Server device and program
Patent Information
- Application Number
- JP2024186089
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-10-22
- Publication Date
- 2025-01-09
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
【0010】 本発明によると、ユーザのキャラクタアイテムの整理を支援可能なサービスが手供される。
Smart Images

Figure 2025003571000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a server device and a program. [Background technology]
[0002] There are services such as social games that distribute character items to users. In this case, a character item is generally associated with a plurality of pieces of parameter information depending on the content of the service provided.
[0003] Furthermore, in these services, when there are duplicate character items or when organizing unnecessary character items, the user is allowed to carry out processes such as "combine" or "sell" (or abandon). Furthermore, when organizing such character items, some services allow the update of parameter information, exchange with other items, or exchange for virtual points that can be exchanged for items within the service. For example, when abandoning a character item by selling it, there are also examples where the point balance is adjusted according to one of the parameter information, making it appear as if the item had been exchanged for points.
[0004] Furthermore, in the past, the first parameter information was increased by synthesizing any character items, and when synthesizing character items of the same type, the second parameter information was increased along with the first parameter information, so that the conditions for increase varied depending on the parameter information. [Prior art documents] [Patent documents]
[0005] [Patent Document 1] JP 2016-022377 A Summary of the Invention [Problem to be solved by the invention]
[0006] In this way, in this type of service, one parameter information (exchangeable parameter) is exchanged for one point based on the method of selling, abandoning, etc. Also, for parameter information that cannot be exchanged for points (non-exchangeable parameter), an equivalent exchange is made for an item with a value corresponding to the non-exchangeable parameter, providing an incentive to increase the non-exchangeable parameter.
[0007] However, in order to exchange for an item with a value according to such a non-exchangeable parameter, it is necessary to first increase the non-exchangeable parameter to an appropriate value by a process such as synthesis, etc. This makes it difficult for users to organize their character items.
[0008] The present invention has been made in consideration of the above-mentioned circumstances, and has an object to provide a server device and a program that provide a service that can assist a user in organizing their character items. [Means for solving the problem]
[0009] One aspect of the present invention for solving the problems of the above conventional examples is a server device including: means for storing a plurality of parameter information including a first parameter and a second parameter for each character item possessed by the user; means for storing, for each user, information on a first point possession and information on a second point possession; update means for receiving a synthesis request from the user device specifying the character items to be synthesized and synthesis materials, and updating at least one of the first parameter or the second parameter related to the character items to be synthesized; and exchange processing means for receiving from the user device the specification of the character items to be subjected to value exchange and a request for value exchange, and updating the first point possession based on the first parameter related to the character item to be the subject of the value exchange, and updating the second point possession based on the second parameter related to the character item to be the subject of the value exchange. Effect of the Invention
[0010] According to the present invention, a service is provided that can assist a user in organizing their character items. [Brief description of the drawings]
[0011] [Figure 1] FIG. 1 is a configuration block diagram showing the configuration and connection mode of a server device according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a functional block diagram illustrating an example of a server device according to an embodiment of the present invention. [Diagram 3] FIG. 2 is an explanatory diagram illustrating an example of the contents of a character database used by the server device according to the embodiment of the present invention. [Figure 4] 4 is an explanatory diagram illustrating an example of the contents of a user database used by the server device according to the embodiment of the present invention; FIG. [Diagram 5] FIG. 11 is an explanatory diagram illustrating an example of a screen of a terminal connected to a server device according to an embodiment of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0012] An embodiment of the present invention will be described with reference to the drawings. As shown in Fig. 1, a server device 1 according to the embodiment of the present invention includes a control unit 11, a storage unit 12, and a communication unit 13, and is communicably connected to a terminal 2, which is a user device carried by a user, via a communication means such as the Internet or a mobile phone communication network.
[0013] The control unit 11 of the server device 1 is a program control device such as a CPU, and operates according to a program stored in the storage unit 12. In this embodiment, the control unit 11 executes processing for providing a service (such as a social game) using a character item, and in this embodiment, for each user, the control unit 11 manages the character items possessed by the user, and also holds multiple pieces of parameter information including a first parameter (e.g., level) and a second parameter (e.g., luck) for each character item possessed by the user.
[0014] The control unit 11 also holds information on the amount of first points (e.g., gold) and the amount of second points (e.g., luck) held for each user, and upon receiving a synthesis request from the user's terminal 2 specifying the character items to be synthesized and the synthesis materials, updates at least one of the first parameters or second parameters related to the user's character items to be synthesized.
[0015] Furthermore, when the control unit 11 receives from the user terminal 2 a designation of a character item to be exchanged for value and a request for value exchange, the control unit 11 performs a process of updating the first points held based on a first parameter related to the character item of the user that is the object of the value exchange, and updating the second points held based on a second parameter related to the character item of the user that is the object of the value exchange. The operation of the control unit 11 will be described in detail later.
