that switches the display on the touch panel 26 (P11-5).
[0172] Specifically, when the special chocolate tab 116b on the regular chocolate selection screen 110 is operated, the reward management unit 306a displays the special chocolate selection screen 160. When the regular chocolate tab 116a on the special chocolate selection screen 160 is operated, the reward management unit 306a displays the regular chocolate selection screen 110. When the special chocolate tab 116b on the regular chocolate selection screen 110 or the regular chocolate tab 116a on the special chocolate selection screen 160 is not operated (NO in P11-4), the reward management unit 306a moves the process to step P11-6.
[0173] The reward management unit 306a judges whether the selection button 114b has been operated with the possessed character in the provisionally selected state displayed on the normal chocolate selection screen 110 or the special chocolate selection screen 160 (P11-6). As a result, if the selection button 114b has been operated (YES in P11-6), the reward management unit 306a executes a receipt confirmation screen display process to display the normal chocolate receipt confirmation screen 120 or the special chocolate receipt confirmation screen 170 according to the possessed character in the provisionally selected state. On the other hand, if the selection button 114b has not been operated (NO in P11-6), the reward management unit 306a moves the process to step P11-8.
[0174] The reward management unit 306a judges whether the OK button 122b on the normal chocolate receipt confirmation screen 120 has been operated, that is, whether or not an operation to receive normal chocolate has been performed (P11-8). As a result, if an operation to receive normal chocolate has been performed (YES in P11-8), the reward management unit 306a executes a loading screen display process (P11-9) to display the loading screen 130 (FIG. 5A).
[0175] When the display of the loading screen 130 ends, the reward management unit 306a executes a normal performance execution process (P11-10) and starts the normal performance. Specifically, the reward management unit 306a displays the normal performance screen 140 (FIG. 5B).
[0176] When the execution of the normal performance ends, the reward management unit 306a refers to the second receiving information stored in the possession information storage unit 330 to determine whether or not the normal chocolate or the special chocolate has already been acquired in the current section during the event period (P11-11). As a result, if the second receiving information indicating that the chocolate has already been acquired is not stored (NO in P11-11), the reward management unit 306a grants the normal chocolate to the player and executes a normal chocolate acquisition screen display process to display the normal reward acquisition screen 150 shown in FIG. 5C (P11-12). At this time, the reward management unit 306a grants the normal chocolate to the player by updating the possession number information related to the normal chocolate, that is, by adding the possession number information. The reward management unit 306a transmits the updated possession number information related to the normal chocolate to the server 1000. The server 1000 updates the possession number information stored in the server 1000 based on the received possession number information.
[0177] Also, if the second receipt information indicating that the reward has been acquired is stored (YES in P11-11), the reward management unit 306a moves the process to step P11-13.
[0178] The reward management unit 306a executes an information update process to update the first receipt information and the second receipt information (P11-13). Specifically, when the process is executed for the first time during the event period, the reward management unit 306a updates the first receipt information and the second receipt information to "acquired". When the process is executed for the second or subsequent time during the event period and when the process is executed for the first time in the current section (today) during the event period, the reward management unit 306a updates the second receipt information to "acquired". The reward management unit 306a transmits the updated first receipt information and the second receipt information to the server 1000. In the server 1000, the first receipt information and the second receipt information stored in the server 1000 are updated based on the received first receipt information and the second receipt information.
[0179] The reward management unit 306a executes a loading screen display process (P11-14) for displaying the loading screen 130 (FIG. 5A).
[0180] When the display of the loading screen 130 ends, the reward management unit 306a executes a home screen display process (P11-15) for displaying the home screen 100 (FIG. 3).
[0181] Furthermore, if the normal chocolate receiving operation has not been performed (NO in P11-8), the reward management unit 306a judges whether the OK button 172b on the special chocolate receiving confirmation screen 170 (FIG. 8) has been operated, i.e., whether the special chocolate receiving operation has been performed (P11-16). As a result, if the special chocolate receiving operation has been performed (YES in P11-16), the reward management unit 306a executes a loading screen display process (P11-17) that displays the loading screen 130 (FIG. 5A).
