Information processing system, information processing device, information processing program, and information processing method
Patent Information
- Application Number
- JP2023133516
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-08-18
- Publication Date
- 2025-03-03
- Estimated Expiration
- 2043-08-18
Smart Images

Figure 2025028601000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to an information processing system, an information processing device, an information processing program, and an information processing method, and in particular to an information processing system, an information processing device, an information processing program, and an information processing method for executing information processing in a game. [Background technology]
[0002] As a game that can be executed on a player terminal such as a smartphone, a game that uses game media such as a large number of items and characters is known. In such a game, the acquisition and collection of game media can be an element that creates interest in the game. Therefore, in the technical field related to such games, various attempts have been proposed to stimulate players' desire to acquire game media.
[0003] For example, Patent Document 1 discloses a practice mode in which a player can try out newly added game media. According to Patent Document 1, the appeal of the newly added game media can be conveyed to the player through the practice mode, thereby stimulating the player's desire to acquire the game media. Patent Document 2 discloses a lottery system (so-called gacha) for acquiring game media using paid or unpaid in-game currency. By stimulating the player's gambling spirit with such a lottery system, it is expected that the player's motivation will be improved. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Patent Publication No. 2021-041190 [Patent Document 2] JP 2019-198727 A Summary of the Invention [Problem to be solved by the invention]
[0005] However, even if the above-mentioned technology is applied to stimulate a desire to acquire game media, when a player selects game media to use in a game, the player may have a bias in his / her selection. The bias in the game media used in a game is thought to be caused not only by the characteristics of the game media (for example, parameters representing the strength of a character) and rarity, but also by the preferences of each player. If a bias occurs in the game media used in a game, there is a concern that the player may become bored with the game, and the player's interest in the game may decrease.
[0006] The present invention has been made in consideration of the above circumstances, and an object of an exemplary embodiment of the present invention is to provide an information processing system, an information processing device, an information processing program, and an information processing method that can increase a player's interest in a game. [Means for solving the problem]
[0007] In order to achieve the above object, an information processing system according to the present invention comprises: a player information storage unit that stores information on game content owned by each player; a preparation processing unit that accepts an operation of selecting at least one of the game media to be used by each of the players in the game; a game processing unit that executes the game using at least one of the game media selected by the preparation processing unit, the information on the game content stored in the player information storage unit includes data on the usage status of the game content for each of the players; The preparation processing unit identifies unused game media based on the data regarding the usage status, and when the unused game media is selected, decides to grant a bonus for playing the game using the unused game media.
[0008] By providing an information processing system with the above features, it is possible to create opportunities to utilize unused game media, thereby increasing players' interest in the game.
[0009] In order to achieve the above object, an information processing device according to the present invention comprises: a player information storage unit that stores information on game content owned by each player; a preparation processing unit that accepts an operation of selecting at least one of the game media to be used by each of the players in the game; a game processing unit that executes the game using at least one of the game media selected by the preparation processing unit, the information on the game content stored in the player information storage unit includes data on the usage status of the game content for each of the players; The preparation processing unit identifies unused game media based on the data regarding the usage status, and when the unused game media is selected, decides to grant a bonus for playing the game using the unused game media.
[0010] By providing the information processing device with the above-mentioned features, it is possible to create opportunities to utilize unused game media, thereby increasing the player's interest in the game.
[0011] In order to achieve the above object, an information processing program according to the present invention comprises: To your computer A process of reading information on game media owned by each player from a player information storage unit that stores information on the game media; a preparation process for having each of the players select at least one of the game media to be used in a game from among the game media; a game process for executing the game using at least one of the game media selected in the preparation process; and an information processing program for executing the game. the information on the game content stored in the player information storage unit includes data on the usage status of the game content for each of the players; The preparation process causes the computer to execute a process of identifying unused game media based on the data regarding the usage status, and a process of deciding to grant a bonus for playing the game using the unused game media when the unused game media is selected.
[0012] By providing an information processing program with the above-mentioned features, it is possible to create opportunities to utilize unused game media, thereby increasing the player's interest in the game.
[0013] In order to achieve the above object, an information processing method according to the present invention comprises: The computer A process of reading information on game media owned by each player from a player information storage unit that stores information on the game media; a preparation process for having each of the players select at least one of the game media to be used in a game from among the game media; a game process for executing the game using at least one of the game media selected in the preparation process; and the information on the game content stored in the player information storage unit includes data on the usage status of the game content for each of the players; In the preparation process, the computer executes a process of identifying unused game media based on the data regarding the usage status, and, when the unused game media is selected, a process of deciding to grant a bonus for playing the game using the unused game media.
[0014] The information processing method having the above-mentioned features can create opportunities to utilize unused game media, thereby increasing players' interest in the game. [Brief description of the drawings]
[0015] [Figure 1] FIG. 1 is a block diagram illustrating an outline of the configuration of an information processing system according to one embodiment of the present invention. [Diagram 2] FIG. 2 is a block diagram illustrating an example of a hardware configuration of the server illustrated in FIG. [Diagram 3] FIG. 3 is a block diagram illustrating an example of a functional configuration of the server illustrated in FIG. [Figure 4] FIG. 4 is a block diagram showing an example of a schematic configuration of the player terminal shown in FIG. [Diagram 5] FIG. 5 is a schematic diagram showing an example of game information stored in the game information storage unit shown in FIG. [Figure 6] FIG. 6 is a block diagram illustrating an outline of the configuration of the player information storage unit shown in FIG. [Figure 7] FIG. 7 is a schematic diagram showing an example of the play-history information shown in FIG. [Figure 8A] FIG. 8A is a schematic diagram showing an example of the owned game media information shown in FIG. [Figure 8B] FIG. 8B is a schematic diagram showing an example of the owned game media information shown in FIG. [Figure 8C] FIG. 8C is a schematic diagram showing an example of the owned game media information shown in FIG. [Figure 9] FIG. 9 is a schematic diagram illustrating an example of the privilege information stored in the privilege information storage unit illustrated in FIG. [Figure 10] FIG. 10 is a schematic diagram showing an example of a screen interface when accepting the selection of game content to be used in a game. [Figure 11A] FIG. 11A is an example of a flowchart for explaining an outline of the processing executed by the preparation processing unit shown in FIG. [Figure 11B] FIG. 11B is an example of a flowchart for explaining an outline of the process executed by the preparation processing unit shown in FIG. [Figure 12] FIG. 12 is a block diagram for explaining an outline of the process for organizing a deck. [Figure 13] FIG. 13 is a schematic diagram showing an example of a screen when accepting the selection of a deck to be used in a game. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0016] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.
