Program, method, and system
A system that periodically changes and notifies users of rewards based on game execution conditions enhances user engagement and promotes continuous play in games.
Patent Information
- Application Number
- JP2023112426
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-07-07
- Publication Date
- 2025-01-20
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
Conventional games often see users quitting after receiving benefits, necessitating a means to promote continuous play.
Implement a system that provides a first reward to users every predetermined period based on game execution, changing the reward content with a parameter that resets periodically, notifying users of changes, and granting rewards when conditions are met.
Encourages continuous game play by offering evolving rewards that maintain user engagement and interest.
Smart Images

Figure 2025009425000001_ABST
Abstract
Description
[Technical field]
[0001] The present disclosure relates to a program, a method, and a system. [Background technology]
[0002] 2. Description of the Related Art Conventionally, games are known in which a reward is given to a player (user) based on a predetermined reward giving condition. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2021-558 Summary of the Invention [Problem to be solved by the invention]
[0004] In the conventional games described above, users may stop playing the game after receiving a bonus, and therefore it is desirable to encourage continued play of the game.
[0005] Therefore, one of the problems that the present disclosure aims to solve is to provide a program, method, and system that can further encourage continuous play of a game. [Means for solving the problem]
[0006] One example of a program of the present disclosure is a program that causes a computer to execute the following: managing a first event that can grant a first reward to a user at predetermined time intervals in response to a first condition based on the execution of a game being satisfied; changing a predetermined parameter each time the first condition is satisfied and changing the content of the first reward in response to the predetermined parameter; notifying the user of the change in the content of the first reward in response to the change in the predetermined parameter; initializing the predetermined parameter at predetermined time intervals; and granting the first reward to the user when a predetermined time has elapsed since the predetermined parameter was initialized or when the predetermined parameter reaches a predetermined value.
[0007] Another example method of the present disclosure is a method including: managing a first event capable of granting a first reward to a user at predetermined time intervals in response to a first condition based on the execution of a game being satisfied; changing a predetermined parameter each time the first condition is satisfied and changing the content of the first reward in response to the predetermined parameter; notifying the user of the change in the content of the first reward in response to the change in the predetermined parameter; initializing the predetermined parameter at predetermined time intervals; and granting the first reward to the user when a predetermined time has elapsed since the predetermined parameter was initialized or when the predetermined parameter reaches a predetermined value.
[0008] Furthermore, as yet another example of a system of the present disclosure, the system is configured to manage a first event capable of granting a first reward to a user at predetermined time intervals in response to a first condition based on the execution of a game being satisfied, change a predetermined parameter each time the first condition is satisfied, change the content of the first reward in response to the predetermined parameter, notify the user of the change in the content of the first reward in response to the change in the predetermined parameter, initialize the predetermined parameter at predetermined time intervals, and grant the first reward to the user when a predetermined time has elapsed since the predetermined parameter was initialized or when the predetermined parameter reaches a predetermined value. [Brief description of the drawings]
[0009] [Figure 1] FIG. 1 is an exemplary schematic diagram showing a configuration of a system according to an embodiment. [Diagram 2] FIG. 2 is an exemplary schematic block diagram illustrating a functional configuration of a terminal device according to an embodiment. [Diagram 3] FIG. 3 is an exemplary schematic block diagram illustrating a functional configuration of a server device according to an embodiment. [Figure 4] FIG. 4 is an exemplary schematic sequence diagram showing a flow of processes executed by the terminal device and the server device according to the embodiment. [Diagram 5] FIG. 5 is an exemplary schematic diagram showing an example of a home screen according to the embodiment. [Figure 6] FIG. 6 is an exemplary schematic diagram showing an example of evolution of a treasure chest according to an embodiment. [Figure 7] FIG. 7 is an exemplary schematic diagram showing an example of a condition confirmation screen on which a condition for achieving evolution of a treasure chest according to an embodiment is displayed. [Figure 8] FIG. 8 is an exemplary schematic diagram showing an example of a progress check screen on which the progress of evolution of a treasure chest according to the embodiment is displayed. [Figure 9] FIG. 9 is an illustrative schematic diagram showing an example of a battle preparation screen according to the embodiment. [Figure 10] FIG. 10 is an exemplary schematic diagram showing an example of a list used for display control related to evolution of a treasure chest according to an embodiment. [Figure 11] FIG. 11 is an illustrative schematic diagram showing an example of the progress check screen different from that shown in FIG. 8 according to the embodiment. [Figure 12] FIG. 12 is an illustrative schematic diagram showing an example of a mission screen on which a list of missions according to the embodiment is displayed. [Figure 13] FIG. 13 is an exemplary schematic flowchart showing the flow of processing executed by the server device according to the embodiment. [Figure 14] FIG. 14 is an exemplary schematic block diagram showing an example of a hardware configuration of an information processing device constituting a terminal device and a server device according to an embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] Hereinafter, embodiments of a program, method, and system according to the present disclosure will be described with reference to the drawings. The configurations of the embodiments described below, and the actions and effects brought about by the configurations, are merely examples, and are not limited to the contents described below.
