Information processing device, information processing method, and program
By implementing parameter-based restrictions and recoveries for game media acquired through lotteries, the system maintains user satisfaction and creates tension in games, addressing the issue of unusable characters or items.
Patent Information
- Application Number
- JP2023095053
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-06-08
- Publication Date
- 2024-12-19
AI Technical Summary
In games where game media is acquired through a lottery, users may not fully understand that certain characters or items will become unusable, leading to a lack of tension and satisfaction.
Implement a system where game media have associated parameters that determine their usability, restricting use when thresholds are met, and allowing recovery through specific items or time, maintaining user engagement and satisfaction.
Creates a sense of tension while preserving user satisfaction by managing game media usability through parameter-based restrictions and recoveries, enhancing gameplay experience.
Smart Images

Figure 2024176492000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to an information processing device, an information processing method, and a program. [Background technology]
[0002] There is known a game in which a user acquires game media such as items or characters through a lottery and progresses through the game by using the acquired game media to fight enemy characters (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2015-213772 A Summary of the Invention [Problem to be solved by the invention]
[0004] In consumer games such as video games, characters that meet certain conditions (e.g., the character dies in the game) are prevented from being used in the future in order to increase the difficulty of the game. This creates tension in the game and encourages the user to treat the character with care, which is expected to have the effect of making the user more likely to empathize with the character. However, in games in which game media is acquired by lottery as described above, there are cases in which the user has acquired a character by paying, and there is a problem in that it is difficult for users to understand why the character will be prevented from being used in the future in certain cases.
[0005] The present invention has been made in consideration of these points, and aims to create a sense of tension in the game while maintaining the user's satisfaction with the game. [Means for solving the problem]
[0006] In a first aspect of the information processing device of the present invention, the information processing device has a reception unit that receives, from a user of the medium used, an operation to select a medium to be used, which is a game medium to be used in a win / loss determination phase, which is a phase for determining a win / loss against other game media using the game medium, and a parameter management unit that manages a first parameter and a second parameter associated with the medium used, wherein the first parameter is a parameter referenced to determine the win / loss of the medium used in the win / loss determination phase, and the second parameter is a parameter referenced to determine whether or not the medium used can participate in the win / loss determination phase, the parameter management unit subtracts the second parameter when the first parameter becomes equal to or less than a first threshold, and the reception unit restricts the user's selection of the medium used for a predetermined period of time when the second parameter of the medium used becomes equal to or less than a second threshold.
[0007] The device may further include a memory unit that stores game medium information for each of a plurality of game media associated with information indicating other game media whose selection is restricted when the second parameter becomes equal to or less than the second threshold, and the reception unit may restrict the use of the game medium associated with the used medium in the game medium information for a predetermined period of time when the second parameter associated with the used medium becomes equal to or less than the second threshold.
[0008] The information processing device may further include a notification unit that, when the second parameter associated with the medium in use becomes equal to or smaller than the second threshold value, displays information indicating that use of the medium in use is restricted.
[0009] The device further includes a memory unit that stores game medium information associated with each of a plurality of game media, the game medium information associating information indicating other game media that will improve the parameter when the second parameter falls below the second threshold, and the parameter management unit (1) further manages a third parameter that is different from the first parameter and the second parameter, and (2) corrects the third parameter of the other game media associated with the used medium in the game medium information when the second parameter associated with the used medium falls below the second threshold, and the third parameter may be a parameter that is referenced to determine the result of the action of the game medium in the win / lose determination phase.
[0010] The device may further include a determination unit that determines which of the multiple game media to display in a specified scene, and when the second parameter associated with the used medium becomes equal to or less than the second threshold, the determination unit may determine which of the multiple game media excluding the used medium to display in the specified scene.
[0011] The reception unit may be configured to (1) further receive from a user of the game medium an operation for increasing or decreasing a parameter associated with the game medium during an organization phase that is a phase different from the outcome determination phase and is a phase for increasing or decreasing a parameter associated with the game medium, and (2) when the second parameter associated with the medium used during the outcome determination phase becomes equal to or lower than the second threshold value, not to accept an operation for increasing or decreasing a parameter associated with the medium used for a predetermined period of time.