[0017] The information processing system 10 according to this embodiment is a system for providing various services related to games (hereinafter referred to as game services) to a player 3 via a network N such as the Internet.
[0018] The games provided by the information processing system 10 may be games that use game media, and the categories of the games provided are not particularly limited. For example, the categories of games provided by the information processing system 10 may be fighting games, puzzle games, action games, baseball games, soccer games, other sports games, quiz games, pinball games, card games, rhythm games, RPGs (role-playing games), location-based games, board games, adventure games, casino games, simulation games, strategy games, racing games, or the like.
[0019] Here, "game media" is a general term for electronic data used by the player 3 in the game. For example, cards, characters, avatars, weapons, armor, and other items are examples of game media. In the following description, it is assumed that the game media is a character, but the subject of the game media is not necessarily limited to a character. In the following description of this embodiment, some game media may be referred to as "owned game media," and "owned game media" refers to game media that each player 3 has acquired and owns by any method of acquisition.
[0020] In games provided by information processing system 10, player 3 is made to select at least one game medium to be used in the game for each game from among the owned game media, and the game is executed. Such games include games executed by having player 3 select at least one deck. In games that use a deck, player 3 is made to select multiple game media from among the owned game media before executing the game, thereby forming a deck.
[0021] The term "game unit" refers to a single unit of a game, and the term "game unit" can be expressed in terms such as quest, event, mission, course, story, scenario, chapter, dungeon, stage, battle, and match. Games provided by the information processing system 10 may include "normal games" and "special games". A "normal game" refers to a game that can be played by all players 3 using game media owned by the players themselves according to the progress of the game, without restrictions such as the game executable period and / or the number of times it can be played. On the other hand, a "special game" refers to a game other than the normal game, and may include, for example, a game that is limited by the executable period and / or the number of times it can be played, and a game that is played using game media that is not owned by each player 3.
[0022] In the information processing system 10 according to this embodiment, unused game media is identified from among the game media owned by each player 3 according to the usage history of the game media owned by each player 3, and a benefit is awarded when the player 3 plays a game using the unused game media. "Unused game media" refers to owned game media that is determined to have been used to a low degree by the owner based on a predetermined discrimination criterion, and / or owned game media that is determined to have been unused to a high degree by the owner based on a predetermined discrimination criterion.
[0023] Next, the specific configuration of each part of the information processing system 10 will be described.
[0024] 1, the information processing system 10 includes, as its main components, at least one server 20 and a plurality of player terminals 30. These main components are connected via a network N so as to be accessible to each other.
[0025] The server 20 is an information processing device used to operate and manage a game service, and is deployed at the business operator 1 that provides the game service. The server 20 as an information processing device may be, for example, a general-purpose computer such as a workstation or a personal computer, or may be constructed using cloud computing technology.
[0026] As shown in FIG. 2, the server 20 includes a processor 21, a memory 22, a storage 23, a transmitter / receiver 24, an input / output unit 25, and a bus 26.
[0027] The processor 21 includes an arithmetic processing device such as a CPU (Central Processing Unit) and / or a GPU (Graphics Processing Unit), and controls the entire server 20 and controls transmission and reception of data between each element of the server 20. The processor 21 also executes application programs stored in the storage 23, which will be described later, to perform various arithmetic processing required for providing game services.
[0028] The memory 22 is a volatile storage device such as a RAM (Random Access Memory) and a VRAM (Video Random Access Memory), and has a rewritable storage area. The memory 22 is used as a working area for arithmetic processing by the processor 21. In addition, a BIOS (Basic Input / Output System) and the like that is executed when the server 20 is started up may be stored in the memory 22.
[0029] The storage 23 is a non-volatile storage device, and examples of non-volatile storage devices applicable to the storage 23 include a ROM (Read Only Memory), a flash memory, and a hard disk. The storage 23 has a read-only storage area, and various application programs and various information necessary for providing game services are stored in the storage 23.
[0030] The transmission / reception unit 24 is a communication interface for connecting the server 20 to the network N, and has a function as a receiver that receives various data and signals transmitted from the player terminal 30, and a function as a transmitter that transmits various data and signals to the player terminal 30 in response to commands from the processor 21. The transmission / reception unit 24 may be equipped with a short-range communication interface such as Bluetooth (registered trademark) or BLE (Bluetooth Low Energy).
[0031] The input / output unit 25 is an input / output interface to which input / output devices such as a keyboard, a mouse, a microphone, a touch panel, a display, and a speaker are connected.
[0032] The bus 26 electrically connects the processor 21, the memory 22, the storage 23, the transceiver 24, and the input / output unit 25. The bus 26 also transmits address signals, data signals, various control signals, and the like between the connected processor 21, memory 22, storage 23, transceiver 24, and input / output unit 25.
[0033] 3 is a block diagram for explaining the functional configuration of the server 20. As shown in FIG.
[0034] The control unit 200 of the server 20 is a component that controls the game provided by the information processing system 10, and has a function of performing various information processing required for providing the game service. The function of the control unit 200 is realized by the processor 21 reading out the information and application programs stored in the storage 23 and executing various programs in the working area of the memory 22. The control unit 200 has a plurality of functional units according to the type of information processing to be performed. Specifically, the control unit 200 has at least a preparation processing unit 201 and a game processing unit 202 as functional units, and may also have a usage status calculation unit 203, a privilege granting unit 204, and a deck compilation unit 205. Each functional unit will be described in detail later.
[0035] The memory unit 220 of the server 20 corresponds to a memory area of the storage 23, and stores information necessary for various information processes by the control unit 200. The memory unit 220 has a plurality of areas partitioned according to the type of information to be stored. Specifically, the memory unit 220 has at least a game information memory unit 221 and a player information memory unit 222, and may also have a bonus information memory unit 223 and the like. The information stored in each memory unit will be described in detail later.
[0036] Each player terminal 30 in the information processing system 10 is owned by each player 3 who uses the game service provided by the operator 1. The player terminal 30 is not particularly limited as long as it is an information processing device that can be owned and used by the player 3. For example, a smartphone, a mobile phone terminal, a terminal dedicated to games, a tablet computer, a notebook computer, or a desktop computer can be used as the player terminal 30.
[0037] 4 is a block diagram illustrating an outline of the configuration of the player terminal 30. As shown in FIG.