[0011] In addition, in the following, ordinal numbers such as "first" and "second" are used as necessary, but these ordinal numbers are used for convenience of identification and do not indicate a particular priority order.
[0012] FIG. 1 is an exemplary schematic diagram showing a configuration of a system according to an embodiment.
[0013] 1, the system according to the embodiment includes a plurality of terminal devices 110 including a display 110A having a touch panel, and a server device 120. The terminal devices 110 and the server device 120 are connected to each other so as to be able to communicate with each other via a network 150 such as the Internet.
[0014] Note that the configuration shown in Fig. 1 is merely an example and does not limit the technical idea of the present disclosure. For example, Fig. 1 illustrates terminal devices 111 and 112 configured as tablet computers including displays 111A and 112A as examples of terminal device 110 including display 110A. However, the number of terminal devices 110 may be three or more, and terminal device 110 may be configured as an electronic device other than a tablet computer as long as it has a configuration equivalent to that of a general computer (a specific example will be described later with reference to Fig. 14).
[0015] With the above-described configuration, in the embodiment, a game is realized between users of the terminal devices 110 via the network 150. The game according to the embodiment is, for example, a battle game using a deck including a predetermined number of cards selected from a plurality of game media, such as digital cards (hereinafter simply referred to as cards), each of which is associated with an attribute (hereinafter referred to as a class).
[0016] For example, in an embodiment, a user of each terminal device 110 owns cards provided by the operator of the competitive game by digitally acquiring them through a lottery or the like, organizes a deck by selecting a predetermined number of cards from the cards owned while taking into consideration their class, and plays the competitive game with other users via the server device 120 using the organized deck.
[0017] In the embodiment, the server device 120 records, for example, player information on users (players) who play a competitive game for each user participating in the competitive game. The player information is, for example, information on cards owned by the player and information on decks organized by the player in the past. The server device 120 updates the recorded player information and controls the progress of the competitive game based on information output from the terminal device 110 in response to user operations.
[0018] In the above-mentioned games, conventionally, a reward may be given to a player (user) based on a predetermined reward condition. In such conventional games, the user may stop playing the game after the reward is given. For this reason, it is desirable to further encourage continuous play of the game.
[0019] Therefore, the embodiment uses techniques described in detail below to further encourage continued game play.
[0020] FIG. 2 is an exemplary schematic block diagram showing a functional configuration of the terminal device 110 according to the embodiment.
[0021] As shown in FIG. 2, the terminal device 110 includes a reception processing unit 201, a management processing unit 202, a game control processing unit 203, and a display processing unit 204.
[0022] The reception processing unit 201 receives input of various operations by the user using the terminal device 110. For example, the reception processing unit 201 receives a selection of a format (battle format) of a competitive game before the start of the competitive game, receives a selection of a class of cards to be included in a deck used in the competitive game, and receives a selection of cards to be included in the deck after the class selection.
[0023] The management processing unit 202 manages the decks organized in response to user operations. For example, the management processing unit 202 manages group identifiers of game media that can be included in a deck based on a format selected by the user.
[0024] The game control processing unit 203 controls the progress of the competitive game while communicating with the server device 120. Furthermore, the display processing unit 204 controls the output of images relating to the competitive game to the display 110A.
[0025] FIG. 3 is an exemplary schematic block diagram showing a functional configuration of the server device 120 according to the embodiment.
[0026] As shown in FIG. 3, the server device 120 includes an authentication processing unit 301, a management processing unit 302, and a game control processing unit 303.
[0027] The authentication processing unit 301 authenticates each of the terminal devices 110 when a game is played between the terminal devices 110 .
[0028] The management processing unit 202 manages various types of information related to games played via the terminal device 110. For example, the management processing unit 202 manages various events such as a first campaign and a second campaign, which will be described later.
[0029] The game control processing unit 303 controls the progress of the game while cooperating with the terminal device 110 via communication.
[0030] Based on the functional configuration as described above, when providing a fighting game to a user, the terminal device 110 and the server device 120 according to the embodiment execute various processes in cooperation with each other in the flow shown in the following FIG. 4.