[0012] In a second aspect of the information processing method of the present invention, the method is executed by a computer and includes a reception step of receiving, from a user of the medium used, an operation to select a medium to be used, which is a game medium to be used in a win / loss determination phase, which is a phase for determining a win / loss against other game media using the game medium, and a parameter management step of managing a first parameter and a second parameter associated with the medium used, wherein the first parameter is a parameter referenced to determine the win / loss of the medium used in the win / loss determination phase, and the second parameter is a parameter referenced to determine whether or not the medium used can participate in the win / loss determination phase, and in the parameter management step, the second parameter is subtracted when the first parameter becomes equal to or less than a first threshold, and in the reception step, when the second parameter of the medium used becomes equal to or less than a second threshold, the selection of the medium used by the user is restricted for a predetermined period of time.
[0013] In a third aspect of the program of the present invention, a computer is caused to execute a reception step of receiving, from a user of the medium used, an operation of selecting a medium to be used, which is a game medium to be used in a win / loss determination phase, which is a phase for determining a win / loss against other game media using the game medium, and a parameter management step of managing a first parameter and a second parameter associated with the medium used, wherein the first parameter is a parameter referenced to determine the win / loss of the medium used in the win / loss determination phase, and the second parameter is a parameter referenced to determine whether or not the medium used can participate in the win / loss determination phase, and in the parameter management step, the second parameter is subtracted when the first parameter becomes equal to or less than a first threshold, and in the reception step, when the second parameter of the medium used becomes equal to or less than a second threshold, the selection of the medium used by the user is restricted for a predetermined period of time. Effect of the Invention
[0014] According to the present invention, it is possible to create a sense of tension in the game while maintaining the user's satisfaction with the game. [Brief description of the drawings]
[0015] [Figure 1] FIG. 1 is a diagram for explaining an overview of an information processing device 1 according to an embodiment. [Diagram 2] 1 is a block diagram showing a configuration of an information processing device 1. FIG. [Diagram 3] 13 is a diagram showing an example of a data structure of parameter information managed by a parameter management unit 132. FIG. [Figure 4] 13 is a diagram showing an example of a screen displayed by a reception unit 131. FIG. [Diagram 5] 2 is a diagram showing an example of the data structure of game medium information stored in a storage unit 12. FIG. [Figure 6] 11 is a diagram illustrating an example of a process performed by a parameter management unit 132. FIG. [Figure 7] 3 is a diagram showing an example of the data structure of a story table stored in a storage unit 12. FIG. [Figure 8] 3 is a flowchart showing a process flow in the information processing device 1. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0016] [Overview of information processing device 1] 1 is a diagram for explaining an overview of an information processing device 1 according to an embodiment. The information processing device 1 provides a game. The information processing device 1 may be an information terminal such as a game device, a smartphone, a tablet, or a personal computer on which a user plays a game, or may be a server communicably connected to an information terminal used by a user and providing a game to the information terminal.
[0017] In the game provided by the information processing device 1, the game progresses by repeating a victory / loss determination phase and an organization phase. The victory / loss determination phase is a phase in which a battle is fought between users or between a user and a computer using game media to meet certain victory conditions. Game media are game items that can be used in the game, and include, for example, characters, tools, equipment, and the like. The organization phase is a phase in which the game media to be used in the victory / loss determination phase (hereinafter referred to as "used media") is selected, and operations such as strengthening the game media and changing the game items equipped to the game media are performed.
