Information processing device, information processing method and program
Patent Information
- Application Number
- JP2024215893
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-12-10
- Publication Date
- 2025-02-21
- Estimated Expiration
- 2041-08-26
AI Technical Summary
【0007】 本発明によれば、ゲームイベントに参加するユーザのモチベーションを維持させることを可能とする技術を提供することができる。
Smart Images

Figure 2025026658000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to an information processing device, an information processing method, and a program. [Background technology]
[0002] There is known a game in which a player clears a quest using a team of multiple characters called a deck. For example, Patent Document 1 discloses a game in which a player executes a quest using a player character owned by the player. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2020-044320 A Summary of the Invention [Problem to be solved by the invention]
[0004] Among the above games, there are games in which points are awarded by clearing game events and the collected points can be exchanged for game objects. In such games, having many users continue to participate in game events leads to the revitalization of the game. However, if a user exchanges all of the awarded points for game objects, there is a possibility that the user will lose motivation to participate in future game events.
[0005] Therefore, an object of the present invention is to provide a technique that enables users participating in a game event to maintain their motivation. [Means for solving the problem]
[0006] An information processing device according to one embodiment of the present invention has a control unit that controls game value granted to a user by playing a specified game event so that it can be exchanged for a plurality of game objects, and the control unit restricts the exchange of the user's game value with the plurality of game objects when, for each partial period constituting a specified period in which the user's game value can be exchanged with the plurality of game objects, an exchange record of the user's game value being exchanged with at least one of the plurality of game objects satisfies a specified condition. Effect of the Invention
[0007] According to the present invention, it is possible to provide a technique that makes it possible to maintain the motivation of users participating in a game event. [Brief description of the drawings]
[0008] [Figure 1] FIG. 1 is a diagram illustrating an example of a system configuration of a game system according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a diagram illustrating an example of the hardware configuration of a game server and a terminal. [Diagram 3] FIG. 2 is a diagram illustrating an example of a functional block configuration of a game server. [Figure 4] FIG. 2 is a diagram illustrating an example of a functional block configuration of a terminal. [Diagram 5] 11A and 11B are diagrams illustrating an example of a user management DB and an exchange history DB. [Figure 6] 13 is a flowchart showing an example of a processing procedure for granting points to a user. [Figure 7] 13 is a flowchart showing an example of a processing procedure for exchanging points for a game object. [Figure 8] FIG. 13 is a diagram illustrating an example of setting a partial period. [Figure 9] FIG. 13 is a diagram showing an example of a game screen. [Figure 10] FIG. 13 is a diagram showing an example of a game screen. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS The present invention will be described with reference to the accompanying drawings, in which the same reference numerals denote the same or similar configurations.
[0010] <System configuration> Fig. 1 is a diagram showing an example of a system configuration of a game system 1 according to this embodiment. The game system 1 shown in Fig. 1 includes a game server 10 and a plurality of terminals 20. The game server 10 and the terminals 20 are connected to each other so as to be able to communicate with each other via a communication network N such as the Internet, an intranet, a wireless LAN, or mobile communication.
[0011] The game server 10 is a device that performs some of the functions required for the terminal 20 to provide a game, such as managing various information related to users and executing some of the game processing. The game server 10 may be composed of one or more information processing devices or computers, or may be composed of a virtual server (such as a cloud server).
[0012] The terminal 20 is an information processing device that provides a game to a user, and the user can play the game according to this embodiment by operating the terminal 20. The terminal 20 is, for example, a computer such as a mobile phone (including a smartphone), a tablet, a personal computer, an arcade game device, or a consumer game device. The terminal 20 is equipped with a GPS. The mobile terminal notifies the game server 10 of its own position detected using the Global Positioning System (GPS) or the like.
[0013] <Game Overview> Next, an overview of the game provided by the game system 1 according to this embodiment will be described. In the game provided by the game system 1, a game event that can be played within a predetermined period is held. The game event may include, for example, one or more quests that can be played within a predetermined period. In addition to the above quests, the game event may include various events that are performed in the game, such as a lottery game in which a game object is drawn by lottery and given to a player, matching for multiplay in the game, deck composition used in a quest, and synthesis or sale of game objects owned by a player. In this embodiment, a quest that is unrelated to a game event is called a "normal quest" or a "first quest". In addition, a quest associated with a game event (i.e., a quest provided within a game event) is called an "event quest" or a "second quest". In addition, when there is no particular distinction between a normal quest and an event quest, it is called a "quest". In addition, the game event in this embodiment may be called a "predetermined game event" to distinguish it from various game events provided in the game.