[0038] The control unit 31 of the player terminal 30 includes elements necessary for controlling each unit of the player terminal 30, such as a display and a camera (not shown) that constitute the display unit 32. For example, the control unit 31 includes a processor, a memory, a storage, a transmission / reception unit, etc. The control unit 31 stores a game application or a browser that can browse a website. The game provided by the information processing system 10 is executed in the player terminal 30 via the game application or the browser, based on various information processes by the control unit 200 of the server 20.
[0039] The display unit 32 is a display for displaying a screen interface of a game executed on the player terminal 30. The display unit 32 as a display may be a touch panel that accepts information input from the player 3 by touching the display surface. In this case, the touch panel is implemented on the player terminal 30 by a resistive film method, a capacitive method, or the like, and operation information by the player 3 during execution of the game (hereinafter, player operation information D4) is input via the display unit 32 as a touch panel.
[0040] The method of inputting the player operation information D4 is not limited to input via a touch panel. For example, the player operation information D4 may be input via a keyboard, a microphone, or the like. The player terminal 30 may have physical buttons in addition to a touch panel, or may have a configuration that accepts touch operations on the back side of the player terminal 30 (the back side of the display), and the player operation information D4 may be input via such a configuration.
[0041] 3 may be provided in the control unit 31 of the player terminal 30. In this case, an application program required for processing by each functional unit may be sent to the player terminal 30, and information processing by each functional unit may be executed on the player terminal 30.
[0042] Next, each component of the storage unit 220 in the information processing system 10 will be described in detail.
[0043] The game information storage unit 221 of the storage unit 220 stores and stores basic information related to the game, such as setting information for each game unit, information on the game medium, background images, and event information. For example, in the case of a battle RPG game in which multiple stages are set, the setting information for each game unit may include a stage ID that is an identifier for identifying each game unit, and a stage name, enemy character information, consumed stamina information, and the like linked to the stage ID. If the game to be provided includes a special game such as a special stage or special event, the setting information for each special game may include, in addition to the above information, information related to the conditions for implementing the special game (for example, the period during which it can be implemented, the number of times it can be implemented, and the like).
[0044] The information on the game medium stored in the game information storage unit 221 is setting information on the game medium that is not associated with the player 3. For example, in the case where the game medium is a character, information on the character that the player 3 can acquire and that is the object of operation by the player 3, the character that is the player 3's companion in the game, the enemy character that competes against the player 3, and the like is included. FIG. 5 is an example of setting information on the game medium. As shown in FIG. 5, the setting information on the game medium may include information such as an ID for each game medium (an identifier for identifying each game medium, such as a character ID), a name (character name), image data, classification information (attributes, etc.), initial parameters indicating characteristic values of the game medium (including attack power, defense power, vitality, hit rate of an attack, skill activation rate, critical occurrence rate, and evasion success rate, etc.), skills that the game medium can acquire, a method of acquisition, a probability of acquisition, and text data on the characteristics of the game medium, which are linked to the game medium ID.
[0045] The player information storage unit 222 memorizes and stores information associated with each player 3 who uses the game service. Fig. 6 shows an example of the configuration of the player information storage unit 222, and as shown in Fig. 6, the player information storage unit 222 includes account information D1, play history information D2, information on owned game media D3, and deck information D4.
[0046] The account information D1 may include, for example, a player ID (an identifier for identifying each player 3), and information linked to the player ID, such as a player name, a date of registration to the game service, a player level, a payment method, and various other setting information.
[0047] The play history information D2 is information (excluding information D3 on owned game media, which will be described later) accumulated by each player 3 using the game service. For example, as shown in FIG. 7, the play history information D2 may include login history such as information on the date and time when the player 3 most recently logged in to the game service (latest login date), the date and time when the player 3 logged in to the game service before the latest login date (previous login date), logout information, and a login interval, which is the interval between the previous login date and the latest login date. In addition, the play history information D2 may include information such as the number of times each game has been played, the number of times it has been cleared, a first clear history (such as the date and time when the game was cleared for the first time), a latest clear history (such as the date and time when the game was most recently cleared), a total play time, and a total number of times the game has been played (the total number of times normal games have been played, the total number of times special games have been played, and the total number of times normal games and special games have been played).
[0048] The information D3 on owned game media is information on the game media owned by each player 3 and includes, for example, information on the acquisition history of each owned game media (including information such as the method of acquiring the owned game media, the acquisition date and time, and the period of ownership), characteristic data D3a on each owned game media, data on the usage status of the owned game media for each player 3 (D3b, D3c), and information such as the total number of game media owned by each player 3 (see Figure 6).
[0049] The information D3 of the owned game media as described above is linked to the player ID of the owner, and the information D3 of the owned game media is managed for each player 3. For example, when a player 3 acquires a game media by any method, the ID of the player 3 is assigned to the game media, and the information of the game media is stored in the player information storage unit 222. This associates the player ID with the game media ID, and each owned game media of each player 3 can be uniquely identified. Note that each player 3 may own multiple game media of the same type, and in this case, the player ID, the game media ID, and an identification number for distinguishing between game media of the same type may be associated with each other to uniquely identify each owned game media of each player 3 (for example, FIG. 8A to FIG. 8B). Furthermore, when each player 3 acquires a game medium, a new identification ID based on the player ID and the ID of the game medium may be issued, and the owned game media of each player 3 may be identified based on the issued identification ID.
[0050] The method of obtaining the game medium is not particularly limited. For example, the game medium may be given to the player 3 by a lottery method such as gacha, a reward for clearing a game, an exchange for paid or free consumable media to be consumed in the game, or a combination of two or more game media.
[0051] 8A shows an example of the characteristic data D3a of the owned game media. The characteristic data D3a may include information indicating the growth level of each owned game media (such as character level), information on parameters corresponding to the growth level of attack power, defense power, stamina, etc., and information on skills that each owned game media has acquired. Note that the characteristic data D3 is data that is recorded when the characteristics of the owned game media are updated in accordance with the actual use in the game (for example, when the game media grows through use in the game). In the case of a game specification in which the characteristics of the game media are not updated, the characteristic data D3a as shown in FIG. 8A may not be stored in the player information storage unit 222.