[0018] In the victory / loss determination phase, the game media selected as the media to be used in the organization phase are used to determine the outcome of the battle with the opponent. As an example, in the victory / loss determination phase, the game media as the enemy and ally characters perform actions such as attacking and recovering in an order determined by a predetermined method, and compete to see who can satisfy a predetermined victory condition first. The victory condition may be, for example, reducing the vitality (so-called "hit points (HP)"; hereinafter, referred to as HP) of all the opponent's game media to "0", reducing the HP of a specific opponent's game media to "0", or reducing the HP of the opponent's game media to a predetermined value or less. In the victory / loss determination phase, the information processing device 1 calculates the result of the action according to the action (e.g., attack or recovery) of the game media, and increases or decreases a parameter associated with the game media. In the victory / loss determination phase, the parameters managed by the information processing device 1 include a first parameter and a second parameter. Note that in the victory / loss determination phase, the victory / loss may be determined based on the state at the time when a set time limit has elapsed. As one example, the winner determination phase may be configured so that the player with the most remaining HP when a set time limit has elapsed is declared the winner.
[0019] The first parameter is a parameter that is referenced to determine the outcome of the game medium during the outcome determination phase. The first parameter is, for example, HP. The value of the first parameter is associated with each game medium, and when the first parameter falls below a first threshold, the game medium enters a so-called incapacitated state and is unable to act during the outcome determination phase. As an example, the first parameter is expressed as an integer or real number, and the first threshold is "0."
[0020] When the first parameter associated with the game medium becomes equal to or less than the first threshold value in the outcome determination phase, the information processing device 1 subtracts the second parameter of the game medium. The second parameter is a parameter that is referenced to determine whether or not the used medium can participate in the outcome determination phase. In other words, the second parameter is a value indicating the number of times that the game medium can be recovered from an incapacitated state (hereinafter, the second parameter may be referred to as "LP" (Life Point)). When the second parameter of the game medium becomes equal to or less than the second threshold value (hereinafter, referred to as a "lost state"), the game medium cannot be revived from an incapacitated state, and use of the game medium in the outcome determination phase and operations related to the game medium in the organization phase are restricted. More specifically, when the game medium becomes a lost state, the information processing device 1 does not accept selection of the game medium that became a lost state as a used medium in the battle phase until the lost state is resolved. Furthermore, when the game medium becomes a lost state, the information processing device 1 does not accept operations related to the game medium in the organization phase until the lost state is resolved. As an example, the second parameter is expressed as an integer or a real number, and the second threshold is “0.” As an example, the value of the second parameter from which the second parameter is subtracted is “1.”
[0021] When the game medium is in a lost state, the information processing device 1 adds the second parameter of the game medium at a predetermined timing. In this case, the value added to the second parameter is, for example, "1". The predetermined timing is, for example, a timing when a predetermined period has elapsed from a starting point. The starting point may be, for example, (1) the timing when the game medium is in a lost state in a battle phase, or (2) the point in time when the battle phase ends after the game medium is in a lost state in the battle phase. The predetermined period is set from the viewpoint of suppressing the disadvantage (increase in the difficulty of the game due to the inability to use the game medium) that the user incurs as a penalty due to the game medium being in a lost state, and the decrease in the motivation of the user due to the inability to use the game medium. For example, the predetermined period is set to 24 hours, 72 hours, or the like. The predetermined period may be shortened by the user using a predetermined game item that has the effect of shortening the period until the lost state is resolved. In this case, the predetermined game item is, for example, paid stones, but is not limited thereto. Paid stones are game items that are granted by a user in exchange for a fee to play the game, and are used to exert various in-game effects. A specific game item may be purchased by a user for a fee, or may be granted as an in-game reward or a game medium lottery.
[0022] The information processing device 1 may increase the second parameter of the game medium for which a predetermined game item is used in the organization phase by using the game item. In this case, the predetermined game item is a game item having the effect of recovering the second parameter (hereinafter, referred to as an "LP recovery item"). The LP recovery item may be purchased by the user for a fee, or may be given as a reward in the game or by a lottery for game media. The LP recovery item may be paid stones. The information processing device 1 may manage the state in which the game medium is in a lost state, and may change the number of game items required to increase the second parameter depending on the number of times the character is in a lost state.
[0023] By configuring the information processing device 1 in this way, it is possible to produce an effect of creating a sense of tension in the game while maintaining the user's satisfaction with the game.