[0014] A quest is a term meaning a task that can be cleared by satisfying certain predetermined conditions. A quest is also generally called a search, a task, an event, or a mission. A player who participates in a quest can clear the quest by satisfying the certain conditions. Note that, as will be described later in detail, in this embodiment, quest and mission are not used in the same sense, but are used in different senses.
[0015] A deck is a term meaning a group of multiple game objects. When performing a quest, the user organizes a deck from multiple game objects and performs the quest. The game objects that organize the deck may be, for example, characters or game cards owned by the player. In this embodiment, the user's execution of a game or quest may be referred to as playing a game or playing a quest.
[0016] In a game event, a player is presented with multiple tasks (hereinafter referred to as "missions") that can be achieved by satisfying certain conditions. A mission may be a task that can be achieved while playing a quest. For example, the mission may be "defeat at least one monster within three turns" or "defeat all monsters within five minutes." A mission may also be a task that can be achieved by clearing a quest. For example, the mission may be "clear XX quest" or "clear a quest with a deck containing YY character."
[0017] A player can acquire game value according to the number of missions that the player has completed among a plurality of missions. The game value is a value that can be expressed numerically, and may include, for example, points, points, and scores. Furthermore, the player can exchange the acquired game value for game objects that can be used in the game. Exchangeable game objects include, for example, items, characters, and game cards.
[0018] That is, game value is awarded to users who complete missions in a game event. The more missions a user completes while playing the game event during the period in which the game event is held, the more game value the user can acquire. Furthermore, the more game value the user acquires, the more game objects the user can exchange it for.
[0019] A player can exchange the game value acquired in a game event for a game object for a predetermined period of time. In this embodiment, the predetermined period of time is referred to as an "exchangeable period." The exchangeable period may be the same as the period during which the game event is held, or may be longer than the period during which the game event is held. In other words, even after the game event ends, a player may be able to exchange the game value acquired in the game event for a certain period of time.
[0020] In this embodiment, the exchangeable period is divided into a plurality of periods. In this embodiment, each of the divided periods is called a "partial period." When the exchange record in which the user has exchanged the game value for a game object satisfies a predetermined condition set for each partial period, the game server 10 restricts the user from exchanging the game value for a game object during the partial period in which the predetermined condition is satisfied. In other words, the user is not allowed to unconditionally exchange the game value for a game object during the exchangeable period, but is not allowed to exchange the game value for a game object when the set predetermined condition is satisfied.
[0021] <Hardware configuration> 2 is a diagram showing an example of the hardware configuration of the game server 10 and the terminal 20. The game server 10 and the terminal 20 each include a processor 11 such as a CPU (Central Processing Unit) or a GPU (Graphical Processing Unit), a storage device 12 such as a memory, an HDD (Hard Disk Drive) and / or an SSD (Solid State Drive), a communication IF for wired or wireless communication, The computer has an interface 13, an input device 14 that accepts input operations, and an output device 15 that outputs information. The input device 14 is, for example, a keyboard, a touch panel, a mouse, and / or a microphone. The output device 15 is, for example, a display, a touch panel, and / or a speaker.
[0022] <Function block configuration> (Game Server) FIG. 3 is a diagram showing an example of a functional block configuration of the game server 10. The game server 10 includes a storage unit 100 and a game control unit 110. The storage unit 100 can be realized by using a storage unit 12 included in the game server 10. The game control unit 110 can be realized by the processor 11 of the game server 10 executing a program stored in the storage unit 12. The program can be stored in a storage medium. The storage medium storing the program may be a non-transitory computer readable medium. The non-transitory storage medium is not particularly limited, and may be, for example, a storage medium such as a USB memory or a CD-ROM.
[0023] The storage unit 100 stores game data necessary for the game server 10 to execute the game. The game data includes various databases.
[0024] The game control unit 110 provides various functions necessary for executing the game. The game control unit 110 includes an execution unit 111, a control unit 112, a notification unit 113, and a display control unit 114.
[0025] The execution unit 111 executes various game events (for example, quests) provided within the game, and also awards game value to the user according to the missions the user has completed.
[0026] The control unit 112 controls the game value given to the user by playing a game event (a predetermined game event) so as to be exchangeable with a plurality of game objects. In addition, the control unit 112 restricts the exchange of the user's game value with the plurality of game objects when an exchange record of exchanging the user's game value with at least one of the plurality of game objects satisfies a predetermined condition for each partial period constituting a predetermined period during which the user's game value can be exchanged with the plurality of game objects.
[0027] The notification unit 113 provides a predetermined notification to the user. The notification may be provided by displaying an icon or a message on the game screen displayed on the user's terminal 20. Furthermore, the notification unit 113 may provide a predetermined notification to the user before the exchange of the game value for the game object during the partial period is restricted.
