Information processing device, program, and information processing method
The system enables players to share game media, addressing disparities in ownership and ensuring smooth cooperative game progression by allowing media transfer and allocation.
Patent Information
- Application Number
- JP2024172662
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-10-01
- Publication Date
- 2024-12-13
- Estimated Expiration
- 2040-10-01
AI Technical Summary
The disparity in the amount of game media owned by players can hinder the smooth progress of cooperative games, as players with fewer media are unable to participate fully.
A system that allows players to allocate or transfer game media to each other to cover the costs of premium events, ensuring all players can participate equally.
This system ensures that all players can contribute game media to progress through events, maintaining a smooth gaming experience by equalizing media distribution among players.
Smart Images

Figure 2024174154000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to an information processing device, a program, and an information processing method. [Background technology]
[0002] Conventionally, games have been developed that are played by multiple people and allow players to transfer game contents necessary for playing between each other. For example, Patent Document 1 discloses a server that provides a game in which players can use points, which are game contents given by friends before playing, to execute an event (friend bomb) that can only be executed in a raid battle (joint battle). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP2019-81046A Summary of the Invention [Problem to be solved by the invention]
[0004] On the other hand, when a game in which players cooperate with each other and require the consumption of game contents, the disparity in the amount of game contents owned by each player may hinder smooth progress of the game.
[0005] The present invention provides an information processing device, a program, and an information processing method that enable smooth progress in a game in which a plurality of players cooperate to progress while consuming game media. [Means for solving the problem]
[0006] In one aspect of the present invention, an information processing device is provided that includes a game providing unit, an event control unit, and a game media management unit, wherein the game providing unit provides a game that progresses by multiple players working together to execute predetermined events including a first event, the event control unit controls the first event so that each of the multiple players pays game media equivalent to a predetermined value as a payment, and the game media management unit manages the game media owned by each of the multiple players, and enables one player to use the game media owned by him / her to pay at least a portion of the payment to be paid by another player.
[0007] With this configuration, in a game in which multiple players work together to progress by consuming game media, if there is a disparity in the amount of game media owned by the players, it becomes possible for one player to progress through the game using the game media owned by the player, making the game progress smoother. [Brief description of the drawings]
[0008] [Figure 1] 1 is a diagram showing an overview of a game providing system 1 according to a first embodiment. [Diagram 2] 1 is a block diagram showing a hardware configuration of a server 10 according to a first embodiment. [Diagram 3] 2 is a block diagram showing a hardware configuration of a user terminal 20 according to the first embodiment. FIG. [Figure 4] 2 is a block diagram showing a functional configuration of a server 10 according to the first embodiment. FIG. [Diagram 5] FIG. 2 is a diagram showing a choice display screen 30. [Figure 6] FIG. 13 shows a gift suggestion screen 40. [Figure 7] FIG. 13 shows a present number determination screen 50. [Figure 8] FIG. 13 shows a present completion screen 60. [Figure 9] 1 is a sequence diagram illustrating the flow of processing in the game providing system 1. FIG. [Figure 10] FIG. 11 is a sequence diagram illustrating the flow of the ticket transfer process (step S200). [Figure 11] FIG. 13 is a diagram showing a gift suggestion screen 40 in the first modified example. [Figure 12] FIG. 13 is a diagram showing a gift request screen 45 in Modification 2. [Figure 13] FIG. 13 is a diagram showing an advance payment proposal screen 70 in the second embodiment. [Figure 14] FIG. 11 is a sequence diagram illustrating the flow of processing performed by the game providing system 1 in the second embodiment. [Figure 15] FIG. 13 is a sequence diagram illustrating the flow of the ticket advance payment process (step S300). DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] Hereinafter, several embodiments of the present invention will be described with reference to the drawings. Various features shown in the following embodiments can be combined with each other. Also, each feature can be an invention independently.
[0010] <1. First embodiment> (1-1. Overview of Game Provision System 1) An information processing device according to one embodiment of the present invention is a server 10 constituting a part of a game providing system 1 as shown in Fig. 1. The game providing system 1 includes the server 10 and user terminals 20 (for example, a user terminal 20a and a user terminal 20b).