[0016] The storage unit 12 is a disk device or the like, and holds the programs executed by the control unit 11. The storage unit 12 also stores, as a character item database, character items possessed by each user and their parameters (including a first parameter and a second parameter) that are necessary for the processing of the control unit 11, and also operates as a work memory for the control unit 11.
[0017] In addition, in one example of this embodiment, as illustrated in FIG. 3, in the memory unit 12, for each type of character item, the character identifier (ID), the name of the character item, the design of the character item, ancillary information (information such as "attributes"), and parameter value information including the initial (initial state before synthesis processing etc. described later) first parameter (level) and second parameter (rack) are stored in association with each other as a character database.
[0018] Furthermore, the storage unit 12 stores item identifiers of game items other than character items (such as items that "strengthen" character items (increase their levels)), item names, item designs, additional information about the items, and information about the cost of value exchange (point amount) in association with each other. The information about the game items may also include, in association with the item identifiers, settings of the increase (increment) in the first and second parameters of the character items to be synthesized when the game items are used as synthesis materials.
[0019] Here, when there are multiple types of points, the cost of value exchange is set separately for the cost of the first point and the cost of the second point, and when exchange is not possible with any of the points, the value of that cost is set within a range of values not used in the comparison process, for example a negative value.
[0020] The communication unit 13 is a network interface, and sends information to the user terminal 2 according to instructions input from the control unit 11. The communication unit 13 also outputs information such as requests received from the user terminal 2 to the control unit 11.
[0021] Next, a description will be given of the operation of the control unit 11. The control unit 11 in this embodiment is functionally configured to include a service providing unit 21, a user information holding unit 22, a synthesis processing unit 23, an exchange processing unit 24, and a point usage processing unit 25, as exemplified in FIG.
[0022] The service providing unit 21 provides the user with a service that uses a character item. In one example of this embodiment, the service providing unit 21 provides a game service in which the user battles with a character (hereinafter referred to as an enemy character) prepared by a computer. However, the service provided by the service providing unit 21 in this embodiment is not limited to such a game, and may be any service that uses a character item.
[0023] For the sake of explanation, in the above game provided by the service providing unit 21, at least one character item is selected as a deck from the character items possessed by the user when a battle begins. Then, at the start of a battle, the vitality points (HP) of these character items are set to values corresponding to the first parameters (levels) set for each character item.
[0024] After the battle begins, the service providing unit 21 operates to have the character items contained in the deck "attack" enemy characters prepared for each battle in sequence, and a process is performed to reduce the vitality points (HP) of the attacked enemy character based on the attack points (BP) set for the attacking player character.
[0025] After that, when a certain number of "attacks" have been completed, it becomes the computer's turn and enemy characters sequentially "attack" the player characters included in the user's deck, and similarly to the above, a process is performed in which the health points (HP) of the attacked user's character item are reduced based on the attack points (BP) set for each enemy character.
[0026] In this way, when the user's character item or enemy character's stamina points are reduced, if the reduced stamina points fall below a predetermined threshold, the character item or enemy character will leave the deck or battle field and will be unable to attack, etc., and so on.
[0027] In this embodiment, if all enemy characters prepared on the battlefield are removed by the operation of the service providing unit 21 and at least one character item remains in the deck selected by the user at that point, the user is deemed to have won, and a reward (game item, etc.) according to a second parameter (luck) set for at least one character item included in the deck is provided to the user.
[0028] As illustrated in FIG. 4, the user information storage unit 22 stores, for each user, the user's identification information (user ID), user name (user's nickname used within the service), authentication information, information on character items possessed by the user (character item information), point information, information on game items other than character items, etc. in association with each other, as a user database in the memory unit 12.
[0029] Here, the information on the character item includes an identifier (ID) of the character item possessed by the user, a character ownership identifier uniquely assigned to each character item possessed by the user, and parameter information such as the first parameter and second parameter of the character item, etc. Here, the character ownership identifier is unique to each character item possessed by the user, and even if a user possesses multiple character items with the same identifier, each item is assigned a different character ownership identifier.
[0030] The game item information is a correlation between the identifier of the game item owned by the user and a game item ownership identifier uniquely assigned to each game item owned by the user. Here, even if a user owns multiple game items with the same identifier, each game item is assigned a different game item ownership identifier.
[0031] In this embodiment, the point information includes the values of the first point and the second point. In this embodiment, the first and second points are usable like currency among the services provided by the server device 1. In this embodiment, the first point and the second point cannot be exchanged with each other.
[0032] When the synthesis processing unit 23 receives an instruction to start synthesis processing from any of the terminals 2, it identifies the user ID of the terminal 2. This identification of the user ID can be performed by a well-known method such as notifying the terminal 2 of a unique session identifier at the start of communication, authenticating the user with a username and password, etc., and then receiving the session identifier together with instructions and requests from the terminal 2 in subsequent communications, and therefore a detailed description will be omitted here. The same applies when identifying the user ID of the terminal 2 in other processes in the server device 1 of this embodiment.