[0031] FIG. 4 is an exemplary schematic sequence diagram showing the flow of processing executed by the terminal device 110 and the server device 120 according to the embodiment.
[0032] 4, in the embodiment, the terminal device 110 (for example, the game control processing unit 203) first executes a login request process for acquiring player information of the user of the terminal device 110 from the server device 120 in S411, and transmits login information including identification information of the user to the server device 120. This process of S411 is executed, for example, at the start of an application installed in the terminal device 110 to provide a fighting game.
[0033] Then, in S421, the server device 120 executes a login process based on the login information received from the terminal device 110, extracts corresponding player information from the player information recorded by the server device 120, and transmits the extracted player information to the terminal device 110.
[0034] Then, in S413, the terminal device 110 (for example, the reception processing unit 201, the management processing unit 202, and the display processing unit 204) executes a deck organization process for organizing a deck to be used in a competitive game in response to a user's operation, and transmits deck information regarding the organized deck to the server device 120. Although details will be described later, the deck organization process is a process in which the reception processing unit 201 accepts a user's operation, and the management processing unit 202 manages the deck while the display processing unit 204 displays various images (screens) on the display 110A as necessary.
[0035] Then, in S422, the server device 120 executes a deck information saving process for saving the deck information received from the terminal device 110 and updating the player information recorded by the server device 120 itself.
[0036] Then, in S413 and S423, the terminal device 110 and the server device 120 execute a game execution process for executing a competitive game while cooperating with each other through communication. The game execution process is, for example, a process in which the reception processing unit 201 accepts user operations and the display processing unit 204 displays various images (screens) on the display 110A while the game control processing unit 203 controls the progress of the game.
[0037] In this embodiment, various campaigns are implemented as a measure to further encourage continuous play of the game. Information on currently implemented campaigns can be confirmed via a home screen such as that shown in FIG. 5 below.
[0038] FIG. 5 is an exemplary schematic diagram showing an example of a home screen according to the embodiment.
[0039] An image 500 shown in FIG. 5 is an example of a home screen that is displayed on display 110A when the game becomes playable, after a screen showing the game title and a screen showing the game's operating company.
[0040] Image 500 includes a plurality of areas 510, 520, 530, 541, and 542. Information about the player is displayed in area 510. Area 520 also displays a plurality of buttons for receiving an operation for transitioning to various screens prepared in advance in the game, such as button 521 for receiving an operation for transitioning to a mission screen (FIG. 12) described below. Area 530 also displays a plurality of buttons for receiving an operation for transitioning to various screens prepared in advance in the game, such as button 531 for receiving an operation for transitioning to a battle screen.
[0041] Here, areas 541 and 542 each display information about a campaign currently being implemented to further encourage continuous play of the game. In the embodiment, a first campaign is implemented in which a first reward can be granted to a user at predetermined intervals in response to the user satisfying a first condition based on the execution of the game, and a second campaign is implemented in which a second reward, the content of which does not change unlike the first reward, can be granted to a user at predetermined intervals in response to the user satisfying a second condition that is a part of the first condition.
[0042] In the first campaign, as described below, a first reward is given whose contents change depending on the number of times the first condition is achieved, and whose contents are initialized (reset) every predetermined period (for example, one day). In the game according to the embodiment, the first reward is displayed as a plurality of treasure chest icons with different degrees of decoration depending on the contents. In addition, in the game according to the embodiment, the change in the first reward is displayed in association with the evolution of the treasure chest (increase in the degree of decoration).
[0043] FIG. 6 is an exemplary schematic diagram showing an example of evolution of a treasure chest according to an embodiment.
[0044] As shown in FIG. 6, in the first campaign, four icons that change in stages are set in advance: an icon 610 indicating a treasure chest of the lowest grade 1, an icon 620 indicating a treasure chest of grade 2 higher than grade 1, an icon 630 indicating a treasure chest of grade 3 higher than grade 2, and an icon 640 indicating a treasure chest of the highest grade 4. The contents of these treasure chests are determined by lottery, but are managed in a table so that the higher the grade, the better the reward. In the example shown in FIG. 6, the contents of the treasure chests of grades 1, 2, 3, and 4 are managed in tables 611, 621, 631, and 641, respectively. In the embodiment, when the timing for granting the first reward based on the treasure chest arrives, the contents of the treasure chest are determined based on the tables 611, 621, 631, or 641 according to the grade of the treasure chest at that time. The first reward based on a grade 4 treasure chest will be granted when the grade of the treasure chest becomes grade 4, and the first reward based on a grade 3 or lower treasure chest will be granted when the first reward is reset (i.e. when you log in the day after obtaining a grade 3 or lower treasure chest).