[0011] The server 10 is configured to be able to communicate with the user terminal 20 via a communication line 5, and provides a game G to the user terminal 20. The game G progresses as a result of players P1 and P2 working together to operate various events provided as content.
[0012] To execute an event, it may be necessary to pay a game medium equivalent to a predetermined value to each of the players P1 and P2. In the game providing system 1, one player can use the game medium he owns as at least a part of the payment to be made by the other player. Each component will be described in detail below.
[0013] (1-2. Hardware configuration of game provision system 1) The hardware configuration of the game providing system 1 will be described with reference to FIGS.
[0014] (1-2-1. Hardware configuration of server 10) 2 is a block diagram showing a hardware configuration of the server 10 according to this embodiment. The server 10 includes a control unit 11, a storage unit 12, and a communication unit 13. The server 10 may also include an operation input unit 14 including a keyboard, a mouse, etc., for accepting input of various operations, and a monitor 15 such as a liquid crystal display device for displaying various images.
[0015] The control unit 11 is, for example, a CPU (Central Processing Unit), a microprocessor, a DSP (Digital Signal Processor), or the like, and controls the overall operation of the server 10.
[0016] A part of the storage unit 12 is composed of, for example, a RAM (Random Access Memory) or a DRAM (Dynamic Random Access Memory), and is used as a work area when the control unit 11 executes processes based on various programs. In addition, a part of the storage unit 12 is, for example, a non-volatile memory such as a ROM (Read Only Memory) or an HDD (Hard Disk Drive), and stores various data and programs used in the processing of the control unit 11.
[0017] The programs stored in the memory unit 12 include, for example, an OS (Operating System) for realizing the basic functions of the server 10, drivers for controlling various hardware, programs for realizing various functions, etc., and include the computer program related to this embodiment.
[0018] The communication unit 13 is, for example, a NIC (Network Interface Controller) and has a function of connecting to the communication line 5. Instead of or together with the NIC, the communication unit 13 may have a function of connecting to a wireless LAN (Local Area Network), a function of connecting to a wireless WAN (Wide Area Network), a function of enabling short-distance wireless communication such as Bluetooth (registered trademark), and infrared communication, etc. The server 10 is connected to other information processing devices such as a user terminal 20 via the communication line 5, and can transmit and receive various data to and from the other information processing devices, etc.
[0019] The control unit 11, storage unit 12, communication unit 13, operation input unit 14, and monitor 15 are electrically connected to one another via a system bus 16. Therefore, the control unit 11 can access the storage unit 12, display images on the monitor 15, grasp the operation state of the user (player) on the operation input unit 14, and access various communication networks and other information processing devices via the communication unit 13.
[0020] (1-2-2. Hardware Configuration of User Terminal 20) 3 is a block diagram showing a hardware configuration of a user terminal 20 according to this embodiment. The user terminal 20 is, for example, an information processing terminal such as a smartphone or a tablet terminal, and includes a control unit 21, a storage unit 22, and a communication unit 23. The user terminal 20 may also include a display unit 24 such as a touch panel display capable of displaying images and receiving operations, a speaker 25 that outputs sound, a microphone 26 to which sound is input, a camera 27 that captures an image of a subject, and operation buttons 28. The following description will focus on the differences from the server 10.
[0021] The operation buttons 28 are provided on the side of the user terminal 20, and include a power button for starting and stopping the user terminal 20, a button for adjusting the volume of the sound output by the speaker 25, and the like.
[0022] The control unit 21, storage unit 22, communication unit 23, display unit 24, speaker 25, microphone 26, camera 27, and operation buttons 28 are electrically connected to one another via a system bus 29. Therefore, the control unit 21 can access the storage unit 22, display images on the display unit 24, grasp the operation state of the touch panel display (display unit 24) and operation buttons 28 by the user, input sound to the microphone 26, output sound from the speaker 25, control the camera 27, and access various communication networks and other information processing devices via the communication unit 23.
[0023] (1-3. Functional configuration of server 10) As shown in FIG. 4, the control unit 11 of the server 10 has a game providing unit 11a, an event control unit 11b, and a game media management unit 11c.
[0024] The game providing unit 11a provides a game that progresses by multiple players (as an example, player P1 and player P2) working together to execute a predetermined event. An "event" is an action that a player takes to progress in the game, such as selecting an option or playing a mini-game, and includes a first event that requires each player to pay a fee to execute, and a second event that does not require payment to execute.