[0028] The display control unit 114 causes various screens in the game to be displayed on the display of the terminal 20. Furthermore, the display control unit 114 may display on the screen those missions that the user can accomplish, among a plurality of missions presented in a game event.
[0029] (Terminal) FIG. 4 is a diagram showing an example of a functional block configuration of the terminal 20. The terminal 20 includes a storage unit 200, a communication unit 201, a UI (User Interface) unit 202, and a game control unit 203. The storage unit 200 can be realized by using a storage unit 12 provided in the terminal 20. The communication unit 201, the UI unit 202, and the game control unit 203 can be realized by the processor 11 of the terminal 20 executing a program stored in the storage unit 12. The program can be stored in a storage medium. The storage medium storing the program may be a computer-readable non-transitory storage medium. The non-transitory storage medium is not particularly limited, and may be, for example, a storage medium such as a USB memory or a CD-ROM.
[0030] The storage unit 200 stores game data necessary for the game control unit 203 to execute the game. The game data includes image data of objects, a game scenario, and the like.
[0031] The communication unit 201 has a function of performing various communications with the game server 10 using the communication IF 13 .
[0032] The UI unit 202 has a function of accepting various inputs from a user and displaying various game screens on the display. The UI unit 202 also displays the game screen on the output device 15 (display) of the terminal 20 according to instructions from the game server 10.
[0033] The game control unit 203 provides various functions necessary for executing the game by cooperating with the game server 10. For example, the game control unit 203 provides a function for acquiring various information (icon image data, text data, etc.) for drawing on the game screen from the game server 10.
[0034] Regarding the functional block configuration described above, all or some of the control unit 112, notification unit 113, and display control unit 114 included in the game server 10 may be configured to be provided in the game control unit 203 of the terminal 20. That is, various processes according to the present embodiment may be executed by the game server 10, may be executed by the terminal 20, or may be executed by the game server 10 and the terminal 20 in cooperation with each other.
[0035] <Processing Procedure> Next, a specific process performed by the game system 1 will be described. In the following description, the "game value" is assumed to be "points", but the "game value" is not limited to this and may be a game object (e.g., a game item, in-game currency, etc.).
[0036] The storage unit 100 of the game server 10 stores a user management DB (Data Base) 100a for managing game data of each user, and an exchange history DB 100b for managing the history of each user exchanging points for game objects.
[0037] FIG. 5 is a diagram showing an example of the user management DB 100a and the exchange history DB 100b. The user management DB 100a stores, in association with each other, for example, a user ID that uniquely identifies a user, a nickname used as a user name in the game, a friend registration list that indicates other users who are friends, location information that indicates the location of the terminal 20 used by the user, the user's experience value, rank, stamina, and various parameters such as the number of points owned by the user. The exchange history DB 100b stores, in association with each other, a user ID that uniquely identifies a user, a timestamp that indicates the date and time when the user exchanged points for a game object, the number of points exchanged for the game object, and information indicating the exchanged game object (such as an identifier or name of the game object). For example, in the example of FIG. 5, it is recorded that the user (U100) exchanged 50 points for game object A at 22:00 on October 1, 2021.
[0038] FIG. 6 is a flowchart showing an example of a processing procedure for awarding points to a user.
[0039] In step S10, the execution unit 111 accepts from the user (terminal 20) a selection of a quest to be played and a deck to be used in the quest. For example, the execution unit 111 may accept a selection of one or more characters to be organized into a deck from among a plurality of characters owned by the player, or may accept a deck to be used in the quest from among pre-set decks.
[0040] In step S11, the execution unit 111 executes the quest selected in the processing procedure of step S10.
[0041] In step S12, after the user clears the quest, the execution unit 111 gives the user points according to the number of missions the user has completed (number of completed missions). Missions are set in association with event quests, and the number of missions completed by the user may be counted for each event quest. Furthermore, the missions set for each event quest may be the same or different. For example, missions 1 to 6 may be associated with event quest A, and missions 7 to 10 may be associated with event quest B.
[0042] In addition, a mission may be set for each game event, and the number of missions that the user has completed may be the cumulative number of missions that the user has completed during the period in which the game event can be played. For example, missions 1 to 100 may be associated with each game event.
[0043] 7 is a flowchart showing an example of a processing procedure for exchanging points for a game object. The processing procedure in FIG. 7 is executed when the game server 10 receives an instruction from a user to exchange points for a game object.
[0044] In step S20, the control unit 112 determines whether or not the exchange record of exchanging the user's points with at least one of the multiple game objects during the partial period satisfies a predetermined condition. If the exchange record satisfies the predetermined condition, the process proceeds to step S21. If the exchange record does not satisfy the predetermined condition, the process proceeds to step S22.