[0033] The synthesis processing unit 23 refers to information associated with the specified user ID from the user database stored in the storage unit 12 by the user information holding unit 22, and transmits a list of character items possessed by the user to the terminal 2 of the user. Then, the synthesis processing unit 23 accepts a selection of character items to be synthesized from the terminal 2.
[0034] Next, the synthesis processing unit 23 accepts the selection of at least one other character item or game item that is associated with the identified user ID and has a character ownership identifier different from that of the selected character item, and stores the character item or game item selected here as a synthesis material.
[0035] Then, when the synthesis processing unit 23 receives an instruction to execute further synthesis processing from this terminal 2, it executes the synthesis processing, assuming that it has received a synthesis request from the terminal 2 including the character items to be synthesized and the designation of synthesis materials.
[0036] In the synthesis process, the synthesis processing unit 23 updates at least one of the first parameter or the second parameter stored in the storage unit 12 in association with the identifier of the character item designated as the synthesis target among the character items (character items possessed by the user) recorded in the user database in association with the above user ID. In addition, in the synthesis process, the first points (e.g., gold) stored in association with the user ID may be consumed. At this time, the consumption amount of the first points may be determined, for example, based on the identifier of the character item related to the synthesis and the parameters of the character item (including at least one of the first parameter and the second parameter).
[0037] In this embodiment, this update increases each parameter of the character item to be synthesized by referring to information on the parameters of the character items designated as synthesis materials and the parameter increase values set in relation to the game items.
[0038] As an example, the first parameter of the character item to be synthesized is "100" and the second parameter is "1" before synthesis, the first parameter of the character item used as the synthesis material is "50" and the second parameter is "1", and the increase value of the first parameter set in association with the identifier of the game item used as the synthesis material is "100" and the increase value of the second parameter is "0". In this case, the synthesis processing unit 23 updates the first parameter of the character item to be synthesized after synthesis to 100+50+100=250 and the second parameter to 1+1+0=2. That is, in this embodiment, the synthesis processing unit 23 realizes the update means of the present invention.
[0039] However, this type of parameter update is just one example, and it would also be acceptable to have the synthesis process result in a "success", a "great success", etc., each with a predetermined probability, and to vary the amount of parameter update for a "success" and a "great success".
[0040] Note that here, both the first parameter and the second parameter are increased by synthesizing character items, but in this embodiment, one of the parameters, for example the second parameter, may be increased and updated only when a predetermined update condition related to at least one of the character items and the synthesis material that are the subject of the synthesis is met.
[0041] This update condition may be, for example, that the identifier of the character item to be synthesized matches the identifier of the character item used as the synthesis material (i.e., character items of the same type are synthesized).
[0042] In this case, the synthesis processing unit 23 updates the first parameters in the same manner as described above, but for the second parameters, it accumulates only the second parameters of the character items contained in the synthesis material that have the same identifier as the character item that is the target of the synthesis, and adds the result of this accumulation to the second parameters stored in the user database in association with the character item that is the target of the synthesis.
[0043] Therefore, if the synthesis material does not include a character item with the same identifier as the character item to be synthesized, synthesis processing unit 23 does not update the second parameter for the character item to be synthesized.
[0044] The synthesis processing unit 23 may also delete the character item or game item used as the synthesis material, which is associated with the user ID of the user who made the synthesis request, from the user database. Instead of deleting the synthesis material from the user database, the synthesis processing unit 23 may also perform the following process.
[0045] For example, in one example of the present embodiment, the server device 1 predetermines the maximum value of the first parameter in association with the identifier of each character item. As an example, assume that a character item with the maximum value of "200" is the target of synthesis, and a synthesis request is made with a character item with a first parameter of "50" and a second parameter of "1" as the synthesis material, and a game item with an increase in the first parameter of "100" and an increase in the second parameter of "0" as the synthesis material, as described above. At this time, the synthesis processing unit 23 calculates the first parameter after synthesis of the character items to be synthesized as 100+50+100=250, but since this exceeds the maximum value of "200", the difference, 250-200=50, is set as the "remaining amount", and the increase in the first parameter of the game items used as the synthesis material (the remaining amount may be assigned in the specified order from the end) is set as "50", and recorded in the user database, and the game items may be left without being deleted from the user database.
[0046] The exchange processing unit 24 accepts the designation of the character item to be the object of the value exchange and the request for the value exchange from the user terminal 2, updates the first point possession based on the first parameter related to the character item to be the object of the value exchange, and updates the second point possession based on the second parameter related to the character item to be the object of the value exchange. The exchange processing unit 24 also deletes the character item designated as the object of the value exchange from the user database. This process corresponds to a process corresponding to a request to "sell" the character item and exchange the value (first parameter) corresponding to the "strength" of the character item in a battle for the value (first point) to be exchanged for another item. In this embodiment, at this time, when the character item is included in the deck in the battle, the value (second parameter) that affects the determination of the quantity and quality of the reward when the battle is won is also exchanged for the value (second point) to be exchanged for another item.