[0025] The event control unit 11b controls the first event so that each of the players pays a game medium equivalent to a predetermined value as a compensation. Here, "game medium" is a general term for electronic data used by users to progress in the game, and specifically includes characters, items, cards, avatars, etc.
[0026] In this embodiment, an item called a "ticket" is used as a game medium for paying a price, and is set to be equivalent to a predetermined value. Here, the "value" may be exchangeable for real currency such as cash, electronic money, virtual currency, or other coins, or may be points that can be used within a specific game. By paying a predetermined value, a user can obtain an equivalent ticket at any time.
[0027] The game media management unit 11c manages the game media (corresponding to "tickets" in this embodiment as described above) owned by each of the multiple players. The number of tickets owned by a player (hereinafter also simply referred to as the number of tickets) can be stored, for example, in a ticket number management table (not shown) created in the storage unit 12.
[0028] The game media management unit 11c further enables one player to use his / her own tickets as at least a part of the consideration to be paid by another player. In this embodiment, as an example of "appropriation", one player can transfer a part of his / her own tickets to another player, and the other player can use the transferred tickets as consideration. Since the payment of the consideration is required for the execution of the first event, the above-mentioned appropriation is not performed for the execution of the second event, which does not require the payment of the consideration. Details of each function will be described later.
[0029] The above-mentioned functional configuration may be realized by software (including so-called applications) appropriately installed in the server 10, or may be realized by hardware. When realized by software, various functions can be realized by the control unit 11 executing a program constituting the software.
[0030] When the function is realized by executing a program, the program may be stored in the storage unit 12 built into the server 10, or may be stored in a non-transitory computer-readable recording medium. The function may also be realized by reading out a program stored in an external storage device, so-called cloud computing. When the function is realized by hardware, it may be realized by various circuits such as ASIC, SOC, FPGA, or DRP. In addition, some of the above-mentioned functional configurations may be processed by the user terminal 20, etc., by software or hardware.
[0031] (1-4. Game Flow) The flow of the game in this embodiment will be described with reference to Fig. 5 to Fig. 8. Game G in this embodiment is a so-called novel game in which a scenario branches and progresses as the player selects a presented option. In game G, two players are matched via the communication unit 23 of the user terminal 20 before starting play, and the two players who have completed matching will work together to progress through the game.
[0032] 5 is a diagram showing an example of the option display screen 30. The option display screen 30 includes a mission icon 31, an owned ticket display icon 32, an option icon 33, and a required ticket display icon .
[0033] The mission icon 31 displays the mission that the players P1 and P2 should perform. In the example shown in FIG. 5, the mission requires that both players select the same option. The owned ticket display icon 32 displays the number of tickets owned by the player himself. That is, the display unit 24 of the user terminal 20a of the player P1 displays the number of tickets owned by the player P1, and the display unit 24 of the user terminal 20b of the player P2 displays the number of tickets owned by the player P2.
[0034] A plurality of option icons 33 are displayed as options to be selected by the player. A required ticket display icon 34 is added to some of the option icons 33. An option icon 33 to which a required ticket display icon 34 is added is called a premium option 33a, and in order to select it, payment of the number of tickets indicated by the required ticket display icon 34 (hereinafter also referred to as the amount of compensation) is required. The amount of compensation required is set for each premium option, and in this embodiment, the amount of compensation required to select a certain premium option is the same for player P1 and player P2. Here, a premium option is also referred to as a first option selected by each player to execute a first event for which payment of a compensation is required.
[0035] In contrast, the option icon 33 without the required ticket display icon 34 is called a normal option 33b, and does not require the payment of a ticket to be selected. Here, the normal option is also called a second option selected to execute a second event that does not require the player to pay a fee. In the game G, the game progresses by branching into different scenarios depending on whether the player selects the premium option 33a or the normal option 33b. Here, the selection of the premium option 33a may bring about an advantageous effect for the player in progressing through the game.
[0036] 6 is a diagram showing an example of a gift suggestion screen 40. When one player selects a premium option 33a and the other player is unable to pay the amount of the premium option 33a, the gift suggestion screen 40 is displayed on the display unit 24 of the user terminal 20 of the one player. The gift suggestion screen 40 includes a suggestion content display icon 41, an accept button 42, and a reject button 43.