[0052] The data on the usage of the owned game media is information that is determined (accumulated) for each player 3 as the player 3 uses the owned game media. The data on the usage of the owned game media includes evaluation target data D3b that is an evaluation target when identifying unused game media, which will be described later, and may also include statistical data D3c related to the evaluation target data D3b. The evaluation target data D3b is a numerical value that represents the degree of use or the degree of non-use. The "degree of use" refers to the degree to which each owned game medium is used in a game by the player 3 who is the owner, and the "degree of non-use" refers to the degree to which each owned game medium is not used in a game by the player 3 who is the owner. When identifying unused game media, both the numerical value that represents the degree of use and the numerical value that represents the degree of non-use may be used as the evaluation target data D3b.
[0053] The data shown in Fig. 8B is an example of data related to the usage of owned game media, and Fig. 8B illustrates, as evaluation target data, "number of times used" and "ranking of owned game media in terms of number of times used" which indicate the degree of use, and "period of non-use" and "ranking of owned game media in terms of period of non-use" which indicate the degree of non-use. The evaluation target data D3b which indicates the degree of use indicates a higher degree of use as the value or level (rank) is larger. On the other hand, the evaluation target data D3b which indicates the degree of non-use indicates a higher degree of non-use as the value or level (rank) is larger.
[0054] 8B, examples of the evaluation target data D3b representing the degree of use or non-use include the selection probability of each owned game medium when playing a game, the ranking of each owned game medium in terms of the selection probability, and a usage status index calculated based on the number of times of use and / or the period of non-use. The player information storage unit 222 stores at least one type of evaluation target data 3Db, and may store multiple types of evaluation target data D3b.
[0055] Note that the "non-use period" refers to the period during which each owned game medium is not used in a game, and refers to the period from the acquisition date and time (the date and time when the owner, Player 3, acquired each owned game medium) or the last use date and time (the date and time when the owner, Player 3, last used each owned game medium) to the current date and time. For owned game media that have never been used since they were acquired, the period from the acquisition date and time to the current date and time can be calculated as the non-use period of the owned game medium, and for owned game media that have a history of being used at least once in the past, the period from the last use date and time to the current date and time can be calculated as the non-use period of the owned game medium.
[0056] Furthermore, the "selection probability" refers to the probability that each owned game medium will be selected by Player 3, who is the owner, when selecting owned game media to be used in a game during game execution. This selection probability may be calculated, for example, based on the following (1) or (2), and from the standpoint of calculating the selection probability more accurately, it is preferable to adopt (2). (1) Selection probability (%) = (number of times each game medium has been used / total number of times each game medium has been used) x 100 (2) Selection probability (%) = (number of times each game medium has been used / total number of times the game medium has been played by the owner, Player 3, during the ownership period) × 100
[0057] Furthermore, the "rank" of each owned game medium may be the rank when the owned game media are arranged in descending order (most used, longest period of non-use, highest selection probability) according to predetermined numerical data (number of times used, period of non-use, probability of selection), or in ascending order (least used, shortest period of non-use, lowest selection probability). The rank of the number of times used shown in descending order, the rank of the selection probability shown in descending order, and the rank of the period of non-use shown in ascending order indicate a higher level (rank) as the degree of use increases, and therefore correspond to the evaluation target data D3b representing the degree of non-use. Conversely, the rank of the number of times used shown in ascending order, the rank of the selection probability shown in ascending order, and the rank of the period of non-use shown in descending order indicate a higher level (rank) as the degree of non-use increases, and therefore correspond to the evaluation target data D3b representing the degree of non-use.
[0058] The "usage status index" is a numerical value calculated using the number of times of use and / or the period of non-use and at least one other data. Examples of the other data include the period of ownership of each owned game medium (the period from the acquisition date and time to the current date and time), the login history of the player 3 who is the owner, the total number of times the game has been played, statistics on the number of times of use, statistics on the period of non-use, the total number of owned game media for each player 3, and the number of game media that each player can own (the limit value of the number of game media that can be owned). The data on the usage status of the owned game media in the player information storage unit 222 may include the other data as described above, which is associated with the evaluation target data D3b. The "statistics" include, for example, the sum, the average, the median, the mode, the minimum, and the maximum, and these statistics are calculated for each player 3 using the number of times of use of each owned game medium or the period of non-use of each owned game medium as a population.
[0059] The above-mentioned selection probability also corresponds to a usage index that indicates the degree of usage, and examples of usage indexes other than the selection probability include the following (1) to (12). The usage indexes shown in (1) to (12) are merely examples, and the usage index may include expressions other than (1) to (12). (1) Usage index (unit: days) = period of non-use - login interval (2) Usage index (unitless) = period of non-use / period of ownership (3) Usage index (unit: days) = period of non-use - statistics on period of non-use (average, median, mode, etc.) (4) Usage index (unitless) = Statistics on non-use period / non-use period (sum, average, median, mode, etc.) (5) Usage index (unitless) = maximum period of non-use / period of non-use (6) Usage index (unitless) = Ranking of non-use period / Total number of game media owned (7) Usage index (unitless) = Ranking of non-use period / Ownership limit (8) Usage index (unit: number of times) = number of times used - statistics on number of times used (average, median, mode, etc.) (9) Usage index (unitless) = number of uses / statistics related to number of uses (sum, average, median, mode, etc.) (10) Usage index (unitless) = maximum number of uses / number of uses (11) Usage index (unitless) = Ranking by frequency of usage / Total number of game media owned (12) Usage index (unitless) = ranking of number of times used / ownership limit
[0060] Fig. 8C is an example of statistical data D3c. The statistical data D3c is information calculated for each player 3 using the evaluation target data D3b of the game media owned by each player 3 as a population, and is managed in association with the player ID as shown in Fig. 8C. The statistical data D3c may include the total number of game media owned by each player 3, statistics on the number of times of use, and statistics on periods of non-use, and may also include ranking statistics, a frequency distribution of the number of times of use, a frequency distribution of periods of non-use, and the relative frequency and cumulative relative frequency of each frequency distribution.
[0061] The statistical data D3c may be used when calculating the usage index as described above, or may be used as a discrimination criterion, which will be described later.
[0062] When a deck is organized to play a game, the player information storage unit 222 may include deck information D4 as shown in FIG. 6. When each player 3 selects multiple game media from among the owned game media to organize a deck, an identification ID is assigned to the organized deck and stored in the player information storage unit 222. The deck information D4 thus stored may include, linked to the ID of each deck, the name of the deck, the ID of the player 3 who organized the deck, the date and time when the deck was organized, the ID of each owned game media that constitutes the deck, and data regarding the usage status of each deck. The deck information D4 may also include other statistics such as the sum or average value of the evaluation target data D3b of each owned game media that constitutes the deck.