[0047] Specifically, when the exchange processing unit 24 receives an instruction to start an exchange process from any of the terminals 2, it identifies the user ID of that terminal 2. Then, the exchange processing unit 24 refers to information associated with the user ID stored in the memory unit 12 by the user information holding unit 22, and transmits a list of character items possessed by that user to the terminal 2 of that user. Then, it accepts a selection of a character item to be the target of value exchange from that terminal 2.
[0048] When the exchange processing unit 24 receives a value exchange request from the terminal 2, it refers to the first parameter of the selected character item and updates the first point possession amount among the point information stored in the user database in association with the specified user ID. Specifically, the exchange processing unit 24 updates the first point P for the first parameter Π of the selected character item, with the current first point being P0, as P=[P0+α·Π]. Here, [x] means the integer closest to x or rounded up to an integer (the same applies below), and α is a predetermined positive constant.
[0049] Furthermore, the exchange processing unit 24 refers to the second parameter of the selected character item, and updates the amount of second points held among the point information stored in the user database in association with the specified user ID. That is, the exchange processing unit 24 updates the second points Q for the second parameter Θ of the selected character item, with the current second points being Q0, to Q=[Q0+β·Θ], where β is a predetermined positive constant.
[0050] The exchange processing unit 24 then deletes the character item selected as the object of the value exchange from the user database.
[0051] The point usage processing unit 25 performs a process of exchanging a part of the first and second points for a game item or a character item. This process corresponds to a process of "purchasing" a game item or the like by consuming points.
[0052] In one example of this embodiment, a list of game items and the like that are targets of "purchase" is generated by the administrator of the server device 1, that is, the operator of the service provided by the server device 1. This list includes a first item list that records identification information of game items (or character items, hereinafter collectively referred to as "items") that can be "purchased" with first points and the amount of first points (corresponding to the price) required to "purchase" the item in association with each other, and a second item list that records identification information of items that can be "purchased" with second points and the amount of second points (also corresponding to the price) required to "purchase" the item in association with each other. These first and second item lists are stored in the storage unit 12 by the control unit 11 that receives an operation from the operator.
[0053] The items included in the first item list and the items included in the second item list may overlap, or common items may not be included in the first and second item lists.
[0054] When the point usage processing unit 25 receives a request from the user's terminal 2 to "purchase" an item using the first points, it identifies the user ID of the user and obtains information on the amount of first points held associated with the identified user ID from the user database. The point usage processing unit 25 also obtains a first item list and sends a list of items included in the first item list to the user's terminal 2 to present it to the user.
[0055] When the point usage processing unit 25 receives an item selection from the user, it obtains the amount C of first points required for the selected item, which is recorded in the first item list in association with the selected item, and compares it with the amount P of first points held by the identified user, which is obtained from the user database.
[0056] If the amount P of first points recorded in the user database in association with the identified user ID falls below the amount C of first points required for the selected item, the point usage processing unit 25 determines that the item cannot be "purchased" and suspends processing.
[0057] On the other hand, if the amount P of the first points held by the user is equal to or greater than the amount C of the first points required for the selected item, the amount P of the first points held by the user associated with the identified user ID stored in the user database is updated by subtracting the amount C of the first points required from the current amount (P←PC), and an ownership identifier unique to the selected item is generated. (If the item is a character item, it is a character ownership identifier, and if the item is a game item, it is a game item ownership identifier) and records the item identifier, the issued ownership identifier, etc. in the user database in association with the identified user ID.
[0058] Furthermore, when the point usage processing unit 25 receives a request from the user's terminal 2 to "purchase" an item using the second points, it identifies the user ID of the user and obtains information on the amount of second points held associated with the identified user ID from the user database, in the same manner as the above process related to the first points.Then, the point usage processing unit 25 obtains a second item list, and sends a list of items included in the second item list to the user's terminal 2 to present it to the user.
[0059] When the point usage processing unit 25 receives from the terminal 2 a selection of an item included in the presented second item list, it obtains the amount C of second points required for the selected item which is recorded in the second item list in association with the selected item, and compares it with the amount Q of second points held by the identified user which is obtained from the user database.
[0060] If the amount Q of second points recorded in the user database in association with the identified user ID falls below the amount C of second points required for the selected item, the point usage processing unit 25 determines that the item cannot be "purchased" and suspends processing.
[0061] On the other hand, if the user's possession Q of the second points is equal to or greater than the amount C of the second points required for the selected item, the possession Q of the second points associated with the identified user ID stored in the user database is updated by subtracting the amount C of the second points required from the current possession (Q←QC), and an ownership identifier unique to the selected item is generated. (If the item is a character item, it is a character ownership identifier, and if the item is a game item, it is a game item ownership identifier) and records the item identifier, the issued ownership identifier, etc. in the user database in association with the identified user ID.