[0024] [Configuration of information processing device 1] 2 is a block diagram showing the configuration of the information processing device 1. The information processing device 1 has a communication unit 11, a storage unit 12, and a control unit 13. The control unit 13 has a reception unit 131, a parameter management unit 132, a notification unit 133, a determination unit 134, and a story management unit 135.
[0025] The communication unit 11 is a communication interface for transmitting and receiving data to and from other devices via a network. The storage unit 12 is a storage medium including a ROM (Read Only Memory), a RAM (Random Access Memory), an SSD (Solid State Drive), a hard disk drive, etc. The storage unit 12 stores in advance a program to be executed by the control unit 13. As described below, the storage unit 12 stores game medium information. The storage unit 12 stores a table for managing game medium acquired by the user.
[0026] The control unit 13 is a processor such as a CPU (Central Processing Unit). The control unit 13 executes a program stored in the storage unit 12 to function as a reception unit 131, a parameter management unit 132, a notification unit 133, a determination unit 134, and a story management unit 135.
[0027] The reception unit 131 receives a user's operation. The reception unit 131 may receive the user's operation from an information terminal used by the user via a network, or may receive the user's operation via an input unit (not shown).
[0028] The parameter management unit 132 increases or decreases the parameter associated with the game medium based on the action of the game medium in the victory or defeat determination phase and the user's operation in the organization phase. FIG. 3 is a diagram showing an example of the data structure of parameter information managed by the parameter management unit 132. In the parameter information shown in FIG. 3, "game medium ID", "maximum HP", "current HP", "maximum LP", and "current LP" are associated. "Maximum HP" and "current HP" indicate the maximum value and current value of the first parameter. "Maximum LP" and "current LP" indicate the maximum value and current value of the second parameter. That is, the parameter management unit 132 increases or decreases the value of the parameter information shown in FIG. 3 based on the action of the game medium in the victory or defeat determination phase and the user's operation. The parameter management unit 132 manages the first parameter and the second parameter associated with the medium used. The parameter management unit 132 subtracts the second parameter (current LP) when the first parameter (current HP) becomes equal to or less than the first threshold. Hereinafter, unless otherwise specified, "first parameter" and "second parameter" respectively indicate the current HP and current LP.
[0029] The reception unit 131 receives an operation to select a medium to be used from a user of the medium to be used. FIG. 4 is a diagram showing an example of a screen displayed by the reception unit 131. FIG. 4 shows a screen for selecting a game medium to be used in the victory or defeat determination phase. In the screen shown in FIG. 4, objects (O1, O2, O3, and O4) for displaying the game medium selected by the user as the medium to be used are arranged. When the user performs an operation to press the objects O1 to O4, the reception unit 131 further displays a screen for selecting the medium to be used from the game media acquired by the user. The user selects the game medium to be used as the medium to be used on the displayed screen, and confirms the medium to be used by pressing a button O5 for performing an operation to confirm the medium to be used.
[0030] When the second parameter of the medium to be used becomes equal to or less than the second threshold, the reception unit 131 restricts the selection of the medium to be used by the user for a predetermined period of time. The reception unit 131 refers to the parameter information at a predetermined timing and determines whether or not there is any game medium in a lost state. The predetermined timing in this case is, for example, the timing when the organization phase starts or the timing when an operation to start the selection of the medium to be used is received. In the screen shown in FIG. 4, an "X" is displayed on the game medium selected in the object O2, indicating that the use is restricted. Note that the restriction of the use is not limited to the display of an "X", and may be displayed in other ways, such as by graying out the game medium. When the button O5 is pressed while a game medium in a lost state is selected, the reception unit 131 does not accept the operation to confirm the medium to be used, and displays a message prompting the user to reselect the medium to be used.
[0031] With this configuration, the information processing device 1 has the effect of creating a sense of tension in the game while maintaining the user's satisfaction with the game.