[0037] When one player presses the accept button 42 for the gift proposal displayed on the proposal content display icon 41, a gift number determination screen 50 is displayed. When one player presses the reject button 43, the ticket is not transferred to the other player. In this case, the other player cannot select the premium option 33a, and therefore cannot progress in the game. Therefore, the option display screen 30 is displayed again on the display unit 24 of the user terminal 20 of the one player.
[0038] 7 is a diagram showing an example of a present number determination screen 50. The present number determination screen 50 includes an owned ticket display icon 32, a present number input area 51, and a decision button 52. In the present number input area 51, one player inputs the number of tickets to be transferred to the other player. At this time, the player can check the owned ticket display icon 32 and consider the number of tickets to be transferred.
[0039] In addition, the gift number input area 51 displays the other player's shortfall (i.e., the difference between the number of tickets owned by the other player and the number of tickets for the premium option) as an initial value, and it is not possible to input a number less than the initial value. In this way, one player can reliably transfer the minimum number of tickets required for transfer. After inputting the number of tickets to be presented in the gift number input area 51, when the decision button 52 is pressed, the input number of tickets is transferred to the other player, and a gift completion screen is displayed. However, this is not limited to this embodiment, and for example, the gift number input area 51 may be designed so that one player can input any number of tickets.
[0040] 8 is a diagram showing an example of a present completion screen 60. The present completion screen 60 includes a completion display icon 61 and a confirmation button 62. When one player who has confirmed the completion display icon 61 presses the confirmation button 62, the option display screen 30 is displayed again. This allows both the one player and the other player to select the premium option 33a.
[0041] In this embodiment, the game media management unit 11c is designed to allow a player who owns a large number of tickets to transfer the tickets he or she owns to another player only when the game media management unit 11c is able to accept a request to execute an event (more specifically, when the premium option 33a can be selected from among multiple options). However, this is not limited to this, and for example, the game media management unit 11c may be designed to allow a player to transfer a ticket to another player at any time during game play.
[0042] (1-5. Processing flow by game providing system 1) An example of the flow of processing by the game providing system 1 will be described with reference to FIG. 9 and FIG.
[0043] In step S100, the game providing unit 11a of the server 10 provides the option display screen 30 to the user terminals 20a and 20b. In step S105, the user terminals 20a and 20b display the option display screen 30 on the display unit .
[0044] In step S110, the player P1 selects the premium option 33a on the option display screen 30. In step S115, the event control unit 11b of the server 10 accepts the selection of the premium option 33a by the player P1.
[0045] In step S120, the game media management unit 11c of the server 10 determines whether or not the player P2 can pay the price for the premium option selected by the player P1. Specifically, the game media management unit 11c refers to the ticket number management table stored in the storage unit 12, and makes the determination by comparing the price for the premium option selected by the player P1 with the number of tickets owned by the player P2.
[0046] If the game media management unit 11c determines that the player P2 can pay the amount (YES in step S120), the process proceeds to step S130. On the other hand, if the game media management unit 11c determines that the player P2 cannot pay the amount (NO in step S120), the process proceeds to the ticket transfer process (step S200).
[0047] In step S130, the user terminal 20b notifies the server 10 of the selection made by the player P1 on the option display screen 30. In step S135, the server 10 accepts the selection.
[0048] In step S140, the game providing unit 11a of the server 10 judges whether the selection of the player P2 is a premium option. If it is a premium option (YES in step S140), the process proceeds to step S150. If it is not a premium option (NO in step S140), the process proceeds to step S160.
[0049] In step S150, the event control unit 11b of the server 10 provides the scenario linked to the premium option 33a to the user terminals 20a and 20b. In step S155, the user terminals 20a and 20b display the scenario on the display unit .
[0050] In step S160, the event control unit 11b of the server 10 notifies the user terminals 20a and 20b that the selections made by the players P1 and P2 do not match. In step S165, the user terminals 20a and 20b display the notification on the display unit 24, and further display the option display screen 30 again.