[0062] [Operation] This embodiment has the above basic configuration and operates as follows. In this embodiment, the control unit 11 of the server device 1 provides a service using a character item to a user. In this example, the server device 1 stores, for each user, user identification information (user ID), user name, authentication information such as a password, information on character items possessed by the user (character item information), point information including information on the balance of first and second points, information on game items other than character items, and the like, which are associated with each other, in the storage unit 12 as a user database.
[0063] When a user operates the terminal 2 to access the server device 1, the server device 1 authenticates the user with a user name, password, etc. If the authentication is successful, a session identifier is issued, and the user will continue to communicate with the terminal 2 until the session expires. By sending and receiving this session identifier (until the session expires due to a predetermined time having elapsed since communication with the user's terminal 2 ceased), the server device 1 determines which user's terminal 2 is communicating from.
[0064] For example, when a user selects to play a battle game, the server device 1 presents to the user's terminal 2 a list of character items possessed by the user (character items identified by character possession identifiers associated with the user's identification information and held in a user database) and causes the user to create a deck.
[0065] The user selects at least one character item from the list of character items displayed on the terminal 2, creates a deck, and issues an instruction to start a battle. This instruction is transmitted to the server device 1. Upon receiving the instruction to start a battle, the server device 1 sets the vitality points (HP) of each character item included in the deck created by the user to a value corresponding to a first parameter (level) set for each character item.
[0066] The server device 1 then generates a game screen including the designs of enemy characters determined by a predetermined method according to the stage of the battle game and the designs of character items included in the deck, and displays it on the user's terminal 2. Thereafter, the character items included in the deck "attack" in sequence, and processing such as reducing the vitality points (HP) of the attacked enemy character is performed based on the attack points (BP) set for the attacking character item (battle game processing).
[0067] When all enemy characters prepared in the battlefield have left the battlefield, the server device 1 determines that the user has won and determines a "reward" according to a second parameter (luck) set for at least one character item included in the deck. Here, the "reward" is a game item, a character item, etc. (item), and the item that becomes the "reward" is associated with the identification information of the winning user and recorded in the user database. In this way, the item is granted to the user.
[0068] In this manner, in the present embodiment, the advantage or disadvantage in a battle is determined by the first parameter. Therefore, the user can "strengthen" the character items to be included in the deck. In order to increase the first parameter, the server device 1 is caused to carry out the process of "combining."
[0069] Furthermore, since the "reward" given when a battle is won is determined according to the second parameter, a user who wishes to increase the quantity or quality of the reward can have the server device 1 perform a "combination" process to increase the second parameter. As in the example already described, the second parameter will not increase unless character items with the same identifier are "combined." Therefore, the harder a character item is to obtain, the more difficult it is to increase the second parameter. In other words, in this example, the difficulty of increasing the second parameter changes according to the ease of obtaining the character item.
[0070] Specifically, when a user transmits an instruction to start a synthesis process (for example, by selecting the "Synthesis" menu from the game screen displayed on terminal 2), server device 1, which receives this instruction, identifies the user ID of the user operating terminal 2 that transmitted the instruction. Then, server device 1 obtains a list of character possession identifiers (list of character items) associated with the identified user ID from the user database stored in storage unit 12, and transmits these together with information on the design of the character items to terminal 2 of the user, causing terminal 2 to display the list of possessed character items.
[0071] The user selects a character item to be combined (strengthened) from the screen of terminal 2. Terminal 2 transmits a character ownership identifier of the selected character item to server device 1. Then, server device 1 accepts the selection of the character item to be combined from terminal 2.
[0072] The server device 1 instructs the terminal 2 to display a screen requesting the user to specify a synthesis material next. In response to this instruction, the user selects a character item with a different character ownership identifier from the previously selected character item on the screen displayed by the terminal 2 (even if the character items are of the same type, i.e., have the same identifier, it is sufficient that the character ownership identifiers are different), or a game item. This selection is not limited to one, and multiple selections may be made.
[0073] When the terminal 2 receives a user's operation to complete the selection, it transmits the character ownership identifier or game item ownership identifier of the selected item to the server device 1. The server device 1 reads out from the user database information on the character item or game item associated with the previously specified user ID and associated with the character ownership identifier or game item ownership identifier transmitted by the terminal 2 (item that has become the synthesis material).
[0074] The server device 1 also reads out the first parameter or the second parameter stored in the memory unit 12 in association with the identifier of the character item designated as the target of synthesis, and updates at least one of the first parameter or the second parameter by referring to information on the parameters of the character item that became the synthesis material and the increase value of the parameters set in association with the game item.