[0032] The parameter management unit 132 may determine that the second parameter has been subtracted at the time when the game ends by satisfying a victory condition or a defeat condition in the win / loss determination phase. In other words, when the user performs an operation to abandon (give up) the win / loss determination phase before satisfying a victory condition or a defeat condition in the win / loss determination phase, the state of the second parameter of the medium used may be returned to the state before the start of the win / loss determination phase.
[0033] Some game media have a predetermined relationship with other game media, and when such a game medium is in a lost state, the information processing device 1 may be configured to restrict the use of other game media that have a predetermined relationship with the game medium. An example of the predetermined relationship is that the game media are the same character. Also, in a case where attributes such as a fire attribute and a water attribute are set to each game medium, an example of the predetermined relationship is that the game media have the same attribute.
[0034] The storage unit 12 stores game medium information, which is master data of parameters related to game media. In the game medium information, information indicating other game media for which selection is restricted when the second parameter becomes equal to or less than the second threshold is associated with each of the multiple game media. FIG. 5 is a diagram showing an example of a data structure of game medium information stored in the storage unit 12. In the game medium information shown in FIG. 5(a), a "game medium ID", "basic parameters", and "related game media" are associated with each other. The "game medium ID" is an ID (Identification) for identifying a game medium. The "basic parameters" indicate basic parameters of the game medium. The "basic parameters" include "basic HP" and "basic LP". The "basic parameters" may further include other parameters. The "related game media" indicates the game medium ID of a game medium that has a predetermined relationship with the game medium.
[0035] Figure 5(b) shows another example of the configuration of game media information. The game media information shown in Figure 5(b) has an "Belonging Group". The "Belonging Group" indicates the ID of the group to which a group having a specific relationship belongs. In other words, game media having the same value in "Belonging Group" ("GM001" and "GM004" shown in Figure 5(b)) indicate that they have a specific relationship.
[0036] When the second parameter associated with the medium in use becomes equal to or less than the second threshold, the reception unit 131 restricts the use of the game medium associated with the medium in use in the game medium information for a predetermined period of time. When the reception unit 131 determines that there is a game medium in a lost state, it also determines that a game medium that is shown to have a predetermined relationship with the game medium in the game medium information is in a lost state. Then, when the button O5 is pressed while a game medium in a lost state is selected on the screen shown in FIG. 4, the operation to confirm the medium in use is not accepted, and a message prompting the user to reselect the medium in use is displayed.
[0037] By configuring the information processing device 1 to subject game media having a predetermined relationship to usage restrictions, it is possible to achieve the effect of further enhancing the sense of tension in the game while maintaining the user's satisfaction with the game.
[0038] The information processing device 1 may be configured to notify the user that the game medium that has entered the lost state will no longer be usable.
[0039] When the second parameter associated with the medium to be used becomes equal to or less than the second threshold value, the notification unit 133 displays information indicating that the use of the medium to be used is restricted. In the screen shown in FIG. 4, a message O6 indicating that there is a character in a lost state is displayed. The notification unit 133 refers to the parameter information managed by the parameter management unit 132 at a predetermined timing and determines whether there is a game medium in a lost state. When it is determined that there is a game medium in a lost state, the notification unit 133 displays a message indicating that there is a character in a lost state on the screen. The notification unit 133 may further display a message prompting an operation to cancel the selection of the game medium in a lost state as a medium to be used. The predetermined timing is, for example, the timing when the organization phase starts or the timing when an operation to start the selection of the medium to be used is received.
[0040] With this configuration, the information processing device 1 can notify the user that there is game media in a lost state, which has the effect of reducing the risk of the user making an operational error.
[0041] Instead of making the game media in a lost state unusable, the information processing device 1 may be configured to change the parameters of other characters.