[0045] The conditions that the user must fulfill in the game to achieve the evolution of the treasure chest (change in grade) can be confirmed on a conditions confirmation screen such as that shown in FIG.
[0046] FIG. 7 is an example of a condition confirmation screen on which the conditions for achieving evolution of the treasure chest according to the embodiment are displayed.
[0047] An image 700 shown in Fig. 7 is an example of a condition confirmation screen displayed by operating a progress confirmation screen (see Figs. 8 and 11) described later. This image 700 displays a number of conditions for achieving the evolution of the treasure chest (see the "Item" and "Condition" columns) and a numerical value indicating how much the evolution of the treasure chest will progress for each of the multiple conditions (see the "Point Acquisition Amount" column).
[0048] The first campaign according to the embodiment manages the progress of the evolution of the treasure chest using a predetermined parameter (hereinafter, sometimes referred to as a "scale" or "memory") that changes as each condition is satisfied. The progress of the evolution of the treasure chest can be confirmed via a progress confirmation screen such as that shown in the following FIG. 8.
[0049] FIG. 8 is an exemplary schematic diagram showing an example of a progress check screen according to the embodiment.
[0050] 8 is an example of a progress check screen for area 541 (see FIG. 5) of the home screen. In this image 800, a plurality of areas 810, 820, 830, and 840, and a plurality of buttons 850 and 860 are displayed.
[0051] An icon of the treasure chest at the current time (at the time the progress confirmation screen was called up) is displayed in area 810. Also, an icon of the treasure chest of the next grade after the treasure chest displayed in area 810 is displayed in area 820. This allows the user to easily check the grade of the treasure chest that has been confirmed to be currently granted and the grade of the treasure chest that will be granted if the user continues to play the game and further fulfills the conditions.
[0052] An image (icon) showing the grade of the treasure chest that is currently confirmed to be given is displayed in area 830. In the example shown in Fig. 8, only the leftmost icon among the four icons lined up horizontally in area 830 is displayed in a different color, which indicates that the grade of the treasure chest that is currently confirmed to be given is the first stage out of four stages.
[0053] Also, an image showing a value corresponding to the current value of the above-mentioned predetermined parameter is displayed in area 840. In the example shown in Fig. 8, only the leftmost scale out of the six scales is displayed in a different color. As will be described later, in order for a grade 1 treasure chest to evolve to grade 2, the predetermined parameter needs to increase by six scales, so area 840 shown in Fig. 8 shows that only one scale out of the six scales required to evolve to grade 2 has been achieved.
[0054] The button 850 is a button for calling up the above-mentioned condition confirmation screen (FIG. 7), and the button 860 is a button for closing the currently displayed progress confirmation screen.
[0055] The above-mentioned progress confirmation screen can also be displayed by operating the battle preparation screen shown in the following FIG.
[0056] FIG. 9 is an illustrative schematic diagram showing an example of a battle preparation screen according to the embodiment.
[0057] 9 is an example of a battle preparation screen that is displayed when a battle mode called "Room Match" is selected by operating button 531 (see FIG. 5) on the home screen. This image 900 is provided with a plurality of areas 910, 920, and 930, and a button 940.
[0058] Area 910 displays information about the user, and area 920 displays information about the opponent. In the example shown in FIG. 9, area 920 is blank, indicating that the user is waiting for an opponent. Area 930 is similar to area 530 of the home screen described above, and therefore will not be described here. Button 940 is a button for calling up a progress confirmation screen (see FIG. 8).
[0059] The method of managing the evolution of the treasure chest using the above-mentioned predetermined parameters will now be described in more detail.
[0060] FIG. 10 is an exemplary schematic diagram showing an example of a list used for display control related to evolution of a treasure chest according to an embodiment.
[0061] In an embodiment, the evolution of the treasure chest is managed based on a list 1000 as shown in Fig. 10. This list 1000 has a number of registered items, such as "id", "start_time", "end_time", "date_num", "grade", "next_grade", "max_grade", "start_total_memory", "max_memory", "challenging_mission_id", and "achieved_mission_id". As described below, in an embodiment, the evolution of the treasure chest to each stage is managed as an individual mission.
[0062] In the example shown in FIG. 10, an identification number that is conveniently assigned for managing the list 1000 is registered in the "id" field. The start time and end time of the mission are registered in "start_time" and "end_time", respectively. In addition, a convenient number indicating which day of the first campaign the mission is set is registered in "date_num". As described above, in the embodiment, the evolution of the treasure chest to each stage is managed as an individual mission, so that the "start_time", "end_time", and "date_num" are the same for the five missions for acquiring the treasure chests of grades 1 to 4 (for example, see the rows with "id" of "1" to "5" and the rows with "id" of "6" to "10"). These five missions are managed as being progressed simultaneously in parallel. In other words, on the first day of the first campaign, the missions in the "id" rows "1" to "5" will be managed as progressing simultaneously, and on the second day of the first campaign, the missions in the "id" rows "6" to "10" will be managed as progressing simultaneously.