[0063] The storage unit 220 includes, in addition to the game information storage unit 221 and the player information storage unit 222, at least one piece of information relating to a discrimination criterion and at least one piece of bonus information.
[0064] The discrimination criteria are criteria for identifying unused game media, and are also conditions for granting benefits, which will be described later. The discrimination criteria are set according to the type of evaluation target data D3b. For example, when the evaluation target data D3b represents the degree of use, the discrimination criteria are set by modifying the reference value that distinguishes between unused game media and other owned game media with "less than or equal to" or "less than". On the other hand, when the evaluation target data D3b represents the degree of non-use, the discrimination criteria are set by modifying the reference value that distinguishes between unused game media and other owned game media with "more than or equal to" or "exceeding".
[0065] The unused game media may be identified by using two types of evaluation target data D3b. In this case, the discrimination criteria are expressed using two reference values corresponding to the two types of evaluation target data D3b, such as "used less than 10 times and unused for 10 days or more." In addition, the discrimination criteria may include a condition that excludes unused owned game media from the unused game media (for example, excluding owned game media that have been used zero times).
[0066] The discrimination criteria may be common to all players 3, or individual criteria set for each player 3 according to the usage of the game media owned by each player 3. The criteria common to all players 3 are standard values that are uniformly applied to all players 3, such as "usage count is less than 10 times" and "non-use period is 10 days or more". On the other hand, individual criteria are criteria that use numerical values determined for each player 3, such as the statistics shown in FIG. 8C, and include criteria expressed as, for example, "usage count is less than the average value", "usage count ranking is equal to or less than the median of the ranking statistics", "non-use period exceeds the average value", and "non-use period ranking is equal to or more than the median of the ranking statistics".
[0067] When a common discrimination criterion is set for all players 3, the calculation process is simple, but depending on the set criterion, the number of owned game media that fall under unused game media may be limited, and it is expected that players 3 who play games more frequently may not be able to use the benefits provided by unused game media. On the other hand, when individual discrimination criteria are set, the calculation process becomes more complicated than when a common discrimination criterion is set, but a certain number of unused game media can always be secured, which may increase fairness in the opportunities to obtain benefits.
[0068] At least one discrimination criterion may be set, but a different discrimination criterion may be set according to the contents of the benefit, a different discrimination criterion may be set according to the game unit, or a different discrimination criterion may be set for each game medium. When a plurality of discrimination criteria are set in this way, a list of discrimination criteria may be stored in the storage unit 220. Furthermore, the discrimination criterion when different discrimination criteria are set according to the contents of the benefit may be stored in association with the benefit information in the benefit information storage unit 223 described later. Similarly, the discrimination criterion when different discrimination criteria are set according to the game unit may be stored in association with the setting information for each game unit in the game information storage unit 221, and the discrimination criterion when different discrimination criteria are set for each game medium may be stored in association with the setting information for the game medium in the game information storage unit 221.
[0069] The privilege information storage unit 223 stores and stores information about privileges that are granted when unused game media are used in a game. Here, the term "privilege" is not necessarily limited to privileges that are beneficial to the player 3 in the game or in the real world. For example, the contents of privileges include privileges that exert effects on the game media, such as an increase in each parameter of the game media, an increase in skill effect, an increase in the experience value acquired by the game media, a decrease in each parameter of the enemy character, and a restriction on the behavior of the enemy character. In addition, privileges that increase the drop rate or acquisition rate of media that can be acquired during the progress of the game or when the game is cleared (for example, game media (items, etc.), consumable media (including currency, stones, points), and player experience value, etc.) are included. Other privileges that are granted after the game is cleared include the release of various restrictions in the game (granting the right to execute various functions), privileges that give an advantage in various lotteries, an increase in the occurrence rate of special events, granting tickets related to special events, and tickets that can be exchanged for gifts, etc., granted in the real world.
[0070] The privilege information storage unit 223 may store at least one piece of privilege information, but may store multiple pieces of privilege information as shown in Fig. 8C. The privilege information stored in the privilege information storage unit 223 may include, for example, an ID for identifying a privilege, and information related to the grant target that is linked to the privilege ID, such as the content of the privilege, the discrimination criteria, and other additional conditions.
[0071] 8C, the benefits granted by using unused game media may be benefits whose effects change according to the degree of use or degree of non-use indicated by the evaluation target data. "The effect changes" means that the higher the degree of non-use, the more advantageous the effect becomes, or the lower the degree of use, the more advantageous the effect becomes.
[0072] In addition, for the benefit granted by using unused game media, in addition to the discrimination criteria for the evaluation target data D3b, additional conditions may be set to limit the recipients of the benefit. For example, an additional condition may be set regarding the play history of the player 3, such as "login interval is less than 10 days" as shown in the benefit of B01 to B03 in FIG. 8C.
[0073] As shown in the bonus at B03 in FIG. 8C, an additional condition may be set to limit the period during which the bonus is granted. As shown in the bonus at B04 in FIG. 8C, an additional condition may be set to limit the player 3 to whom the bonus is granted. When limiting the player 3 to whom the bonus is granted, the player 3 to whom the bonus is granted may be set based on the level of the player 3 or the duration of the game played by the player 3 (the period from the registration date to the current date and time). As shown in the bonuses at B04 to B07 in FIG. 8C, an additional condition may be set to limit the game to which the bonus is granted. In other words, the content of the bonus may be changed depending on the type of game to be played. By setting multiple bonuses using the additional condition as described above, the game may become more interesting.
[0074] For benefits that have an effect on game media (such as benefits related to parameters, skills, or acquired experience points), the game media to which the benefit is given may be limited. For example, the benefits may be limited to only unused game media used in the game at the time the benefit is given, but the benefits may also be given to game media other than unused game media (owned game media used together with unused game media such as enemy characters or ally characters), unused game media and some owned game media may be the benefits, or all owned game media used in the game at the time the benefit is given may be the benefits. For example, the benefits given when a game is played using a deck including unused game media may be "increased attack power of characters with the same attributes as unused characters (unused game media)", "increased acquired experience points of all characters constituting the deck", etc.
[0075] By extending the benefits to owned game media other than unused game media, the unused game media can be used to develop and strengthen the other owned game media. It is also expected that the opportunities to utilize unused game media will increase and that the motivation of Player 3 to utilize unused game media will increase.