[0042] The storage unit 12 stores game medium information in which, for each of a plurality of game media, information indicating other game media that will improve the parameter when the second parameter becomes equal to or less than the second threshold is associated. FIG. 6 is a diagram showing another configuration example of game medium information. In the game medium information shown in FIG. 6, a "correction target" and a "correction rate" are associated. The "correction target" indicates a game medium whose parameter is to be corrected when the game medium becomes in a lost state. The "correction rate" indicates the content of correction to be made to the parameter of the game medium indicated by the "correction target" when the game medium becomes in a lost state. The content of the parameter correction may be set to improve the parameter to the user's advantage, or may be set to lower the parameter to the user's disadvantage.
[0043] The parameter management unit 132 further manages a third parameter different from the first parameter and the second parameter. In the parameter information shown in FIG. 3, "attack power", "defense power", and "speed" are further associated. "Attack power", "defense power", and "speed" are parameters that affect the outcome of the action of the game medium in the victory / loss determination phase. Note that these are examples of the third parameter, and are not limited to these.
[0044] When the second parameter associated with the used medium becomes equal to or less than the second threshold, the parameter management unit 132 corrects the third parameter of the other game medium associated with the used medium in the game medium information. When a game medium is in a lost state, the parameter management unit 132 refers to the parameter information to identify the game medium whose parameters are to be corrected in response to the loss of the game medium and the parameters to be corrected. The parameter management unit 132 increases or decreases the parameters of the identified game medium based on the content indicated by the "correction target" indicated in the parameter information.
[0045] By configuring the information processing device 1 in this way, it is possible to improve the strategic nature of the game and to improve the level of satisfaction of the user.
[0046] The information processing device 1 may be configured so as not to display a character in a lost state in a predetermined scene.
[0047] The determination unit 134 determines which game media are to be displayed in a predetermined scene from among the multiple game media. The predetermined scene is, for example, an opening screen in a game, or an eye-catching screen inserted when switching between phases or events. The determination unit 134 refers to the game medium information stored in the storage unit 12, and determines which game media are to be displayed in a predetermined scene from among the game media included in the game medium information. As an example, the game medium information stored in the storage unit 12 may further be associated with a flag indicating whether or not the game media are to be displayed in a predetermined scene. In this case, a flag may be set so that the game media already acquired by the user or the game media that has appeared in the game are to be displayed. The determination unit 134 determines which character is to be displayed in a predetermined scene from among the game media included in the game medium information, from among the game media for which a flag indicating that the game media are to be displayed is set.
[0048] When the second parameter associated with the used medium becomes equal to or smaller than the second threshold, the determination unit 134 determines which game media excluding the used medium are to be displayed in a predetermined scene, i.e., the determination unit 134 determines whether or not there is any game media in a lost state in the parameter information at the timing of displaying the predetermined scene. When there is any game media in a lost state, the determination unit 134 determines which game media are to be displayed in the predetermined scene from the game media information stored in the memory unit 12 excluding the game media in a lost state.
[0049] By configuring the information processing device 1 in this manner, it is possible to prevent the occurrence of an event that causes a user to feel uncomfortable, such as the game medium being displayed even though the game medium is in a lost state.
[0050] When a game medium is in a lost state, the information processing device 1 may be configured to restrict a predetermined operation on the game medium.
[0051] The reception unit 131 further receives an operation for increasing or decreasing a parameter associated with the game medium from a user of the game medium during the organization phase. The reception unit 131 may receive, for example, an operation for changing a game item equipped by the game medium, or an operation for strengthening the game medium.
[0052] When a second parameter associated with the medium used in the victory / loss determination phase becomes equal to or less than a second threshold, the reception unit 131 does not receive an operation for increasing or decreasing the parameter associated with the medium used for a predetermined period of time. The reception unit 131 determines whether the received operation is an operation to be restricted. An example of an operation to be restricted is an operation to change the equipment of a character in a lost state or to strengthen the parameters of a character in a lost state. When the reception unit 131 determines that the received operation is an operation to be restricted, the reception unit 131 does not receive the operation and displays a message indicating that the operation is restricted.
[0053] Configuring the information processing device 1 in this way has the effect of further enhancing the sense of tension in the game.