[0075] Here, the character item with the identifier "X" and the character ownership identifier "1" Let us assume that the user has selected a character item ("Red Monster") with identifier "X" and another character owner identifier "2" set as synthesis materials, and that the user has selected a character item ("Blue Monster") with identifier "Y" and character owner identifier "3" as synthesis materials. Note that the "Red Monster" with identifier "X" is a character item that is not yet processed, such as when synthesis is performed. The (original) first parameter is assumed to be "200" and the second parameter is assumed to be "2", and the "Blue Monster" with identifier "Y" has an (original) first parameter of "100" and a second parameter of "1" before any processing such as synthesis is performed.
[0076] Here, for the "Red Monster" with a character ownership identifier of "1", the first parameter is already set to "300" and the second parameter is already set to "4" as a result of a past synthesis process. Also, for the "Red Monster" with a character ownership identifier of "2", the first parameter is already set to "300" and the second parameter is already set to "2" as a result of a past synthesis process.
[0077] In this example, the server device 1 adds the increase in the first parameter of the item selected as the synthesis material (which is the first parameter itself in this example, but is not limited to this) to the first parameter "300" of the character item to be synthesized before synthesis, and the first parameter after synthesis is 300 + (300 + 100) = 700. (Note that in order to make it easier to see the accumulation of the composite materials, the accumulated parts are shown in parentheses.)
[0078] Meanwhile, the server device 1 extracts a synthesis material that satisfies the update condition for the second parameter from among the items designated as synthesis materials. Here, the update condition is that the identifier of the character item to be synthesized and the identifier of the character item used as the synthesis material match, so an item with the same identifier "X" as the identifier "X" of the item to be synthesized is extracted. Then, the server device 1 accumulates the increase in the second parameter (here, the second parameter itself, but is not limited to this) of the extracted item (if the item cannot be extracted, the synthesis process ends here), and adds it to the second parameter "4" of the character item to be synthesized before synthesis, and obtains the second parameter after synthesis as 4 + (2) = 6.
[0079] The server device 1 updates the first parameter of the character item (item with a character ownership identifier of "1") that is the subject of synthesis and is stored in the user database and associated with the identified user ID, by setting it to the previously determined value "700", and also updates the second parameter by setting it to "6".
[0080] The server device 1 then deletes from the user database the character items and game items used as synthesis materials (in this example, the character items with character ownership identifiers "2" and "3") that are recorded in association with the user ID of the user who made the synthesis request.
[0081] Furthermore, in order to organize character items that are no longer needed or to acquire other character items or game items, the user "sells" the character items and exchanges them for points, i.e., exchanges value. In this embodiment, as a form of value exchange, the first parameter of the character item is exchanged for first points, and the second parameter is exchanged for second points. The exchange rate here is not 1:1, but is each exchanged at a predetermined ratio.
[0082] When a user transmits an instruction to start the value exchange process (for example, by selecting the "Sell" menu from the game screen displayed on terminal 2), server device 1, which receives this instruction, identifies the user ID of the user operating terminal 2 that transmitted the instruction. Then, server device 1 obtains a list of character possession identifiers (list of character items) associated with the identified user ID from the user database stored in storage unit 12, and transmits these together with information on the design of the character items to terminal 2 of the user, causing terminal 2 to display the list of possessed character items (FIG. 5(a)).
[0083] The user selects at least one character item to be the subject of value exchange (to be sold) from the screen of terminal 2 (assuming that m1 and m2 of M in FIG. 5(a) are selected). Terminal 2 transmits the character ownership identifier of the selected character item to server device 1. Then, server device 1 accepts the designation of the character item to be the subject of value exchange and a request for value exchange from user terminal 2.
[0084] The server device 1 searches the user database for character items associated with the specified character ownership identifier (if multiple identifiers are specified, each of them) among the character items recorded in association with the specified user ID, and obtains the first and second points P and Q held in association with the specified user ID. Here, it is assumed that there are two character ownership identifiers specified as targets for value exchange, and the first parameters Π (which may be updated by synthesis, etc.) associated with each of them are Π1=200, Π2=100, and the second parameters Θ (which may also be updated by synthesis, etc.) Θ are Θ1=2, Θ2=5.
[0085] The server device 1 updates the amount P of the first points held in association with the identified user ID as P←[P+α·Σ(Π)]. Here, Σ(x) means accumulating x. Specifically, assuming that α=0.5 and the amount P of the first points held at the time of the value exchange was 1000 (P in FIG. 5(a)), the server device 1 updates the amount P of the first points held by the user as follows: The system calculates [1000+0.5×(200+100)]=1150, and updates the first point balance P associated with the identified user ID to 1150 (FIG. 5(b), P).
[0086] In addition, the server device 1 updates the amount Q of the second points held in association with the specified user ID as Q←[Q+β·Σ(Θ)]. Specifically, assuming that β=100 and the amount Q of the second points held at the time of the value exchange was 6000 (Q in FIG. 5(a)), the server device 1: The system calculates [6000+100×(2+5)]=6700, and updates the second point balance Q associated with the identified user ID by setting it to 6700 (Figure 5(b), Q).