[0063] In "grade" and "next_grade", numbers indicating the grade of the current treasure chest and the next grade are registered, respectively. In the example shown in FIG. 10, "grade" and "next_grade" in the row with "id" "1" are "0" and "1", respectively, indicating that this row is a mission to obtain a treasure chest of grade 1. Similarly, rows with "id" "2" to "4" indicate missions to obtain treasure chests of grades 2 to 4, respectively. Here, "grade" and "next_grade" in the row with "id" "5" are "4" and "0", respectively, indicating that the treasure chest will not evolve any further.
[0064] In addition, "max_grade" is registered with a number indicating how many stages a treasure chest can evolve. In the example shown in Figure 10, "max_grade" is set to "4" for all treasure chests, which indicates that the upper limit of treasure chest evolution is four stages.
[0065] "start_total_memory" and "max_memory" are registered with information referenced when displaying the degree of evolution of a treasure chest, for example, as in the above-mentioned progress confirmation screen (see FIG. 8). "start_total_memory" is referenced to determine the content of the display indicating how much memory has been accumulated at the current grade (for example, the progress of the scale displayed in area 840 shown in FIG. 8) by subtracting "start_total_memory" from the current memory. "max_memory" is also referenced to determine the content of the display indicating how much memory needs to be accumulated to evolve the current treasure chest to the next grade (for example, the total number of scales displayed in area 840 in the example shown in FIG. 8). In the example shown in FIG. 10, the "start_total_memory" and "max_memory" in the row with "id" "1" are "0" and "1", the "start_total_memory" and "max_memory" in the row with "id" "2" are "1" and "6", the "start_total_memory" and "max_memory" in the row with "id" "3" are "7" and "8", and the "start_total_memory" and "max_memory" in the row with "id" "4" are "15" and "10". Therefore, when the current memory is, for example, 2, in displaying the degree of evolution of the treasure chest, it is first determined that 2-1=1 memory is currently accumulated in the grade 2 treasure chest based on the value of "1" in "start_total_memory" in the row with "id" "2". In this case, based on the value of "6" for "max_memory" in the row with "id" of "2", it is determined that a total of six memory units must be accumulated for a grade 2 treasure chest to evolve into the next grade 3 treasure chest, and since one memory unit has already been accumulated, the remaining memory unit required is 6-1=5. As a result of these determinations, the degree of evolution of the treasure chest is displayed in the form of area 840 shown in FIG. 8.In addition, the "start_total_memory" and "max_memory" of the row with "id" "5" are "25" and "0", respectively. This indicates that the memory will not increase beyond "25" (meaning the treasure chest will not evolve any further).
[0066] In "challenging_mission_id" and "achieved_mission_id", a number conveniently assigned for managing the missions to be achieved by the user, different from the "id" conveniently assigned for managing the list 1000, is registered. The numbers registered in "challenging_mission_id" and "achieved_mission_id" are numbers assigned for managing the missions corresponding to the evolution of the treasure chest to each stage provided in the campaign at the same level as the missions provided to the player in normal times different from the campaign. "challenging_mission_id" and "achieved_mission_id" are referenced when it is necessary to display the currently challenging mission (corresponding to the area 820 in the example shown in FIG. 8) and the already achieved mission (corresponding to the area 810 in the example shown in FIG. 8) side by side, for example, as in the example shown in FIG. 8. More specifically, "challenging_mission_id" is referenced to display the currently challenging mission, and "achieved_mission_id" is referenced to display the already achieved mission. By referencing "challenging_mission_id" along with the above-mentioned "start_total_memory" and "max_memory", you can determine the conditions for completing each mission number. For example, by referencing the line with "id" "1", you can see that the mission with the number "585" (the mission to obtain a grade 1 treasure chest) will be completed when the memory reaches a total of 0+1=1, and by referencing the line with "id" "4", you can see that the mission with the number "588" (the mission to obtain a grade 4 treasure chest) will be completed when the memory reaches a total of 15+10=25.
[0067] Note that, while the above-mentioned Fig. 8 shows an example of the progress confirmation screen that is displayed when the grade of the current treasure chest is 1, the display contents of the progress confirmation screen will of course change depending on the grade of the current treasure chest. For example, before acquiring a grade 1 treasure chest (i.e., when the grade of the current treasure chest is 0), the progress confirmation screen shown in the following Fig. 11 is displayed.