[0045] In step S21, the control unit 112 restricts the user from exchanging points for game objects. Examples of restricting the exchange of points for game objects include, but are not limited to, prohibiting the exchange of points for game objects, increasing the number of points required to exchange points for game objects, and reducing the types of exchangeable game objects.
[0046] In step S22, the control unit 112 exchanges the points for a game object in accordance with the user's instruction. The number of points required for the exchange is determined in advance for each game object. The control unit 112 also records the fact that the points have been exchanged for a game object in the exchange history DB 100b.
[0047] FIG. 8 is a diagram showing an example of partial periods. A plurality of partial periods are set in the exchangeable period. For example, the exchangeable period may be eight days starting from a predetermined time (e.g., midnight), and each partial period may be 24 hours (i.e., one day) starting from the predetermined time (e.g., midnight). Note that the start time is merely an example and can be set arbitrarily. For example, the start time may be 7 a.m. or 10 p.m.
[0048] Furthermore, the partial periods do not necessarily have to be equal intervals between the exchangeable period. For example, the partial periods in the first half and the second half of the game event may be set to different lengths.
[0049] <Example> Next, a more specific processing procedure will be described for the embodiment described above. Note that the multiple specific examples described below can be arbitrarily combined.
[0050] (Specific examples of exchange records satisfying the specified conditions) [Example 1] The exchange record may satisfy a predetermined condition when the number of times that a user exchanges points for game objects during a certain partial period reaches a predetermined upper limit.
[0051] That is, the control unit 112 may control so that points cannot be exchanged for game objects in a certain partial period (first partial period) after the cumulative number of times that the user has exchanged points for game objects in the certain partial period (first partial period) reaches the upper limit number of times that points can be exchanged for game objects. Note that "controlling so that points cannot be exchanged for game objects" means that exchange with points is restricted regardless of whether the game object has already been exchanged in the first partial period. Also, for example, in a case where an exchangeable number is set for each of a plurality of game objects, when the cumulative number of times that points have been exchanged for at least one of the plurality of game objects has not reached the upper limit number, control is performed so that points can be exchanged for game objects whose exchangeable number is 1 or more, and when the cumulative number of times that points have been exchanged for at least one of the plurality of game objects has reached the upper limit number, exchange with points is restricted even for game objects whose exchangeable number is 1 or more.
[0052] For example, assume that the upper limit number of times that points can be exchanged for game objects is set to three for each partial period. In this case, when a user desires to exchange points for game objects, if the cumulative number of times that the user has exchanged points for game objects in the partial period corresponding to the current date and time is three, control unit 112 does not exchange the points for game objects. On the other hand, when a user desires to exchange points for game objects, if the cumulative number of times that the user has exchanged points for game objects in the partial period corresponding to the current date and time is less than three, control unit 112 exchanges the points for game objects.
[0053] Since a user cannot exchange points for game objects more than the upper limit number of times set for each partial period, in order to exchange the points he / she has for as many game objects as possible, he / she needs to participate in a game event for each partial period, which makes it possible to maintain the motivation of the user to participate in the game event.
[0054] [Example 2] In the specific example 1, the predetermined upper limit number of times may be variable. For example, when a user satisfies an exchange number increase condition in a certain partial period (first partial period), the control unit 112 may increase the upper limit number of times points can be exchanged for game objects in the partial period (first partial period) or in a partial period (second partial period) following the partial period. In addition, the control unit 112 may set the exchange number increase condition to be the same for all users, or may set it to different conditions for the first user and the second user (i.e., may set different conditions for at least some users).
[0055] The exchange number increase condition may be, for example, that the number of times of logging in to the game or the number of times of logging in to a game event is equal to or greater than a predetermined number. Also, the exchange number increase condition may be that the cumulative number of times the user has exchanged items for game objects in a predetermined period (which may be, for example, a partial period or a period different from the partial period) has reached an upper limit. Alternatively, the exchange number increase condition may be that the user has played or cleared a specific quest, that the user has accomplished a specific mission, or that the user has used a specific item. Also, the control unit 112 may determine whether or not the exchange number increase condition is satisfied for each partial period.
[0056] Furthermore, the subsequent partial period may be the sub-period following the current sub-period, or may be multiple consecutive (or non-consecutive) sub-periods following the current sub-period. For example, in FIG. 8, if the current period corresponds to sub-period 3, the subsequent partial period may be the next sub-period (sub-period 4), or sub-periods 4 to 6, or all sub-periods after sub-period 4 (sub-periods 4 to 8), or sub-periods 5 and 8.
[0057] For example, if the cumulative number of times that user A exchanges items for game objects in sub-period 2 and sub-period 5 reaches the upper limit (i.e., if the condition for increasing the exchange number is met in sub-period 2 and sub-period 5), the control unit 112 may exchange the item for a game object up to the upper limit + 1 time in sub-period 3, which is after sub-period 2, and in sub-period 6, which is after sub-period 5.