[0087] Then, the server device 1 deletes the character item associated with the character ownership identifier of the character item selected as the object of value exchange and the specified user ID from the user database. As a result, when a list of character items owned by the user is displayed on the terminal 2, the character item selected as the object of value exchange does not exist (FIG. 5(b), M).
[0088] Thus, according to this embodiment, the user can update the amount of first points held by the selling process according to the result of accumulating the first parameters set for each of the multiple character items held by the user (i.e., the result of accumulating each of them individually), and similarly, the amount of second points held by the user can be updated according to the result of accumulating the second parameters set for each of the multiple character items held by the user (i.e., the result of accumulating each of them individually). In other words, since the parameters are accumulated in the selling process in the same way as when they are combined, it is not necessary to combine the items to be sold in advance.
[0089] In this embodiment, the effort required for value exchange (sale) is simplified, which helps the user organize his / her character items. The user can then use the first and second points obtained from the sale to "purchase" other items later.
[0090] [Sales conditions] In the examples so far, in the value exchange process, the second points are updated based on the second parameters of the character items that are the subject of the value exchange, without any particular conditions, but the present embodiment is not limited to this.
[0091] For example, the first parameter of the character item that is the subject of the value exchange may be used unconditionally to update the first points, but a condition (sale condition) may be imposed on the second parameter.
[0092] Here, the condition for sale may be that the second parameter of the character item to be exchanged for value exceeds a predetermined threshold. For example, if this threshold is set to "2", and there are two character items to be exchanged for value, both of which have an identifier of "X" (same type), the second parameter of one of the character items may be "1", which is below the threshold, and the other may be "3", which is above the threshold.
[0093] At this time, the server device 1 updates the amount of second points Q held in association with the user ID of the user who instructed the value exchange by Q←[Q+β·Σ(Θ)] as described above, but this accumulation is subject to the condition that the above threshold is exceeded. Therefore, in this example, if β=100 and the amount of second points held at the time of value exchange was Q=6000, the server device 1 updates the amount of second points held by this user by Update it as [6000+100×(3)]=6300.
[0094] In this way, the server device 1 may perform control so that the second parameter of a character item that is below the threshold value is not taken into consideration.
[0095] [Rarity] The selling conditions may also be determined based on other information set for the character item. For example, a parameter (rarity) indicating the rarity (degree of rarity) may be set for each character item. This rarity is set from "1" to "6" in order of decreasing rarity (referred to as "1 star" to "6 star", respectively).
[0096] In this case, the character database stores, for each type of character item, a character identifier that is uniquely set for that type, the name of the character item, the design of the character item, ancillary information (information such as "attributes"), parameter value information including the initial (initial state before synthesis processing etc.) first parameter (level) and second parameter (luck), as well as rarity information, all of which are associated with each other.
[0097] In this case, instead of or in addition to (as an additional condition) the condition relating to the threshold value of the second parameter already given as an example of a selling condition, a condition may be imposed that the rarity of the character that is the subject of the value exchange exceeds a predetermined rarity threshold value (a rarity standard, for example, "3 stars").
[0098] In this case, for example, if the rarity threshold is set to "3 stars," and the user has specified two character items to be the subject of value exchange, one of the character items has a rarity of "2 stars," which is below the rarity threshold, and a second parameter of "3," while the other has a rarity of "4 stars," which is above the rarity threshold, and a second parameter of "2."
[0099] At this time, the server device 1 updates the amount of second points Q held in association with the user ID of the user who instructed the value exchange by Q←[Q+β·Σ(Θ)] as described above, but this accumulation is subject to the condition that it exceeds the rarity threshold. Therefore, in this example, if β=100 and the amount of second points held at the time of the value exchange was Q=6000, the server device 1 updates the amount of second points held by this user based only on the second parameters of the character item having a rarity of "4 stars" in this example, Update it as [6000+100×(2)]=6300.
[0100] [Ratio according to rarity] In the above description, the exchange rate β between the second parameter and the second point is a constant, but this embodiment is not limited to this. For example, the exchange rate β may be adjusted according to the rarity of the character item that is the object of the value exchange. As an example, the higher the rarity, the higher the exchange rate may be, such as "star 1" is β=0 (synonymous with not satisfying the selling conditions), "star 2" is β=0 (synonymous with not satisfying the selling conditions), "star 3" is β=10, "star 4" is β=100, ... Or, conversely, the higher the rarity, the lower the exchange rate may be. For example, "star 1" is β=0 (synonymous with not satisfying the selling conditions), "star 2" is β=0 (synonymous with not satisfying the selling conditions), "star 3" is β=1000, "star 4" is β=100, ... When the second parameter associated with a character item with low rarity is relatively low, such an adjustment may be effective.