[0182] When the display of the loading screen 130 ends, the reward management unit 306a executes the special performance execution process (P11-18) and starts the special performance. Specifically, the reward management unit 306a displays the first special performance screen 180 (FIG. 9A), the second special performance screen 190 (FIG. 9B), the third special performance screen 200 (FIG. 9C), and the fourth special performance screen 210 (FIG. 9D) in order.
[0183] When the execution of the special performance ends, the reward management unit 306a refers to the second receiving information stored in the possession information storage unit 330 to determine whether or not the player has already acquired normal chocolate or special chocolate in the current section during the event period (P11-19). As a result, if the second receiving information indicating that the player has already acquired the chocolate is not stored (NO in P11-19), the reward management unit 306a grants the special chocolate to the player and executes a special chocolate acquisition screen display process to display the special reward acquisition screen 220 shown in FIG. 10A (P11-20). At this time, the reward management unit 306a grants the special chocolate to the player by updating the possession number information related to the special chocolate, that is, by adding the possession number information. The reward management unit 306a transmits the updated possession number information related to the normal chocolate to the server 1000. The server 1000 updates the possession number information stored in the server 1000 based on the received possession number information.
[0184] Also, if the second receipt information indicating that the reward has been acquired is stored (YES in P11-19), the reward management unit 306a moves the process to step P11-21.
[0185] The reward management unit 306a executes an information update process to update the first receiving information, the second receiving information, and the viewing right information (P11-21). Specifically, when the process is executed for the first time during the event period, the reward management unit 306a updates the first receiving information and the second receiving information to "acquired". When the process is executed for the second or subsequent time during the event period and when the process is executed for the first time in the current section (the current day) during the event period, the reward management unit 306a updates the second receiving information to "acquired". The reward management unit 306a transmits the updated first receiving information and the second receiving information to the server 1000. The server 1000 updates the first receiving information and the second receiving information stored in the server 1000 based on the received first receiving information and the second receiving information. The reward management unit 306a also updates the viewing right information linked to the item ID to "1" indicating possession. The reward management unit 306a transmits the viewing right information linked to the updated item ID to the server 1000. The server 1000 updates the viewing right information linked to the item ID stored in the server 1000 based on the viewing right information linked to the received item ID.
[0186] The reward management unit 306a executes a loading screen display process (P11-22) for displaying the loading screen 130 (FIG. 5A).
[0187] When the display of the loading screen 130 ends, the reward management unit 306a executes a home screen display process (P11-23) for displaying the home screen 100 (FIG. 3).
[0188] In addition, the reward management unit 306a executes a performance list screen display process (P11-24) that displays the performance list screen 230 so as to be superimposed on the home screen 100, as shown in FIG. 10B.
[0189] Fig. 17 is a flowchart for explaining an example of the second reward management process (P12) in the player terminal. As described above, during the event period and after the end of the event period, when a predetermined operation including at least the operation of the menu operation unit 106 of the home screen 100 shown in Fig. 3 is detected, the reward management unit 306a executes the second reward management process (P12).
[0190] The reward management unit 306a executes a performance list screen display process (P12-1) that displays the performance list screen 230 (FIG. 10B). Specifically, the reward management unit 306a refers to the viewing right information shown in FIG. 13, extracts the owned characters that have viewing right information, and displays the special performance selection operation unit 231 corresponding to the special performance related to the extracted owned character on the performance list screen 230.