[0054] The information processing device 1 may be configured to control the branching of a story based on whether a specific character is in a lost state. As an example, the storage unit 12 stores a story table indicating the release conditions of a story in a game. FIG. 7 is a diagram showing an example of a data structure of a story table stored in the storage unit 12. In the story table, a "story", a "release story", and a "release condition" are associated with each other. A "story" indicates the ID of a story in the victory or defeat determination phase. In other words, a story is a stage to be conquered in the victory or defeat determination phase. A "release story" indicates a story that is released when the story indicated by the "story" is cleared. A "release condition" indicates a condition required to release the "release story". As an example, the "release condition" includes the ID of a game medium that is alive (not in a lost state) at the time the story is cleared. When the "release condition" is not set, it indicates that the "release story" will be released if the story is cleared. Note that in the story table, multiple "release stories" may be set for one "story".
[0055] If the story table indicates that the release condition associated with the ongoing story indicates that a specific game medium is not in a lost state, the story management unit 135 refers to the parameter information stored in the storage unit 12 at a predetermined time point in the outcome determination phase. The predetermined time point is, for example, the timing at which the outcome determination phase ends. If the referenced parameter information indicates that the character indicated by the release condition is not in a lost state, the story management unit 135 releases the released story associated with the story in the story information. The reception unit 131 displays the released stories on a story selection screen so that the user can select them.
[0056] In the above example, an example was described in which a story is unlocked on the condition that a specific character is not in a lost state, but this is not limited to this, and the information processing device 1 may be configured to unlock a story on the condition that a specific game medium is in a lost state.
[0057] [Processing flow in information processing device 1] Fig. 8 is a flowchart showing the flow of processing in the information processing device 1. The flowchart shown in Fig. 8 starts at the point when the organization phase is started.
[0058] The reception unit 131 refers to the parameter information and acquires parameters of game contents (S01). The reception unit 131 determines whether or not there is any game content in a lost state based on the acquired parameters (S02).
[0059] If there is any game content in a lost state, the notification unit 133 notifies information indicating restrictions on the use of that game content (S03). If there is no game content in a lost state, the reception unit 131 advances the process to S04.
[0060] The reception unit 131 determines whether or not a termination condition is satisfied (S04). One example of the termination condition is that an operation to terminate the composition phase is performed. If the termination condition is not satisfied (NO in S04), the reception unit 131 accepts the operation (S05).
[0061] The reception unit 131 determines whether the received operation is an operation to be restricted (S06). An example of an operation to be restricted is an operation to select a medium to be used while a game medium in a lost state is selected, or an operation to select a game medium in a lost state as a medium to be used. If the received operation is an operation to be restricted (YES in S06), the notification unit 133 displays a message indicating that the operation is restricted (S08).
[0062] If the accepted operation is not a restricted operation (NO in S06), the accepting unit 131 executes a process corresponding to the accepted operation (S07), and the process proceeds to S04.
[0063] If the end condition is satisfied (YES in S04), the information processing device 1 ends the process.
[0064] [Effects of information processing device 1] As described above, the information processing device 1 fosters a sense of tension in the game while maintaining the user's level of satisfaction with the game.
[0065] Although the present invention has been described above using the embodiments, the technical scope of the present invention is not limited to the scope described in the above embodiments, and various modifications and changes are possible within the scope of the gist of the present invention. For example, all or part of the device can be configured by distributing or integrating functionally or physically in any unit. In addition, new embodiments resulting from any combination of multiple embodiments are also included in the embodiments of the present invention. The effect of the new embodiment resulting from the combination combines the effect of the original embodiment. [Explanation of symbols]
[0066] 1. Information processing device 11 Communications Department 12 Storage section 13 Control section 131 Reception 132 Parameter Management Unit 133 Notification Department 134 Decision Section 135 Story Management Department
Claims
1. a reception unit that receives an operation of selecting a game medium to be used in a winning / losing determination phase, which is a phase for determining a winning / losing result against another game medium, from a user of the game medium; a parameter management unit that manages a first parameter and a second parameter associated with the medium to be used, the first parameter is a parameter that is referenced for determining the outcome of the game of the medium used in the winning / losing determination phase, the second parameter is a parameter that is referenced for determining whether or not the medium in use can participate in the winning / losing determination phase; The parameter management unit subtracts the second parameter when the first parameter becomes equal to or less than a first threshold value; the reception unit restricts the user from selecting the medium to be used for a predetermined period of time when the second parameter of the medium to be used becomes equal to or less than a second threshold value. Information processing device.