[0051] Next, the ticket transfer process (step S200) will be described with reference to Fig. 10. In step S210, the game media management unit 11c of the server 10 proposes to the player P1 to gift a ticket to the player P2 by providing a gift suggestion screen 40. In step S215, the display unit 24 of the user terminal 20a of the player P1 displays the gift suggestion.
[0052] In step S220, the player P2 determines the number of tickets to be given as a gift (hereinafter, also referred to as the number of gifts) by operating the number of gifts determination screen 50. In step S225, the game media manager 11c accepts the number of gifts.
[0053] In step S230, the game media management unit 11c grants the gifted ticket to the player P2. Specifically, the game media management unit 11c updates the number of tickets owned by the player P2 in the ticket number management table stored in the storage unit 12. Then, the game media management unit 11c notifies the user terminal 20b of the gifting of the ticket. In step S235, the display unit 24 of the user terminal 20b displays that the ticket has been transferred as a gift.
[0054] In step S240, the user terminal 20b notifies the server 10 of the selection made by the player P1 on the option display screen 30. In step S245, the server 10 accepts the selection.
[0055] In step S250, the game providing unit 11a of the server 10 judges whether the selection of the player P2 is a premium option. If it is a premium option (YES in step S250), the process proceeds to step S260. If it is not a premium option (NO in step S250), the process proceeds to step S270.
[0056] In step S260, the event control unit 11b of the server 10 provides the scenario linked to the premium option 33a to the user terminals 20a and 20b. In step S265, the user terminals 20a and 20b display the scenario on the display unit .
[0057] In step S270, the event control unit 11b of the server 10 notifies the user terminals 20a and 20b that the selections made by the players P1 and P2 do not match. In step S275, the user terminals 20a and 20b display the notification on the display unit 24, and further display the option display screen 30 again.
[0058] <2. Modifications> Various modifications of the game providing system 1 according to the first embodiment will be described below. The modifications described below can be combined with each other.
[0059] (2.1. Variation 1) In the first modification, when the game media management unit 11c receives a selection of the premium option 33a from one player, if the player who selected the premium option does not own tickets equivalent to the amount of the compensation, the game media management unit 11c provides the other player with a gift suggestion screen 40. If the player who selected the premium option 33a owns tickets equivalent to the amount of the compensation, the game media management unit 11c does not provide the other player with the gift suggestion screen 40.
[0060] 11, in the present suggestion screen 40 in the modified example 1, the number of tickets of the player who selected the premium option is insufficient. Even in this form, a player who owns a large number of tickets can use the tickets he owns to cover at least a part of the price to be paid by other players, and the same effect as the above embodiment can be obtained.
[0061] (2.2. Variation 2) In the second modification, the game media management unit 11c notifies one player who does not own tickets equivalent to the amount of tickets designated by the premium option 33a of a request to transfer the tickets to the other player. In other words, the game media management unit 11c notifies one player to request the other player to give the tickets as a gift.
[0062] As shown in FIG. 12, in variant example 2, when a player who does not own tickets equivalent to the amount of tickets equivalent to the premium option 33a selects the premium option 33a, the game media management unit 11c provides the player with a gift request screen 45.
[0063] The present request screen 45 includes a request content display icon 46, an accept button 42, and a reject button 43. As shown in FIG. 12, the request content display icon 46 suggests a request to present a ticket to the other player. When the player presses the accept button 42, the game media management unit 11c of the server 10 notifies the other player of the request to present the ticket. Even in this form, a player who owns a large number of tickets can use the tickets he or she owns as at least a part of the compensation to be paid by the other player, and the same effect as the above embodiment can be obtained.
[0064] 3. Second embodiment A second embodiment of the present invention will be described with reference to Figures 13 to 15. This embodiment differs from the above embodiment in that the ticket is not transferred but paid for on behalf of the other player, and one player appropriates the price to be paid by the other player. The following description will focus on the differences.
[0065] As shown in FIG. 13, in the second embodiment, when a player uses a ticket he or she owns to cover part of the consideration to be paid by another player, the game media management unit 11c provides a payment proposal screen 70 instead of a gift proposal screen 40.
[0066] The advance payment proposal screen 70 includes an advance payment content display icon 71, an accept button 72, and a reject button 73. When a player presses the accept button 72, the player also pays the amount of the consideration that the other player should pay, and the game providing unit 11a provides a scenario linked to the premium option 33a.