[0191] The reward management unit 306a judges whether the special effect selection operation unit 231 of the effect list screen 230 has been operated (P12-2). As a result, if the special effect selection operation unit 231 has been operated (YES in P12-2), the reward management unit 306a executes a special effect execution process (P12-3) that starts the execution of the special effect corresponding to the operated special effect selection operation unit 231. Specifically, the reward management unit 306a sequentially displays the first special effect screen 180 (FIG. 9A), the second special effect screen 190 (FIG. 9B), the third special effect screen 200 (FIG. 9C), and the fourth special effect screen 210 (FIG. 9D) that correspond to the operated special effect selection operation unit 231.
[0192] Although one aspect of the embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can come up with various modified or revised examples within the scope of the claims, and it is understood that these also naturally belong to the technical scope of the present invention.
[0193] In the above embodiment, the effect of the character offering chocolate to the player has been described as an example of the effect. However, the above technical matters are not limited to the effect of offering chocolate, and can be applied to any scene displayed on the game screen.
[0194] Furthermore, the game screens described above are merely examples, and the game screens explained using the figures can be modified in design as appropriate.
[0195] In the above embodiment, the case has been described where the processing related to the special effects and the normal effects is executed in the player terminal 1. However, the processing related to the special effects and the normal effects may be executed in the server 1000, or may be executed by the player terminal 1 and the server 1000 in cooperation with each other.
[0196] In any case, the information processing program may cause one or more computers to carry out the following processes.
[0197] (Computer-Performed Processing) A process that allows the player to select at least one selected game medium (in the above embodiment, as an example, owned game medium) from a plurality of game media linked to a parameter that is updated through use in the game (in the above embodiment, as an example, an intimacy parameter) during each of a plurality of intervals (in the above embodiment, as an example, one day) included in the event period (in the above embodiment, as an example, P11-3, P11-2, P11-5, P11-6, P11-7). When a selected game medium is selected by a player in a certain period, a process is performed to grant a first reward to the player (in the above embodiment, as an example, P11-11, P11-12, P11-13, P11-19, P11-20, P11-21) on the condition that the number of first rewards (in the above embodiment, as an example, regular chocolate and special chocolate) granted to the player during the certain period is less than a predetermined number (in the embodiment, as an example, less than 1). When a specific condition (in the above embodiment, as an example, the OK button 172b on the special chocolate receipt confirmation screen 170 (FIG. 8) is operated) is met, which includes at least that the parameters of the selected game medium selected by the player in one section satisfy a predetermined condition (in the above embodiment, as an example, an intimacy rank of 9 or higher), a process is performed in which a second reward linked to the selected game medium selected by the player is granted to the player (in the above embodiment, as an example, P11-18, P11-19, P11-20, P11-21) from among second rewards that differ for multiple game media (in the above embodiment, as an example, a special performance being performed on the spot and the player acquiring the right to view the special performance), regardless of whether a first reward is granted in one section.
[0198] In addition, the first reward may include a first regular reward (in the above embodiment, as an example, regular chocolate) and a first special reward that differs for each game medium (in the above embodiment, as an example, special chocolate). The first normal reward may be awarded regardless of the parameters of the selected game content selected by the player. The first special reward may be awarded when parameters of the game content selected by the player satisfy a predetermined condition.
[0199] In addition, a plurality of specific game media (in the above embodiment, as an example, a development game medium linked to a normal version of character aaa and a special version of character aaa) used in a specified game may be provided, each of which is linked to one of the game media. In addition, the multiple specific game media may be linked to the same game medium (in the above embodiment, as an example, character aaa) and may include a first specific game medium (in the above embodiment, as an example, normal version character aaa) and a second specific game medium (in the above embodiment, as an example, special version character aaa) that differ in appearance from each other. In addition, the process of allowing the player to select the selected game medium may include allowing the player to select a first specific game medium and a second specific game medium, respectively, thereby allowing the player to select the selected game medium linked to the first specific game medium and the second specific game medium. Furthermore, the first special reward and the second reward linked to the first specific game medium may be different from the first special reward and the second reward linked to the second specific game medium.