[0076] The benefit when a game is played using a deck including unused game media may be a benefit whose effect varies depending on a statistical value such as the total value of the evaluation target data D3b of each owned game medium constituting the deck. In this case, "the effect varies" may be, for example, a case where the lower the total value of the evaluation target data D3b indicating the degree of use, the more advantageous effect is obtained, or a case where the higher the total value of the evaluation target data D3b indicating the degree of non-use, the more advantageous effect is obtained. In addition, when a deck including unused game media is used, the benefit may be set so that the greater the number or ratio of unused game media included in the deck (number of unused game media in the deck / number of owned game media included in the deck), the more advantageous effect is provided.
[0077] Next, each functional unit of the control unit 200 will be described in detail.
[0078] The preparation processing unit 201 executes various information processes required before executing a game using the owned game media. Specifically, the preparation processing unit 201 accepts an operation by each player 3 to select at least one owned game media to be used in the game from among the owned game media. FIG. 10 is an example of a screen interface displayed on the player terminal 30 when accepting a selection operation by the player 3. When the preparation processing unit 201 receives an instruction from the player 3 to execute a selection operation of game media, the preparation processing unit 201 reads information D3 of the owned game media stored in the player information storage unit 222. Then, as shown in FIG. 10, a screen interface including a list of the owned game media is displayed on the player terminal 30. When the player 3 selects at least one game media to be used in the game from the list of the owned game media displayed on the screen interface, the preparation processing unit 201 transmits information of the owned game media selected by the player 3 to the game processing unit 202 described later.
[0079] In association with the above-mentioned process of accepting the selection operation, the preparation processing unit 201 executes a process of identifying unused game media. The process of identifying unused game media is a process of identifying unused game media included in the owned game media based on data related to the usage status of the owned game media for each player 3 stored in the player information storage unit 222. Specifically, the preparation processing unit 201 identifies, as unused game media, owned game media whose degree of usage indicated by the evaluation target data D3b is low (below a reference value or less than a reference value) and / or owned game media whose degree of non-use indicated by the evaluation target data is high (above a reference value or more than a reference value) based on the above-mentioned discrimination criteria. The discrimination criteria for identifying unused game media may be common to all players, as described above, or may be individual criteria set for each player 3 according to the usage status of the owned game media of each player 3.
[0080] The unused game media may be specified before or after the selection operation by the player 3. When the unused game media is specified before the selection operation by the player, the preparation processing unit 201 may execute a process of displaying the contents of the benefit that may be granted by the use of the unused game media on a screen interface as shown in FIG. 10. By displaying the contents of the benefit on the screen interface during the selection operation, the player 3 can be encouraged to use the unused game media. In addition, the screen interface when accepting the selection operation may display the owned game media in order of the degree of use or the degree of non-use. In addition, the unused game media may be displayed in a different color on the screen interface so that the player 3 can easily distinguish the unused game media from other owned game media.
[0081] Furthermore, after accepting the selection operation by player 3, the preparation processing unit 201 determines whether or not unused game media is included among the owned game media selected by player 3. If it is determined that unused game media is included, then it decides to grant player 3 a benefit for playing a game using the unused game media.
[0082] The information processing executed by the preparation processing unit 201 includes, in addition to the above, a process of accepting the selection of a game to be executed by the player 3.
[0083] The game processing unit 202 executes a game using at least one owned game media selected by the information processing unit 201. The game processing unit 202 executes a game on the player terminal 30 based on information on the owned game media selected by the player 3 transmitted from the preparation processing unit 201 and a game execution request from the player 3 notified via the player terminal 30. In addition to the above, the game processing unit 202 executes various information processes necessary for execution and control of the game.
[0084] A bonus for using unused game media may be granted by the game processing unit 202 at the start of the game (when the game is executed) or at the end of the game (when the game is cleared). Also, the bonus granting unit 204 may execute a process of granting the bonus determined by the preparation processing unit 201.
[0085] The games for which benefits are awarded using unused game media may include special games, but it is preferable that benefits awarded using unused game media are awarded to normal games in particular. In addition to the benefits awarded using unused game media, special games are usually provided with appeal and a sense of specialness, and from the viewpoint of placing importance on the interest of the special games themselves, special games may be excluded from the scope of benefits awarded using unused game media. In addition, normal games are played more frequently in daily life than special games, and therefore it is considered that players are more likely to become bored with the games. By awarding benefits using unused game media to such normal games, interest in the games may be more effectively increased.
[0086] The usage status calculation unit 203 executes a process of calculating and updating data relating to the usage status of each owned game medium, such as the evaluation target data D3b and the statistical data D3c stored in the player information storage unit 222. The timing at which the usage status calculation unit 203 calculates and updates the data relating to the usage status is not particularly limited. For example, the data relating to the usage status of a new owned game medium may be calculated when the new owned game medium is added to the player information storage unit 222. Alternatively, the usage status calculation unit 203 may update the data each time play for each game unit ends. Furthermore, the usage status calculation unit 203 may update the data at a predetermined time every day.
[0087] The deck organizing unit 205 executes processing related to deck organization via the player terminal 30. FIG. 12 is a block diagram for explaining an outline of the processing executed by the deck organizing unit 205. As shown in FIG. 12, in the information processing by the deck organizing unit 205, each player 3 selects a plurality of owned game media from among the owned game media to organize a deck. The number of owned game media that compose a deck is not particularly limited. Based on a save instruction from the player, the deck organizing unit 205 assigns an identification ID to the organized deck, associates information about the organized deck (for example, the deck name and the ID of each owned game media that composes the deck, etc.) with the identification ID, and stores the information in the player information storage unit 222.
[0088] When a game is executed using a deck including a plurality of owned game media, the preparation processing unit 201 accepts an operation of selecting one deck from among the decks organized by each player 3. FIG. 13 is an example of a screen interface displayed on the player terminal 30 when accepting a deck selection operation by the player 3. When the preparation processing unit 201 receives an instruction from the player 3 to execute a deck selection operation, the preparation processing unit 201 reads out the deck information D4 stored in the player information storage unit 222. Then, a screen interface as shown in FIG. 13 is displayed on the player terminal 30. This screen interface displays a list of decks including the configuration of each owned game media that constitutes the deck. When the player 3 selects at least one deck to be used in the game from the list of decks displayed on the screen interface, the preparation processing unit 201 transmits information of the deck selected by the player 3 to the game processing unit 202.
[0089] Even when a deck is used, the preparation processing unit 201 identifies unused game media from among the owned game media contained in each deck. Then, it determines whether or not the deck selected by the player 3 includes at least one unused game medium. Then, when it is determined that the deck includes at least one unused game medium, it decides to grant a bonus to the player 3 for playing a game using a deck including the unused game medium. Note that, when unused game media is identified before the deck selection operation by the player 3, the preparation processing unit 201 may execute a process of displaying the contents of the bonus that may be granted by using the deck including the unused game media on a screen interface such as that shown in FIG. 13.