[0067] The process flow of the second embodiment will be described with reference to FIGS. 14 and 15, focusing on the differences from the first embodiment.
[0068] As shown in FIG. 14, in the second embodiment, if the player P2 determines in step S120 that the amount of the ticket cannot be paid (NO in step S120), the process proceeds to a ticket advance payment process (step S300).
[0069] The ticket advance payment process (step S300) will be described with reference to Fig. 15. In step S310, the game media management unit 11c of the server 10 proposes to one player P1 that the player P2 advance the amount of the ticket advance payment by providing an advance payment proposal screen 70. In step S315, the display unit 24 of the user terminal 20a displays the advance payment proposal.
[0070] In step S320, player P1 operates the payment proposal screen 70 to decide on a payment amount to be paid by player P2. In step S325, the game media management unit 11c accepts the payment. Specifically, in the ticket number management table stored in the storage unit 12, the game media management unit 11c subtracts the amount of payment for both player P1 and player P2 from the number of tickets owned by player P1.
[0071] In step S330, the game media manager 11c notifies the user terminal 20b of the advance payment by the player P1. In step S335, the display unit 24 of the user terminal 20b displays that the amount of the premium option 33a has been advanced.
[0072] In step S340, the event control unit 11b of the server 10 provides the scenario linked to the premium option 33a to the user terminals 20a and 20b. In step S345, the user terminals 20a and 20b display the scenario on the display unit .
[0073] Even in this type of configuration, a player who owns a large number of tickets can use the tickets he or she owns to cover at least a portion of the compensation to be paid by other players, thereby achieving the same effect as in the above embodiment.
[0074] <4. Other embodiments> Although the embodiment and its modified examples of the present invention have been described above, application of the present disclosure is not limited to the above-mentioned contents.
[0075] When the game media management unit 11c notifies one player of a transfer by providing a gift proposal screen 40 or a payment proposal screen 70, the game media management unit 11c may provide the screen and notify the transfer only if the player owns tickets equivalent to the total amount of the consideration to be paid by the player and the shortfall in the amount required for the other player to pay the consideration. In this way, the transfer is notified only when the transfer is possible, which allows the game to proceed smoothly.
[0076] In the above embodiment, the amount of the premium option 33a is the same for all players, but this is not limited to the above. For example, the game content management unit 11c may set a predetermined allocation ratio for the amount of the premium option 33a to each player.
[0077] For example, the players P1 and P2 may pay for each premium option 33a at a certain ratio (e.g., 3:7, hereinafter referred to as the distribution ratio). This distribution ratio may be set based on the ratio of the number of tickets owned by each player, or conversely, the distribution ratio may be set so that the more tickets owned, the smaller the amount of compensation.
[0078] The allocation ratio may be appropriately set by the players. For example, the allocation ratio may be set by mutual discussion between the players when matching is performed at the start of the game G.
[0079] In addition, various contents are conceivable for the options as events. For example, it may be a hint for a code-breaking game, or a transition destination for continuing (restarting) after a game is over.
[0080] Furthermore, the game providing unit 11a may provide a function that enables a player who has received a transferred ticket to send a message of thanks to the player who transferred the ticket.
[0081] Furthermore, in the above embodiment, the number of players is set to two, but the invention is not limited to this, and the game may be played by three or more people working together.
[0082] In the above embodiment, the transfer of the ticket is executed when the premium option is selected, but the present invention is not limited to this. For example, a configuration may be adopted in which the players are matched to start the game G, and the ticket can be transferred from one player to the other player at any time after the game has started.
[0083] Alternatively, the ticket may be transferable before matching is performed before the start of the game. In this case, for example, a function for registering a known player as a friend may be provided, and the ticket may be transferable to the friend-registered player at a predetermined timing. The predetermined timing may be, for example, the birthday of a friend registered in advance, or an anniversary since friend registration.
[0084] In addition, in the above embodiment, the server 10 is mainly responsible for each function, but the user terminal 20 may be responsible for some of the functions, or both the server 10 and the user terminal 20 may be responsible for some of the functions.