[0200] In addition, if neither the first special reward nor the second reward has been awarded to the player during the event period, a process of awarding the first special reward or the second reward to the player may be executed (in the above embodiment, as an example, P11-1, P11-3, P11-4, P11-5, P11-6, P11-7, P11-11, P11-12, P11-13, P11-19, P11-20, P11-21) regardless of whether the parameters of the selected game medium selected by the player satisfy specified conditions.
[0201] The first reward may be an item that is consumed by acquiring a predetermined benefit (in the above embodiment, recovering game points for starting a team competitive game). The second reward may be a display of an effect image (in the above embodiment, as an example, a normal effect and a special effect) suggesting that the first reward will be awarded.
[0202] In the above embodiment, the first reward is provided with both normal chocolate and special chocolate, but only either normal chocolate or special chocolate may be provided as the first reward. The contents of the first reward and the second reward are not limited to the above examples. For example, the first reward or the second reward may be a support card, a training character, in-game currency, an item for strengthening the owned training game medium, or the like.
[0203] Furthermore, the contents of the parameters associated with the game media and the conditions for updating the parameters are not limited to those in the above embodiment. For example, the parameters associated with the game media may be updated based on the results of a mini-game within the game. The parameters associated with the game media may be updated based on the level of the game media. The parameters associated with the game media may be updated in response to the strengthening of the game media.
[0204] In the above embodiment, the character icon 162 corresponding to a possessed character whose intimacy rank satisfies a predetermined condition (for example, rank 9 or higher) is provisionally selected, and the OK button 172b on the predetermined special chocolate receipt confirmation screen 170 (FIG. 8) is operated to make a final decision, and the specific condition is established, but this is not limited to the above. For example, if normal chocolate is not provided, the specific condition may be established by selecting the character icon 162 corresponding to a possessed character whose intimacy rank satisfies a predetermined condition (for example, rank 9 or higher), and no other conditions may be set.
[0205] In the above embodiment, a case has been shown in which a player can acquire special chocolate when normal chocolate and special chocolate have not yet been acquired in the current section (today) during the event period. Then, when special chocolate is acquired, a special effect is executed. However, this is not limited to this, and when special chocolate is acquired, the player may be able to select whether or not to execute the special effect and whether or not to acquire viewing rights. In this case, when the player selects to execute the special effect, a specific condition is established. Also, when the player selects to acquire viewing rights, a specific condition is established.
[0206] In addition, in the above embodiment, a case was shown in which if the player has not acquired either regular chocolate or special chocolate during the event period, the first special reward or the second reward can be given to the player regardless of the intimacy parameter, but this configuration is not required.
[0207] In the above embodiment, the normal effect can be viewed even if at least one of the normal chocolate or the special chocolate has not been acquired in the current section (today) during the event period. However, this is not limited to this, and if at least one of the normal chocolate or the special chocolate has already been acquired in the current section (today) during the event period, the normal effect may be unavailable. In other words, if both the normal chocolate and the special chocolate have not yet been acquired in the current section (today) during the event period, that is, if the second receiving information is stored as "not acquired", the normal effect may be available for viewing. In other words, if the second receiving information is stored as "acquired", the normal effect may be unavailable. This makes it possible to limit the effects that can be viewed multiple times in the current section (today) during the event period to only the special effect. And it is possible to emphasize the special feeling of receiving a special chocolate from a character that the player favors, that is, a so-called "favorite character". This is expected to increase the frequency of use of the game as a whole, and to improve the interest of the game.
[0208] In the above embodiment, the parameter associated with the character ID, specifically, the parameter of the intimacy level associated with the character ID, is used as the condition for granting the first special reward (special chocolate) and the second special reward (the special performance is executed on the spot, and the player acquires the right to watch the special performance). As a result, for example, if the parameter (intimacy level) of the player's favorite character (for example, character aaa) is increased, it becomes possible to acquire both the first special reward and the second special reward of the different characters (for example, the normal version of character aaa and the special version of character aaa) for each costume. As a result, the player can experience receiving special chocolate from the favorite characters (for example, the normal version of character aaa and the special version of character aaa) in various costumes. This further creates a sense of specialness, which in turn increases the frequency of use of the entire game, and is expected to have the effect of improving the interest of the game.