[0058] Also, for example, if the cumulative number of times that user B exchanges items for game objects in partial period 3 and partial period 7 reaches the upper limit (i.e., if the condition for increasing the exchange number is met in partial period 3 and partial period 7), the control unit 112 may exchange the item for a game object up to the upper limit + 1 time in partial period 4, which is after partial period 3, and in partial period 8, which is after partial period 7.
[0059] [Example 3] The exchange record may satisfy the predetermined condition when the accumulated value of points exchanged by the user for game objects in a certain partial period reaches a predetermined value. That is, the control unit 112 may perform control so that the game value cannot be exchanged for game objects in a certain partial period (first partial period) after the accumulated value of game value exchanged by the user for game objects in the certain partial period (first partial period) reaches a predetermined value.
[0060] For example, assume that the upper limit of points exchangeable for game objects is set to 100 for each partial period. In other words, assume that the user can exchange up to 100 points for game objects for each partial period. Also assume that the partial period is set to 24 hours starting at midnight. In this case, when the user desires to exchange 10 points for game object D, if the user has already exchanged 100 points for game objects in the partial period corresponding to the current date and time, the control unit 112 does not exchange the points for game object D. On the other hand, when the user desires to exchange points for game objects, if the user has already exchanged 50 points for game objects in the partial period corresponding to the current date and time, the control unit 112 exchanges 10 points for game object D.
[0061] Since a user cannot exchange more than the number of points set for each partial period for game objects, in order to exchange the points he or she possesses for as many game objects as possible, the user needs to participate in a game event for each partial period, which makes it possible to maintain the motivation of the user to participate in the game event.
[0062] [Example 4] The exchange record satisfying the predetermined condition may be a case where the user exchanges points for a specific game object among multiple game objects in a certain partial period. That is, the control unit 112 may perform control such that after the user exchanges the game value for a specific game object among multiple game objects in a certain partial period (first partial period), the game value cannot be exchanged for a game object in the certain partial period (first partial period). On the other hand, the control unit 112 may perform control such that the game value can be exchanged for any game object among multiple game objects in the certain partial period (first partial period) until the user exchanges the game value for a specific game object in the certain partial period (first partial period).
[0063] For example, it is assumed that the specific game object is a game object X. It is also assumed that the game object X is a rare item that is difficult to obtain. In this case, when a user desires to exchange points for the game object X, if the user has already exchanged points for the game object X in the partial period corresponding to the current date and time, the control unit 112 performs control so that the points cannot be exchanged for the game object X. On the other hand, when a user desires to exchange points for the game object X, if the user has not already exchanged points for the game object X in the partial period corresponding to the current date and time, the control unit 112 performs control so that the points can be exchanged for the game object X.
[0064] Furthermore, when a user desires to exchange points for game object A, if the user has already exchanged points for game object X in the partial period corresponding to the current date and time, the control unit 112 performs control so that the points cannot be exchanged for game object A. On the other hand, when a user desires to exchange points for game object A, if the user has not already exchanged points for game object X in the partial period corresponding to the current date and time, the control unit 112 performs control so that the points can be exchanged for game object A.
[0065] After exchanging points for game object X, the user cannot exchange the points for game objects until the next partial period arrives, and therefore needs to continue participating in the game event after the next partial period in order to exchange the points in his / her possession for as many game objects X as possible. This makes it possible to maintain the motivation of the user to participate in the game event.
[0066] In addition, in Example 4, the specific game object may be selected (drawn or changed) from among a plurality of game objects for each partial period. Also, the specific game object may be selected for each user. Also, information that can identify the specific game object may not be displayed on the game screen (i.e., cannot be recognized by the user). This makes it impossible for the user to recognize that he or she has exchanged for a specific game object before exchanging for the specific game object, so that an element of luck can be added to how many game objects the user can exchange points for in a partial period, thereby improving the interest.
[0067] (Specific examples of notifications) [Example 5] In the first and second specific examples, if the cumulative number of times the user has exchanged points for game objects has not reached the upper limit, the user may be notified of certain information.
[0068] For example, if the cumulative number of times a user has exchanged points for game objects during a certain partial period (a first partial period) has not reached an upper limit and the notification condition is satisfied, the notification unit 113 may notify the user of specified information at a specified point in time before the end of the partial period (a first partial period).
[0069] The notification condition may be the presence of an exchangeable game object. For example, when a game object exchangeable with the user's points exists, the notification unit 113 may notify the user of predetermined information (such as a message encouraging the exchange of game value). In this case, the predetermined information may be, for example, a message indicating that a game object exchangeable with points exists, or a message indicating the name of the game object exchangeable with points. This allows the user to notice that an exchangeable game object exists within the partial period, and makes it possible to avoid forgetting to exchange the game object.