[0085] Furthermore, an information processing device such as the server 10 may not only be a device that is physically composed of a single device, but may also include a plurality of devices that are connected to each other in a wired or wireless manner so as to function as essentially a single information processing device.
[0086] Moreover, each step described in the above embodiment as being executed by the server 10 may be realized in a form in which it is executed by the user terminal 20 .
[0087] Furthermore, the present invention can also be realized as a program that causes the above-mentioned game providing system to function.
[0088] Furthermore, the present invention can also be realized as a computer-readable non-transitory recording medium storing the above-mentioned program.
[0089] Various embodiments of the present invention have been described above, but these are presented as examples and are not intended to limit the scope of the invention. The novel embodiments can be implemented in various other forms, and various omissions, substitutions, and modifications can be made without departing from the spirit of the invention. The embodiments and modifications thereof are included in the scope and spirit of the invention, and are included in the scope of the invention and its equivalents described in the claims.
[0090] <5. Features of the embodiment> The features of the embodiments of the present invention are summarized below.
[0091] In one aspect of the present invention, an information processing device is provided that includes a game providing unit 11a, an event control unit 11b, and a game media management unit 11c, in which the game providing unit 11a provides a game that progresses by multiple players working together to execute predetermined events including a first event, the event control unit 11b controls the first event so that each of the multiple players pays a ticket as game media equivalent to a predetermined value as a payment, and the game media management unit 11c manages the game media owned by each of the multiple players, and enables one player to use his or her own game media to pay at least a portion of the payment to be paid by another player.
[0092] With this configuration, in a game in which multiple players work together to progress by consuming game media, if there is a disparity in the amount of game media owned by the players, it becomes possible for one player to progress through the game using the game media owned by the other player, making the game progress smoother.
[0093] Furthermore, the game media manager 11c may enable one player to transfer the game media for enabling execution of the first event to another player.
[0094] With this configuration, one player transfers the game medium to another player, who then pays for that game medium, which strengthens the sense of solidarity between players and enables them to play the game together more smoothly.
[0095] Furthermore, the game media management unit 11c may set a predetermined ratio for each of the multiple players with respect to the amount of compensation for the first event.
[0096] With this configuration, it is possible to set the ratio of payment of compensation among multiple players, thereby realizing various distributions according to the combination of players, thereby realizing smoother progress of the game.
[0097] Furthermore, the game media management unit 11c may enable appropriation only when a request to execute an event is acceptable.
[0098] With this configuration, the allocation of game media is limited to times when a request to execute an event can be accepted, thereby preventing the game media from being transferred unnecessarily and causing a decrease in the value of the game media.
[0099] Furthermore, the game media management unit 11c may notify one player of the appropriation when another player is unable to pay the fee.
[0100] With this configuration, players who own a lot of game media can be notified that other players are running low on game media, which encourages the transfer of game media and ensures smooth game progress.
[0101] Furthermore, when the other players are unable to pay the fee, the game media management unit 11c may notify the other players of a request to the one player to make the payment.
[0102] With this configuration, a player who is short of game contents is prompted to request a transfer of game contents to another player, thereby promoting the transfer of game contents and realizing smooth progress of the game.
[0103] The game medium management unit 11c may notify one player of the difference between the amount of game medium required by the other players to execute the first event and the amount of game medium owned by the other players, allowing the one player to use the amount of game medium equivalent to the difference.
[0104] With this configuration, by notifying the first player of the minimum amount of game content that he or she needs to transfer, it is possible to reliably execute the first event after the transfer.
[0105] The event control unit 11b may accept an operation by the player to select and execute an arbitrary event from a plurality of events including a first event and a second event, and may control the second event so that it can be executed even without payment of a fee, and may control the event so that it can be appropriated when the player selects the first event, but cannot be appropriated when the player selects the second event.
[0106] With this configuration, when a second event that does not require payment of the game medium is selected, the game medium cannot be transferred, thereby preventing the game medium from being transferred unnecessarily and causing a decrease in the value of the game medium.
[0107] The game providing unit 11a displays multiple options on a terminal operated by each of the multiple players, the multiple options including a first option for executing a first event, the event control unit 11b accepts a selection of the first option on the condition that each of the multiple players pays a game medium equivalent to a predetermined value as compensation, accepts an input from each of the multiple players to select one option from the multiple options, and when the multiple players select the same option, executes an event corresponding to the option, and the game medium management unit 11c accepts a transfer instruction from one player to transfer game medium that can be used to pay the compensation to another player, and may transfer the game medium owned by the one player to the other player based on the transfer instruction.