[0090] When a game is played using such a deck, the benefit for using a deck including unused game media may have an effect on the unused game media and / or owned game media other than the unused game media included in the deck. In particular, the benefit may be a benefit that only affects owned game media other than unused game media, a benefit that affects unused game media and some owned game media, or a benefit that affects all owned game media included in the deck including unused game media.
[0091] Next, an overview of information processing by the information processing system 10 will be described with reference to the flowchart shown in FIG. 11A.
[0092] 11A, first, in step S1, the player 3 selects a game to be played. Next, in step S2, information D3 on the owned game media is read from the player information storage unit 222. The information D3 on the owned game media read here includes data on the usage status of each owned game media, such as evaluation target data D3b and statistical data D3c.
[0093] Next, in step S3, unused game media included in the owned game media are identified by the process executed by the above-mentioned preparation processing unit 201. Specifically, in step S3, owned game media with a low degree of usage indicated by the evaluation target data D3b (below or equal to a reference value or less than the reference value) and / or owned game media with a high degree of non-use indicated by the evaluation target data (above or above the reference value or exceeding the reference value) are identified as unused game media based on a predetermined discrimination criterion.
[0094] Next, in step S4, in order to allow the player 3 to select the owned game media to be used in the game, a screen interface such as that shown in Fig. 9 is displayed on the player terminal 30. At this time, it is preferable that the screen interface displays the benefits that will be obtained when the game is executed using unused game media.
[0095] Next, in step S5, player 3 selects at least one owned game medium to be used in the game from among the owned game media. Then, in step 6, it is determined whether or not the selected owned game media includes any unused game medium. If no unused game medium is included, the game is run in step S8 without granting a bonus. On the other hand, if the owned game media selected by player 3 includes any unused game medium, it is determined in step S7 that a bonus is granted for running the game using the unused game medium. Then, in step S8, the game is run using the unused game medium.
[0096] The bonus determined to be given to the player 3 in step S7 may be given to the player 3 at any one of the following times in step S8: before the game is executed, during the game, when the game is cleared, and after the game is finished. For example, in the flowchart shown in FIG. 11B, the bonus is granted in step S9 after the bonus granting unit 204 clears the game. In addition, the data related to the usage status used to identify unused game media may be updated by the usage status calculation unit 203 in step 10 after the game is executed, as shown in FIG. 11B. However, the timing of updating the data related to the usage status is not limited to the flow shown in FIG. 11B, and may be updated at a fixed time every day.
[0097] In the flowchart shown in FIG. 11A, the game to be executed is selected (S1), and then the owned game media to be used in the game is selected (S5). However, the timing of selecting the game to be executed is not limited to the flow shown in FIG. 11A. For example, the game to be executed may be selected after the owned game media to be used in the game is selected. In the flowchart shown in FIG. 11A, the unused game media is identified before the owned game media is selected by the player 3, but the timing of identifying the unused game media is not limited to the flow shown in FIG. 11A. For example, the unused game media may be identified after the owned game media is selected by the player 3, or after the player 3 selects the owned game media and the game to be executed. However, in order to display the contents of the benefit on the screen interface when the player 3 selects the owned game media to be used in the game, it is preferable to identify the unused game media before the selection operation of the owned game media by the player 3. By displaying the contents of the benefit at the time of the selection operation by the player 3, it is expected that the strategic nature of the game will be further enhanced.
[0098] As described above, in the information processing system 10 of this embodiment, by providing a privilege for the use of unused game media, it is possible to create an opportunity to utilize unused game media, thereby increasing the interest of players in the game. In addition, by creating an opportunity to utilize unused game media, it is possible to increase the motivation of the player 3 to obtain game media by a lottery method such as gacha.
[0099] In the information processing system 10, the preparation processing unit 201 may identify unused game media based on individual discrimination criteria set for each player 3 according to the usage status of the game media owned by each player 3. In this case, the individual discrimination criteria may be set based on statistics relating to the degree of use and / or the degree of non-use, for example. When unused game media are identified based on individual discrimination criteria, it becomes possible to always generate a certain number of unused game media, which is expected to increase fairness in the awarding of benefits and to increase the interest of the game.
[0100] In the information processing system 10, the benefit given for the use of unused game media may be an effect that varies depending on the degree of use and / or the degree of non-use of the unused game media. This is expected to increase the strategic nature of using unused game media.
[0101] In the information processing system 10, the content of the benefit given for the use of unused game media may differ depending on the unit of the game executed by the game processing unit 202. By setting different benefits for each unit of game, it is expected that the use of unused game media will become more strategic.
[0102] When a game is played using multiple owned game media, such as when using a deck, the benefit may be set so that the benefit given for the use of unused game media also applies to owned game media other than the unused game media. This makes it possible to use the unused game media to develop or strengthen the other owned game media. It is also expected that the strategy involved in using unused game media will be enhanced.
[0103] Although one embodiment of the present invention has been described above, the present invention is not limited to the above-described embodiment, and various modifications can be made without departing from the gist of the present invention.
[0104] For example, with regard to the processing of the software functional units provided in the server 20 and the player terminal 30, the player terminal 30 may be provided with some or all of the functions of the server 20, as long as the spirit of the present invention can be realized.
[0105] In addition, the process flows shown in Figures 11A and 11B are merely examples, and the present invention is not limited to the contents shown in Figures 11A and 11B. The steps included in Figures 11A and 11B may be executed in an order different from that shown in the figures, some procedures may be executed in parallel, some steps may be omitted, and other steps may be added.