[0070] The notification condition may also be that an event quest exists for which points can be acquired. For example, when there is no game object exchangeable with the user's points but an event quest exists for which points can be acquired, the notification unit 113 may notify the user of predetermined information (such as a message encouraging the acquisition of game value). When an event quest exists for which points can be acquired, the event quest may be an event quest that is playable by the user and from which points can be acquired. The playable event quest may also be a quest that satisfies the condition that the user possesses at least a predetermined game value that is consumed when playing the event quest.
[0071] In this case, the predetermined information may be, for example, a message indicating the existence of an event quest for which points can be obtained, or a message indicating the name of the event quest for which points can be obtained. This allows the user to obtain more points, and also increases the motivation of the user to participate in the game event.
[0072] The predetermined time point may be, for example, the time point when half of the partial period has elapsed. For example, if the partial period is 24 hours, the notification unit 113 may notify the predetermined information when 12 hours have elapsed in the partial period. Also, there may be multiple predetermined time points. For example, the notification unit 113 may be configured to notify the predetermined information when 12 hours have elapsed and when 18 hours have elapsed in the partial period.
[0073] (Providing benefits by exchanging more game objects) [Example 6] The control unit 112 may update the set of game objects that the user can exchange for points, based on the number of times the user has exchanged points for game objects during a predetermined period of time.
[0074] For example, the control unit 112 may allow points to be exchanged for a game object of higher value when the number of exchanges is large compared to when the number of exchanges is small. More specifically, the control unit 112 may control the points to be exchangeable for a first game object when the number of times the user has exchanged points for game objects in a predetermined period is a first number, and control the game value to be exchangeable for a second game object when the number of times the user has exchanged points for game objects in the predetermined period is a second number, the second number being greater than the first number, and the second game object being more valuable than the first game object.
[0075] A high value of a game object may mean, for example, that the game object is rarity, that the game object has a high value of a game parameter (e.g., attack power, defense power, HP, skill, luck, experience points, etc.), that the number of points required to exchange for the game object is large, and / or that the period during which the game object is available is short.
[0076] The predetermined period may be the same as the partial period, may be the same as a series of multiple partial periods, or may be the same as the period during which the game event is provided.
[0077] For example, assume that in a given period of time, user A exchanges points for game objects three times, and user B exchanges points for game objects ten times, in which case user B may be able to exchange points for game objects of greater value.
[0078] This allows users to obtain more valuable game objects by collecting more points and exchanging them for more game objects, thereby increasing users' motivation to play event quests and continue to exchange points.
[0079] [Example 7] The control unit 112 may change the number of points required to exchange for a predetermined game object based on the number of times the user has exchanged points for a game object during a predetermined period.
[0080] For example, the control unit 112 may allow the points to be exchanged for game objects at a lower price as the number of exchanges increases. More specifically, the control unit 112 may set the points required for exchanging for a predetermined game object to third points (third game value) when the number of times the user has exchanged points for game objects in a predetermined period is a third number, and set the points required for exchanging for the predetermined game object to fourth points (fourth game value) when the number of times the user has exchanged points for game objects in the predetermined period is a fourth number, the fourth number being greater than the third number and the fourth points being less than the third points (the fourth game value being less in value than the third game value).
[0081] The predetermined period may be the same as the partial period, may be the same as a series of multiple partial periods, or may be the same as the period during which the game event is provided.
[0082] For example, assume that in a given period, user A exchanges points for game objects three times, and user B exchanges points for game objects ten times. In this case, user B may be able to exchange points for game objects with fewer points. For example, user A may need 50 points to exchange for game object A, whereas user B may need only 30 points to exchange for game object A.
[0083] This allows users to acquire game objects at a cheaper cost by collecting more points and exchanging them for more game objects, thereby increasing the user's motivation to play event quests.
[0084] <Screen display example> FIG. 9 is a diagram showing an example of a game screen. The display control unit 114 may display missions that have been completed by the user and missions that have not been completed in a distinguishable manner during or after playing an event quest. The completed mission list screen M10 is a screen that indicates whether or not the user has completed each mission prepared for the game event. For example, the display control unit 114 may display the completed mission list screen M10 when a predetermined button is pressed in the event quest screen or after the event quest ends. In addition, when there is a newly completed mission, the display control unit 114 may display the number of points that the user will acquire by completing the mission (in the example of FIG. 9, 2 points are acquired by completing mission 1).