[0068] FIG. 11 is an illustrative schematic diagram showing an example of the progress check screen different from that shown in FIG. 8 according to the embodiment.
[0069] 11 is an example of a progress confirmation screen that is displayed when the grade of the current treasure chest is 0. This image 1100 displays a number of areas 1110, 1120, 1130, and 1140, and a number of buttons 1150 and 1160. The roles of the areas 1110, 1120, 1130, and 1140 are similar to the above-mentioned areas 810, 820, 830, and 840 (see FIG. 8), respectively, and the roles of the buttons 1150 and 1160 are similar to the above-mentioned buttons 850 and 860, respectively.
[0070] As described above, in the embodiment, the missions corresponding to the evolution of the treasure chest to each stage provided in the campaign are managed at the same level as the missions provided to the player in normal times different from the campaign. Missions in normal times are in an order-received state (i.e., the state in which the monitoring of the progress is started) when a mission screen (see FIG. 12) described later is displayed or at the end of a match, so missions in the campaign are also in an order-received state at the same timing. Based on this, the image 1100 shown in FIG. 11 is a progress confirmation screen that is displayed when the grade of the current treasure chest is 0, that is, when the missions corresponding to the evolution of the treasure chest to each stage are in an order-received state and the condition for the treasure chest to evolve to grade 1 has not been achieved, and when the missions corresponding to the evolution of the treasure chest to each stage are not in an order-received state.
[0071] FIG. 12 is an illustrative schematic diagram showing an example of a mission screen on which a list of missions according to the embodiment is displayed.
[0072] An image 1200 shown in FIG. 12 is an example of a mission screen for notifying a user of a list of missions to be accomplished in a game. This image 1200 is displayed, for example, by operating the button 521 (see FIG. 5) on the home screen described above. This image 1200 displays areas 1210, 1220, and 1230 showing information on each mission. The missions displayed in the area 1210 are missions to be accomplished in a second campaign different from the first campaign (evolution of the treasure chest), and the missions displayed in the areas 1220 and 1230 are missions provided to the player in normal times regardless of the first campaign or the second campaign. Thus, in the embodiment, information on the missions in the second campaign is provided to the player in the same form as the campaign in normal times (i.e., via the mission screen). On the other hand, information on the missions corresponding to the evolution of the treasure chest to each stage in the first campaign is provided to the player not via the mission screen, but via the above-mentioned progress confirmation screen (see FIG. 8 and FIG. 11), etc. However, as described above, in terms of management, the missions corresponding to the evolution of the treasure chest to each stage in the first campaign are managed at the same level as in the normal campaign. In the embodiment, the progress of the missions in the second campaign may be displayed on a separate screen, as in the first campaign. In this case, the progress of the missions in the second campaign may be displayed in response to an operation on the area 542 of the home screen shown in FIG. 5, for example.
[0073] Such management of the predetermined parameters is, for example, manually executed by the server device 120. Hereinafter, with reference to Fig. 13, a flow of processing executed by the server device 120 in managing the first campaign, including management of the predetermined parameters, will be described.
[0074] 13 is an exemplary schematic flowchart showing the flow of processing executed by the server device 120 according to the embodiment. This processing is executed, for example, at the end of a battle.
[0075] As shown in FIG. 13, in the embodiment, first, in S1301, the server device 120 judges whether or not the result of the completed battle satisfies the memory addition condition as the above-mentioned predetermined parameter in the first campaign. In the embodiment, the memory addition condition in the first campaign is, for example, the condition shown in FIG. 7 described above. For example, if the completed battle was conducted in a battle mode called "Room Match" and neither the player nor the opponent quits (retires) in the battle, the condition that the memory is added by 2 is satisfied according to the condition shown in FIG. 7. In this case, if the completed battle was conducted under the battle rule called "My Rotation", the condition that the memory is further added by 1 is satisfied according to the condition shown in FIG. 7.