2. a storage unit configured to store game medium information that associates, for each of a plurality of game media, information indicating other game media that are restricted from selection when the second parameter becomes equal to or less than the second threshold value; the reception unit, when the second parameter associated with the medium being used becomes equal to or less than the second threshold value, restricts use of the game medium associated with the medium being used in the game medium information for a predetermined period of time. The information processing device according to claim 1 .
3. a notification unit that displays information indicating that use of the medium is restricted when the second parameter associated with the medium becomes equal to or smaller than the second threshold value; The information processing device according to claim 1 .
4. a storage unit configured to store game medium information for each of the plurality of game media, the game medium information being associated with information indicating other game media that improve the second parameter when the second parameter becomes equal to or less than the second threshold; The parameter management unit (1) further managing a third parameter different from the first parameter and the second parameter; (2) when the second parameter associated with the used medium becomes equal to or smaller than the second threshold, correcting the third parameter of another game medium associated with the used medium in the game medium information; The third parameter is a parameter that is referenced to determine a result of an action of the game medium in the outcome determination phase. The information processing device according to claim 1 .
5. a determination unit that determines which of the plurality of game contents is to be displayed in a predetermined scene; when the second parameter associated with the used medium becomes equal to or smaller than the second threshold value, the determination unit determines a game medium to be displayed in the predetermined scene from among the plurality of game media excluding the used medium. The information processing device according to claim 1 .
6. The reception unit is (1) in a composition phase that is a phase different from the win / lose determination phase and is a phase for increasing / decreasing a parameter associated with a game medium, further receiving an operation for increasing / decreasing a parameter associated with the game medium from a user of the game medium; (2) when the second parameter associated with the medium used in the winning / losing determination phase becomes equal to or less than the second threshold, no operation for increasing or decreasing the parameter associated with the medium used is accepted for a predetermined period of time; The information processing device according to claim 1 .
7. Have the computer run a receiving step of receiving, from a user of the game medium, an operation of selecting a game medium to be used in a winning / losing determination phase, which is a phase for determining a winning / losing result against another game medium, using the game medium; and a parameter management step of managing a first parameter and a second parameter associated with the medium of use, the first parameter is a parameter that is referenced for determining the outcome of the game of the medium used in the winning / losing determination phase, the second parameter is a parameter that is referenced for determining whether or not the medium in use can participate in the winning / losing determination phase; In the parameter management step, when the first parameter becomes equal to or less than a first threshold, the second parameter is subtracted; In the receiving step, when the second parameter of the medium to be used becomes equal to or less than a second threshold value, the selection of the medium to be used by the user is restricted for a predetermined period of time. Information processing methods.
8. On the computer, a receiving step of receiving, from a user of the game medium, an operation of selecting a game medium to be used in a winning / losing determination phase, which is a phase for determining a winning / losing result against another game medium, using the game medium; a parameter management step of managing a first parameter and a second parameter associated with the medium of use; the first parameter is a parameter that is referenced for determining the outcome of the game of the medium used in the winning / losing determination phase, the second parameter is a parameter that is referenced for determining whether or not the medium in use can participate in the winning / losing determination phase; In the parameter management step, when the first parameter becomes equal to or less than a first threshold, the second parameter is subtracted; In the receiving step, when the second parameter of the medium to be used becomes equal to or less than a second threshold value, the selection of the medium to be used by the user is restricted for a predetermined period of time. program.
Citation Information
Patent Citations
Server device, control method thereof, and program
JP2015213772A