[0101] Thus, in this embodiment, the server device 1 may update the amount of second points held based on the second parameter related to the character item that is the subject of value exchange and the rarity information associated with the type of character item.
[0102] [When rarity changes due to synthesis, etc.] In this embodiment, the server device 1 may also update the rarity value based on a predetermined condition when synthesizing character items in the synthesis process. When the rarity value is updated in this manner, the server device 1 records the rarity information of the character item in the user database in association with the character ownership identifier of the character item.
[0103] In this example, the rarity information referenced when exchanging value may be rarity information recorded in the user database (rarity information updated by synthesis, etc.), or it may be rarity information before it was updated (the original rarity information recorded in the character database).
[0104] As in the latter case, when processing the value exchange, the original rarity information recorded in the character database is referenced, and an exchange rate according to the rarity is used. For example, even if a character item whose original rarity was "2 stars" has its rarity changed to "3 stars" through the user's synthesis process, if, as in the example above, "2 stars" is set as β=0 (synonymous with not satisfying the selling conditions), "3 stars" is set as β=10, etc., then the character item will be processed as β=0 (treating it to be a "2 star" character item).
[0105] [When changing exchange rates randomly] The exchange rate may be determined randomly within a predetermined range. For example, the exchange rate β may be determined randomly between "10" and "1000" (or randomly from among "10", "100", and "1000") each time the server device 1 performs a value conversion process.
[0106] In addition, when the exchange rate is to be different for each rarity, a range is defined for each rarity, with "1 star" being β = 0 (synonymous with not satisfying the selling conditions), "2 star" being β = 0 (synonymous with not satisfying the selling conditions), "3 star" being β = 10 or more and less than 90, "4 star" being β = 100 or more and less than 900, etc., and the server device 1 randomly selects within the above ranges each time it performs the value conversion process. (Or it may be determined randomly from among predetermined stages as described above).
[0107] In this way, unlike synthesis, the exchange rate changes when exchanging value, which increases entertainment value. [Explanation of symbols]
[0108] 1 server device, 2 terminal, 11 control unit, 12 storage unit, 13 communication unit, 21 service providing unit, 22 user information storage unit, 23 synthesis processing unit, 24 exchange processing unit, 25 point usage processing unit.
Claims
1. It is connected to a user-side device operated by a user, a means for retaining a plurality of pieces of parameter information including a first parameter and a second parameter for each character item possessed by a user; A means for retaining information on a first point balance and information on a second point balance for each user; an update means for receiving a synthesis request from the user device, the request designating the character items to be synthesized and synthesis materials, and updating at least one of the first parameters and the second parameters related to the character items to be synthesized; an exchange processing means for receiving from the user device a designation of the character item to be exchanged for value and a request for value exchange, updating a first point balance based on the first parameter related to the character item to be exchanged for value, and updating a second point balance based on the second parameter related to the character item to be exchanged for value; A server device including:
2. 2. The server device according to claim 1, The exchange processing means is a server device that receives from the user device a designation of multiple character items to be the subject of the value exchange and a request for value exchange, accumulates an update amount of first points held when each of the character items to be the subject of the value exchange is exchanged, updates the first points held based on the result of the accumulation, accumulates an update amount of second points held when each of the character items to be the subject of the value exchange is exchanged, and updates the second points held based on the result of the accumulation.
3. 3. The server device according to claim 1, The update means is a server device that receives a synthesis request from the user device specifying the character items to be synthesized and at least one of the character items to be synthesized as synthesis materials, updates the first parameters related to the character items to be synthesized, and updates the second parameters when the type of the specified character item to be synthesized and the type of the character item to be synthesized as synthesis material are the same.
4. 4. The server device according to claim 1, The character items are set in association with rarity information for each type of character item, The exchange processing means is a server device that updates the second point holdings based on the second parameters relating to the character item that is the subject of the value exchange and rarity information associated with the type of character item.
5. 5. The server device according to claim 4, The exchange processing means is a server device that controls the second point holdings so as not to update if the rarity information associated with the type of character item that is the subject of the value exchange does not satisfy a predetermined standard.
6. 6. The server device according to claim 1, The request for value exchange is a request to exchange a designated character item for first points.
7. A server device connected to a user-side device operated by a user, a means for retaining a plurality of pieces of parameter information including a first parameter and a second parameter for each character item possessed by a user; A means for retaining information on the amount of first points held and information on the amount of second points held for each user; an update means for receiving a synthesis request from the user device, the request specifying the character item to be synthesized and at least one of the character items to be synthesized, and updating at least one of the first parameter and the second parameter related to the character item to be synthesized; an exchange processing means for receiving from the user device a designation of the character item to be exchanged for value and a request for value exchange, updating a first point balance based on the first parameter related to the character item to be exchanged for value, and updating a second point balance based on the second parameter related to the character item to be exchanged for value; A program that functions as a
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