[0076] In the above, only the determination of whether the memory addition condition in the first campaign is satisfied, that is, the determination of whether the mission of the first campaign is accomplished, is described. In the embodiment, however, in S1301, the determination of whether the mission provided to the player in the second campaign is accomplished may be performed in parallel with the determination of whether the mission of the first campaign is accomplished. For example, if the finished battle was performed in a battle mode called "room match" and the condition of the mission of the second campaign is set to be accomplished when neither the player nor the opponent ends the battle midway, when the condition is achieved, the mission of the first campaign and the mission of the second campaign are simultaneously achieved. Such simultaneous achievement of the mission of the first campaign and the mission of the second campaign may occur when the condition for achieving the mission of the second campaign is part of the condition for achieving the mission of the first campaign. Furthermore, in the embodiment, in S1301, a determination as to whether a mission provided to the player in normal times different from the first campaign and the second campaign has been accomplished may be performed simultaneously with a determination as to whether a mission in the first campaign has been accomplished and a determination as to whether a mission in the second campaign has been accomplished. Therefore, if the above condition is also a condition for accomplishing a mission in normal times, not only the mission in the first campaign and the mission in the second campaign but also the mission in normal times may be accomplished at the same time.
[0077] If it is determined in S1301 that the addition condition is not satisfied, the process ends. On the other hand, if it is determined in S1301 that the addition condition is satisfied, the process proceeds to S1302.
[0078] In S1302, the server device 120 adds memory according to the result of the completed battle. As described above, for example, if the completed battle was conducted in a battle mode called "Room Match" and neither the player nor the opponent quit the battle midway (retired), the memory is added by 2 according to the conditions shown in FIG. 7, and if the completed battle was conducted under the battle rule called "My Rotation", the memory is further added by 1, thereby managing the progress of the mission of the first campaign. In this case, the progress of the mission provided to the player in the second campaign and the progress of the mission provided to the player in normal times different from the first campaign and the second campaign can be managed in the same way using the same parameters (memory). For example, the mission of the second campaign is managed as being completed when the memory reaches 1 upon the end of the battle, and the mission in normal times is also managed as being completed when the memory reaches 1 upon the end of the battle. Then, in S1303, the server device 120 determines whether the current memory value satisfies the completion condition of the mission.
[0079] If it is determined in S1303 that the conditions for accomplishing the mission are not met, the process ends. On the other hand, if it is determined in S1303 that the conditions for accomplishing the mission are met, the process proceeds to S1304.
[0080] In S1304, the server device 120 grants the user a reward that is determined in advance or by lottery at a predetermined timing according to the mission that has been completed. As described above, in the first campaign, the first reward based on a treasure chest of grade 4 is granted when the grade of the treasure chest becomes grade 4, and the first reward based on a treasure chest of grade 3 or lower is granted when the first reward is reset (i.e., at the time of login on the day after the day when a treasure chest of grade 3 or lower is obtained). Then, in S1305, the server device 120 transmits (reports) the mission completion status to the terminal device 110. Then, the process ends.
[0081] In the embodiment, at least a part of the above processing may be executed on the terminal device 110 side.
[0082] As described above, the server device 120 according to the embodiment is configured to manage a first event in which a first reward can be granted to a user at predetermined intervals in response to a first condition based on the execution of a game being satisfied, change a predetermined parameter each time the first condition is satisfied, change the content of the first reward in response to the predetermined parameter, notify the user of the change in the content of the first reward in response to the change in the predetermined parameter, initialize the predetermined parameter at predetermined intervals, and grant the first reward to the user when a predetermined period has elapsed since the predetermined parameter was initialized or when the predetermined parameter reaches a predetermined value.
[0083] According to the above configuration, for example, the more times the first condition is satisfied, the better the first reward may be, which can further encourage continued play of the game.
[0084] Finally, the hardware configuration of the terminal device 110 and the server device 120 according to the above-mentioned embodiment will be described. The authentication module according to the embodiment is configured as an information processing device 1300 having a hardware configuration equivalent to that of a general computer, for example, as shown in the following Fig. 14.
[0085] FIG. 14 is an exemplary schematic block diagram showing a hardware configuration of an information processing device 1400 constituting the terminal device 110 and the server device 120 according to the embodiment.
[0086] 14, an information processing device 1400 includes a processor 1410, a memory 1420, a storage 1430, an input / output interface (I / F) 1440, and a communication interface (I / F) 1450. These pieces of hardware are connected to a bus 1460.
[0087] The processor 1410 is configured as, for example, a CPU (Central Processing Unit), and controls the overall operation of each part of the information processing device 1400 .
[0088] Memory 1420 includes, for example, Read Only Memory (ROM) and Random Access Memory (RAM), and provides volatile or non-volatile storage of various data such as programs executed by processor 1410, and provides a working area for processor 1410 to execute programs.
[0089] The storage 1430 includes, for example, a hard disk drive (HDD) or a solid state drive (SSD), and stores various types of data in a non-volatile manner.