[0209] In the above embodiment, the information processing program for implementing the game may be stored in a non-transitory computer-readable storage medium. Furthermore, the above embodiment may be an information processing method for implementing each function and each step shown in the flowchart. [Explanation of symbols]
[0210] 1 Player terminal 1000 servers S Information Processing System
Claims
1. If the number of first rewards awarded to players during the event period is less than a predetermined number, a process to display a first game medium that satisfies predetermined conditions from among multiple game mediums, and a second game medium that does not satisfy the predetermined conditions from among the multiple game mediums, as selection targets on the selection screen, If the number of the first rewards awarded to players during the event period is equal to or greater than the predetermined number, the process of displaying only the first game medium as the selection target on the selection screen, The process includes accepting a player's selection operation to select at least one of the selection targets displayed on the selection screen as the game medium, If the player selects the aforementioned game medium, the process of granting the player the second reward is performed. Have the computer run it, The aforementioned first reward is a usable medium within the game, The second reward mentioned above is an information processing program that displays a visual image.
2. The first reward includes a first regular reward and a first special reward that differs for each game medium. The first regular reward can be awarded regardless of whether the selected game medium chosen by the player meets the predetermined conditions. The first special reward may be awarded if the selected game medium chosen by the player satisfies the predetermined conditions. The information processing program according to claim 1.
3. Multiple specific game media are provided, each used in a designated game and associated with one of the aforementioned game media. Multiple specified game media include a first specified game media and a second specified game media, each linked to the same game media but differing in appearance from the others. The process for accepting the aforementioned selection operation is: By allowing the player to select the first specific game medium and the second specific game medium, the player can select the selected game medium associated with the first specific game medium and the second specific game medium. The first special reward and the second reward associated with the first specific game medium are different from the first special reward and the second reward associated with the second specific game medium. The information processing program according to claim 2.
4. If, during the event period, neither the first special reward nor the second reward has been awarded to the player, the process of awarding the first special reward or the second reward to the player, regardless of whether the selected game medium chosen by the player satisfies the predetermined conditions, The information processing program according to claim 2, which causes a computer to execute.
5. The aforementioned medium is consumed upon obtaining a predetermined reward. The aforementioned presentation image suggests that the aforementioned medium of use is provided. An information processing program according to any one of claims 1 to 4.
6. An information processing method performed by one or more computers, The aforementioned computer, If the number of first rewards awarded to players during the event period is less than a predetermined number, the process of displaying a first game medium that meets the predetermined conditions and a second game medium that does not meet the predetermined conditions as options on the selection screen, If the number of the first rewards awarded to players during the event period is equal to or greater than the predetermined number, the process of displaying only the first game medium as the selection target on the selection screen, The process includes accepting a player's selection operation to select at least one of the selection targets displayed on the selection screen as the game medium, If the player selects the aforementioned game medium, the process of granting the player the second reward is performed. Execute, The aforementioned first reward is a usable medium within the game, The second reward is an information processing method, which is the display of a visual image.
7. An information processing system comprising one or more computers, The aforementioned computer, If the number of first rewards awarded to players during the event period is less than a predetermined number, the process of displaying a first game medium that meets the predetermined conditions and a second game medium that does not meet the predetermined conditions as options on the selection screen, If the number of the first rewards awarded to players during the event period is equal to or greater than the predetermined number, the process of displaying only the first game medium as the selection target on the selection screen, The process includes accepting a player's selection operation to select at least one of the selection targets displayed on the selection screen as the game medium, If the player selects the aforementioned game medium, the process of granting the player the second reward is performed. Execute, The aforementioned first reward is a usable medium within the game, The second reward mentioned above is an information processing system that displays a visual image.