[0085] The point exchange screen M29 is a screen for exchanging points for game objects. The number of exchanges available today indicates the number of exchanges available in the partial period corresponding to the current time. The example in FIG. 9 indicates that the partial period is set to 24 hours from midnight to the next midnight (i.e., the number of exchanges available is reset at midnight). When the user presses the "Exchange" button for the game object they wish to exchange, the points the user possesses are exchanged for the game object.
[0086] FIG. 10 is a diagram showing an example of a game screen. For example, the display control unit 114 may display achievable missions in a quest specified by the user among game events (among game events). The quest selection screen M30 is a screen that accepts the selection of an event quest from the user. When the display control unit 114 accepts the designation of an event quest from the user on the quest selection screen M30, it displays an achievable mission list screen M40. The achievable mission list screen M40 displays one or more missions that the user can achieve in the specified event quest. Note that the achievable mission list screen M40 may display specific content of each mission. This allows the user to easily grasp which missions can be achieved in which event quests, and therefore it is possible to motivate the user to play an event quest in which a mission can be achieved.
[0087] <Summary> According to the embodiment described above, the game server 10 is configured to restrict the exchange of the user's game value with at least one of the plurality of game objects when the exchange record of the user's game value with at least one of the plurality of game objects for each partial period satisfies a predetermined condition, thereby making it possible to maintain the motivation of the user to participate in the game event over a plurality of partial periods.
[0088] The above-described embodiment is intended to facilitate understanding of the present invention, and is not intended to limit the present invention. The flow charts, sequences, elements included in the embodiment, and their arrangements, materials, conditions, shapes, sizes, etc. described in the embodiment are not limited to those exemplified, and may be modified as appropriate.
[0089] <Additional Notes> <Appendix 1> a control unit that controls a game value provided to a user by playing a predetermined game event so as to be exchangeable with a plurality of game objects; the control unit restricts exchange of the user's game value with the multiple game objects when an exchange record of exchanging the user's game value with at least one of the multiple game objects satisfies a predetermined condition for each partial period constituting a predetermined period during which the user's game value and the multiple game objects can be exchanged; Information processing device.
[0090] According to Supplementary Note 1, it is possible to provide a technique that enables users participating in a game event to maintain their motivation.
[0091] <Appendix 2> the control unit performs control so that the game value cannot be exchanged for the game object during the first partial period after a cumulative number of times the user has exchanged the game value for the game object during the first partial period reaches an upper limit number of times the game value can be exchanged for the game object. 2. An information processing device according to claim 1.
[0092] According to Supplementary Note 2, after the cumulative number of times that game value has been exchanged for game objects reaches the upper limit, the user will no longer be able to exchange game value for game objects during the partial period, thereby making it possible to maintain the user's motivation to play the game in the next partial period and thereafter.
[0093] <Appendix 3> When the user satisfies a condition for increasing the number of exchanges in the first partial period, the control unit increases the upper limit number of times in the first partial period or in a second partial period following the first partial period. 3. An information processing device according to claim 2.
[0094] According to Appendix 3, when the condition for increasing the exchange number is met, the maximum number of times that exchanges can be made increases, thereby increasing the motivation of users to collect more game value and exchange it for game objects.
[0095] <Appendix 4> The control unit sets the exchange number increase condition to different conditions for a first user and a second user. 4. The information processing device according to claim 3.
[0096] According to Appendix 4, it becomes possible to set the exchange number increase condition to a different condition for at least some users.
[0097] <Appendix 5> A notification unit that notifies a user of predetermined information at a predetermined time before the end of the first partial period when the cumulative number of times has not reached the upper limit number and a notification condition is satisfied during the first partial period. 5. The information processing device according to any one of claims 2 to 4.
[0098] According to Supplementary Note 5, it is possible to inform users who can exchange game value for game objects during a partial period before the partial period ends of that fact. This makes it less likely that users will miss the opportunity to exchange game value for game objects.
[0099] <Appendix 6> the notification unit notifies the user of the predetermined information when a game object exchangeable with the user's game value is present as the notification condition. 6. The information processing device according to claim 5.
[0100] According to Supplementary Note 6, it becomes possible to make the user aware of the existence of game objects that can be exchanged for game value.
[0101] <Appendix 7> the notification unit notifies the user of the predetermined information when the notification condition is that there is no game object exchangeable with the user's game value but there is a game event by which the user can obtain the game value. 7. The information processing device according to claim 5 or 6.
[0102] According to Supplementary Note 7, it is possible to make the user aware that although there are no exchangeable game objects, there are game events in which game value can be obtained.
[0103] <Appendix 8> the game value is granted to the user by completing a mission in the predetermined game event; A display control unit that displays an achievable mission in a specified quest among the predetermined game events, 8. The information processing device according to any one of claims 1 to 7.
[0104] According to Appendix 8, it will be possible to display the missions that can be completed in a specified game event.