[0090] The input / output interface 1440 controls the input of data to the information processing device 1400 from input devices (input sections) such as a touch panel and a pointing device such as a mouse, a game controller, a keyboard, a microphone, a GPS, and various sensors (acceleration sensors, optical sensors, pressure sensors, air pressure sensors, etc.), and the output of data from the information processing device 1400 to output devices (output sections) such as a display (display device), a speaker (acoustic device), and an actuator (a driving device for feeding back vibrations or tactile sensations, etc. to a user).
[0091] The communication interface 1450 enables the information processing device 1400 to communicate with other devices.
[0092] The functional configurations (see FIGS. 2 and 3) possessed by the terminal device 110 and the server device 120 according to the embodiment are realized as functional modules in cooperation with hardware and software as a result of the processor 1310 executing a program previously stored in the memory 1320 or the storage 1330. However, in the embodiment, some or all of the functional modules shown in FIGS. 2 and 3 may be realized only by hardware such as a dedicated circuit. Furthermore, in the embodiment, at least some of the functional modules shown in FIG. 2 may be realized on the server device 120 side, and at least some of the functional modules shown in FIG. 3 may be realized on the terminal device 110 side.
[0093] It should be noted that the above-mentioned programs do not necessarily need to be stored in advance in the memory 1420 or the storage 1430. For example, the above-mentioned programs may be provided as a computer program product recorded in an installable or executable format on a computer-readable medium, such as various magnetic disks such as a flexible disk (FD) or various optical disks such as a digital versatile disk (DVD).
[0094] The above-mentioned program may be provided or distributed via a network such as the Internet. In other words, the above-mentioned program may be provided in a state where it is stored on a computer connected to a network such as the Internet and is available for download via the network.
[0095] Although the embodiments of the present disclosure have been described above, these embodiments are presented as examples and are not intended to limit the scope of the invention. These novel embodiments can be implemented in various other forms, and various omissions, substitutions, and modifications can be made without departing from the gist of the invention. These embodiments and their modifications are included in the scope or gist of the invention, and are included in the invention and its equivalents described in the claims. [Explanation of symbols]
[0096] 110 Terminal Equipment 120 Server device 201 Reception department 202 Management Department 203 Game control processing unit 204 Display processing unit 301 Authentication processing part 302 Management Department 303 Game control processing unit
Claims
1. Managing a first event that can grant a first reward to a user at predetermined intervals in response to a first condition based on execution of a game being satisfied; Varying a predetermined parameter each time the first condition is satisfied, and varying the content of the first reward in accordance with the predetermined parameter; notifying the user of a change in content of the first reward in response to the change in the predetermined parameter; initializing the predetermined parameters for each predetermined period of time; When the predetermined period of time has elapsed since the predetermined parameter was initialized or when the predetermined parameter has reached a predetermined value, granting the first reward to the user; A program for causing a computer to execute the following.
2. managing a second event for granting a second reward, the second reward being different from the first reward and the content of which does not change, to the user for each predetermined period in response to a second condition that is a part of the first condition being satisfied; The program according to claim 1 , for causing the computer to execute the steps of:
3. When notifying the user of a change in content of the first reward corresponding to a change in the predetermined parameter, an image including a first image showing a current content of the first reward and a second image showing a current content of the first reward is output. The program according to claim 1 , for causing the computer to execute the steps of:
4. changing a predetermined parameter every time the first condition is satisfied based on a list previously set to indicate a correspondence between a plurality of conditions included in the first condition and an amount by which the predetermined parameter is changed in response to each of the plurality of conditions being satisfied, and changing the content of the first reward in response to the predetermined parameter. The program according to claim 1 , for causing the computer to execute the steps of:
5. Managing a first event that can grant a first reward to a user at predetermined intervals in response to a first condition based on execution of a game being satisfied; Varying a predetermined parameter each time the first condition is satisfied, and varying the content of the first reward in accordance with the predetermined parameter; notifying the user of a change in content of the first reward in response to the change in the predetermined parameter; initializing the predetermined parameters for each predetermined period of time; When the predetermined period of time has elapsed since the predetermined parameter was initialized or when the predetermined parameter has reached a predetermined value, granting the first reward to the user; A method comprising:
6. Manage a first event that can grant a first reward to a user at predetermined intervals in response to a first condition based on execution of a game being satisfied; changing a predetermined parameter each time the first condition is satisfied, and changing the content of the first reward in accordance with the predetermined parameter; notifying the user of a change in content of the first reward in response to the change in the predetermined parameter; Initializing the predetermined parameters for each predetermined period of time; When the predetermined period of time has elapsed since the predetermined parameter was initialized or when the predetermined parameter has reached a predetermined value, the first reward is granted to the user. The system is configured as follows:
Citation Information
Patent Citations
Game device and program
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Program, information processing device, game server, and game system
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