[0108] With this configuration, in a game in which multiple players jointly select the same option, when selecting an option that requires game media, the game media can be transferred, thereby ensuring smooth game progress.
[0109] The game media management unit 11c may be configured such that, when it receives a selection of a first option from one player, if the other player does not possess the game media sufficient to pay the consideration required for selecting the first option, it notifies the first player of the transfer, and if the other player possesses the game media sufficient to pay the consideration required for selecting the first option, it does not notify the first player of the transfer.
[0110] With this configuration, when one player selects the first option, which requires payment of a fee, other players are notified of the transfer only if a transfer is necessary, thereby ensuring smooth game progress.
[0111] The game media management unit 11c may be configured such that, when it receives a selection of the first option from another player, if the other player does not possess the game media sufficient to pay the consideration required for selecting the first option, it notifies the first player of the transfer, and if the other player possesses the game media sufficient to pay the consideration required for selecting the first option, it does not notify the first player of the transfer.
[0112] With this configuration, if another player selects the first option, which requires payment of a fee, the other player is notified of the transfer only if a transfer is necessary, thereby ensuring smooth game progress.
[0113] The game media management unit 11c may be configured to notify the first player of the transfer if the other player does not possess the game media sufficient to pay the fee required to select the first option, and if the first player possesses game media equivalent to the total amount of the fee that the first player must pay and the amount that the other player is short of to pay the fee, and not to notify the first player of the transfer if the first player does not possess game media equivalent to the total amount.
[0114] With this configuration, a smooth game progress can be achieved by notifying a transfer only when the first option can be selected by a transfer from one player to another player.
[0115] In another aspect of the present invention, there is provided a computer program that causes a computer to execute a game providing step, an event control step, and a game media management step, in which the game providing step provides a game that progresses by a plurality of players jointly executing predetermined events including a first event, the event control step controls the first event so that each of the plurality of players pays game media equivalent to a predetermined value as payment, and the game media management step manages the game media owned by each of the plurality of players, and enables one player to use his or her game media for at least one step of the payment to be paid by another player.
[0116] In yet another aspect of the present invention, there is provided an information processing method in which a computer executes a game providing step, an event control step, and a game media management step, wherein the game providing step provides a game that progresses by a plurality of players jointly executing predetermined events including a first event, the event control step controls the first event so that each of the plurality of players pays game media equivalent to a predetermined value as payment, and the game media management step manages the game media owned by each of the plurality of players, and enables one player to use his or her game media for at least one step of the payment to be paid by another player. [Explanation of symbols]
[0117] 1: Game provision system 5: Communication lines 10: Server 11: Control section 11a: Game Provider 11b: Event control section 11c: Game Media Management Department 12: Storage section 13: Communications Department 14: Operation input section 15: Monitor 16: System bus 20: User terminal 21: Control section 22: Storage section 23: Communications Department 24: Display section 25: Speaker 26:Mike 27: Camera 28: Operation button 29: System bus 30: Choice display screen 31: Mission Icon 32: Owned tickets display icon 33: Choice icon 33a: Premium Choices 33b: Normal Choice 34: Required ticket display icon 40: Gift suggestion screen 41: Proposal content display icon 42: Accept button 43: Reject button 45: Gift request screen 46: Request content display icon 50: Gift quantity decision screen 51: Gift quantity input area 52: Decision button 60: Gift completion screen 61: Completion icon 62: Confirm button 70: Advance payment proposal screen 71: Expenses display icon 72: Accept button 73: Reject button
Claims
[Claim 1] The game providing unit includes an event control unit and a game content management unit, the game providing unit provides a game that progresses as a result of a plurality of players jointly executing predetermined events including a first event; the event control unit controls the first event so as to be executable by each of the plurality of players paying a game medium equivalent to a predetermined value as a compensation; The game content management unit includes: An information processing device that manages the game media owned by each of the multiple players and enables one player to use the game media owned by that player as at least a portion of the consideration to be paid by the other players.
Citation Information
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