[0105] <Appendix 9> the control unit updates a set of game objects that the user can exchange for the game value based on the number of times the user has exchanged the game value for the game object during the predetermined period. An information processing device according to any one of appendix 1 to 8.
[0106] According to Supplementary Note 9, it becomes possible for a user to update game events that can be exchanged for game value based on the number of times the user has exchanged game value for game objects.
[0107] <Appendix 10> The control unit is When the number of times that the user has exchanged the game value for the game object during the predetermined period is a first number of times, the game value is controlled to be exchangeable with a first game object; When the number of times that the user has exchanged the game value for the game object during the predetermined period is a second number of times, the game value is controlled to be exchangeable with a second game object; The second number of times is greater than the first number of times, the second game object is of greater value than the first game object; 10. The information processing device according to any one of claims 1 to 9.
[0108] According to Appendix 10, if the game value is exchanged for game objects more frequently, it becomes possible to exchange it for a game object of higher value than if the game value is exchanged for game objects less frequently.
[0109] <Appendix 11> the control unit changes the game value required to be exchanged for a predetermined game object based on the number of times the user has exchanged the game value for a game object during the predetermined period. 11. The information processing device according to any one of claims 1 to 10.
[0110] According to Appendix 11, it becomes possible to change the game value required when exchanging it for a game object, based on the number of times the game value has been exchanged for a game object.
[0111] <Appendix 12> The control unit is when the number of times that the user has exchanged the game value for the game object during the predetermined period is a third number, the game value required for exchanging the game value for the predetermined game object is set as a third game value; when the number of times that the user has exchanged the game value for the game object during the predetermined period is a fourth number, the game value required for exchanging the game value for the predetermined game object is set as a fourth game value; The fourth number is greater than the third number, the fourth game value is less than the third game value; 12. The information processing device according to claim 11.
[0112] According to Supplementary Note 12, it is possible to reduce the amount of game value required when exchanging it for a game object if the number of times that game value has been exchanged for a game object is large, compared to if the number of times is small.
[0113] <Appendix 13> the control unit performs control so that the game value cannot be exchanged for the game object during the first partial period after an accumulated value of the game value exchanged for the game object during the first partial period reaches a predetermined value. 2. An information processing device according to claim 1.
[0114] According to Supplementary Note 13, it becomes possible to restrict the exchange of game value for game objects based on the accumulated value of game value exchanged for game objects.
[0115] <Appendix 14> the control unit controls the game value so that, after a user exchanges the game value for a specific game object among the plurality of game objects during a first partial period, the user cannot exchange the game value for a game object during the first partial period. 2. An information processing device according to claim 1.
[0116] According to Appendix 14, it becomes possible to restrict the exchange of game value for a game object based on the user having exchanged game value for a specific game object.
[0117] <Appendix 15> A step in which the information processing device controls a game value, which is given to a user by playing a predetermined game event, so as to be exchangeable with a plurality of game objects; a step in which the information processing device restricts exchange of the user's game value with the multiple game objects when an exchange record of exchanging the user's game value with at least one of the multiple game objects satisfies a predetermined condition for each partial period constituting a predetermined period during which the user's game value and the multiple game objects can be exchanged; An information processing method comprising the steps of:
[0118] According to Addendum 15, it is possible to provide a technology that enables users participating in a game event to maintain their motivation.
[0119] <Appendix 16> A step of controlling a game value provided to a user by playing a predetermined game event so as to be exchangeable with a plurality of game objects; a step of restricting exchange of the user's game value with the multiple game objects when an exchange record of exchanging the user's game value with at least one of the multiple game objects satisfies a predetermined condition for each partial period constituting a predetermined period during which the user's game value and the multiple game objects can be exchanged; A program for causing a computer to execute the following.
[0120] According to Supplementary Note 16, it is possible to provide a technology that enables users participating in a game event to maintain their motivation. [Explanation of symbols]
[0121] 1...game system, 10...game server, 11...processor, 12...storage device, 13...communication IF, 14...input device, 15...output device, 20...terminal, 100...storage unit, 100a...user management DB, 100b...exchange history DB, 110...game control unit, 111...execution unit, 112...control unit, 113...notification unit, 114...display control unit, 200...storage unit, 201...communication unit, 202...UI unit, 203...game control unit
Claims
[Claim 1] a control unit that controls a game value provided to a user by playing a predetermined game event so as to be exchangeable with a plurality of game objects; the control unit restricts exchange of the user's game value with the multiple game objects when an exchange record of exchanging the user's game value with at least one of the multiple game objects satisfies a predetermined condition for each partial period constituting a predetermined period during which the user's game value and the multiple game objects can be exchanged; Information processing device.
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