[0106] The present invention has the following configuration. (Item 1) a player information storage unit that stores information on game content owned by each player; a preparation processing unit that accepts an operation of selecting at least one of the game media to be used by each of the players in the game; a game processing unit that executes the game using at least one of the game media selected by the preparation processing unit, the information on the game content stored in the player information storage unit includes data on the usage status of the game content for each of the players; The information processing system wherein the preparation processing unit identifies unused game media based on the data regarding the usage status, and when the unused game media is selected, decides to grant a bonus for playing the game using the unused game media. (Item 2) the data on the usage status includes numerical data representing a degree of usage and / or numerical data representing a degree of non-use, The information processing system described in item 1, wherein the preparation processing unit determines, based on a predetermined discrimination criterion, the game medium having a low degree of usage and / or the game medium having a high degree of unused use as unused game medium. (Item 3) The information processing system described in item 1 or 2, wherein the preparation processing unit discriminates the unused game media based on discrimination criteria set for each player according to the usage status of the game media owned by each player. (Item 4) 3. The information processing system according to item 1 or 2, further comprising a usage status calculation unit that calculates the data relating to the usage status. (Item 5) An information processing system according to item 1 or 2, wherein the benefit varies depending on the degree of use and / or the degree of non-use of the unused game medium. (Item 6) 3. The information processing system according to item 1 or 2, wherein the content of the benefit varies depending on the unit of the game executed by the game processing unit. (Item 7) The information processing system described in item 1 or 2, wherein the preparation processing unit displays the content of the benefit in a screen interface that accepts an operation to select at least one of the game media. (Item 8) a deck organization unit that selects a plurality of the game media from among the game media owned by each of the players to organize a deck; The information processing system according to item 1 or 2, wherein the preparation processing unit accepts an operation of selecting a deck including a plurality of the game media. (Item 9) the preparation processing unit determines whether to grant the privilege for using the deck including at least one of the unused game media; The information processing system described in item 8, wherein the benefit has an effect on the unused game medium and / or on the game medium other than the unused game medium included in the deck. (Item 10) a player information storage unit that stores information on game content owned by each player; a preparation processing unit that accepts an operation of selecting at least one of the game media to be used by each of the players in the game; a game processing unit that executes the game using at least one of the game media selected by the preparation processing unit, the information on the game content stored in the player information storage unit includes data on the usage status of the game content for each of the players; The preparation processing unit discriminates unused game media based on the data regarding the usage status, and when the unused game media is selected, decides to grant a bonus for playing the game using the unused game media. (Item 11) To your computer A process of reading information on game media owned by each player from a player information storage unit that stores information on the game media; a preparation process for having each of the players select at least one of the game media to be used in a game from among the game media; a game process for executing the game using at least one of the game media selected in the preparation process; and an information processing program for executing the game. the information on the game content stored in the player information storage unit includes data on the usage status of the game content for each of the players; An information processing program that causes the computer to execute the following steps in the preparation process: a process of identifying unused game media based on the data regarding the usage status; and a process of deciding to grant a bonus for playing the game using the unused game media when the unused game media is selected. (Item 12) The computer A process of reading information on game media owned by each player from a player information storage unit that stores information on the game media; a preparation process for having each of the players select at least one of the game media to be used in a game from among the game media; a game process for executing the game using at least one of the game media selected in the preparation process; and the information on the game content stored in the player information storage unit includes data on the usage status of the game content for each of the players; An information processing method in which the computer performs the following steps during the preparation process: identifying unused game media based on the data regarding the usage status; and, when the unused game media is selected, deciding to grant a bonus for playing the game using the unused game media. [Explanation of symbols]
[0107] 1 … Business operator 3 … Player 10. Information Processing Systems 20 ... Server (information processing device) 21 … Processor 22 … Memory 23… Storage 24 … Transmitter / receiver 25 … Input / output section 30 … Player terminal 31 ... Control section 32 … Display section 200 ... Control section 201 … Preparation processing section 202 ... Game processing unit 203 ... Usage Calculation Unit 204 … Benefits Granting Department 205 … Deck organization section 220 … Storage section 221 ... Game information storage unit 222 ... Player information storage unit 223 … Benefit information storage unit
Claims
1. a player information storage unit that stores information on game content owned by each player; a preparation processing unit that accepts an operation of selecting at least one of the game media to be used by each of the players in the game; a game processing unit that executes the game using at least one of the game media selected by the preparation processing unit, the information on the game content stored in the player information storage unit includes data on the usage status of the game content for each of the players; The information processing system wherein the preparation processing unit identifies unused game media based on the data regarding the usage status, and when the unused game media is selected, decides to grant a bonus for playing the game using the unused game media.
2. the data on the usage status includes numerical data representing a degree of usage and / or numerical data representing a degree of non-use, The information processing system according to claim 1 , wherein the preparation processing unit determines, based on a predetermined discrimination criterion, the game medium having a low degree of usage and / or the game medium having a high degree of non-use as unused game medium.
3. The information processing system according to claim 1 or 2, wherein the preparation processing unit discriminates the unused game media based on discrimination criteria set for each player according to the usage status of the game media owned by each player.
4. The information processing system according to claim 1 , further comprising a usage status calculation unit that calculates the data relating to the usage status.
5. 3. The information processing system according to claim 1, wherein the benefit varies depending on the degree of use and / or the degree of non-use of the unused game medium.
6. 3. The information processing system according to claim 1, wherein the content of the benefit varies depending on the unit of the game executed by the game processing section.
7. The information processing system according to claim 1 or 2, wherein the preparation processing unit displays the content of the benefit on a screen interface that accepts an operation of selecting at least one of the game media.
8. a deck organization unit that selects a plurality of game media from among the game media owned by each of the players to organize a deck; The information processing system according to claim 1 or 2, wherein the preparation processing unit accepts an operation of selecting the deck including a plurality of the game media.
9. the preparation processing unit determines whether to grant the privilege for using the deck including at least one of the unused game media; The information processing system according to claim 8 , wherein the benefit has an effect on the unused game medium and / or on the game medium other than the unused game medium included in the deck.
10. a player information storage unit that stores information on game content owned by each player; a preparation processing unit that receives an operation of selecting at least one of the game media to be used by each of the players in the game; a game processing unit that executes the game using at least one of the game media selected by the preparation processing unit, the information on the game content stored in the player information storage unit includes data on the usage status of the game content for each of the players; The preparation processing unit discriminates unused game media based on the data regarding the usage status, and when the unused game media is selected, decides to grant a bonus for playing the game using the unused game media.
11. To your computer A process of reading information on game media owned by each player from a player information storage unit that stores information on the game media; a preparation process for causing each of the players to select at least one of the game media to be used in a game; a game process for executing the game using at least one of the game media selected in the preparation process; and an information processing program for executing the game. the information on the game content stored in the player information storage unit includes data on the usage status of the game content for each of the players; An information processing program that causes the computer to execute the following steps in the preparation process: a process of identifying unused game media based on the data regarding the usage status; and a process of deciding to grant a bonus for playing the game using the unused game media when the unused game media is selected.
12. The computer A process of reading information on game media owned by each player from a player information storage unit that stores information on the game media; a preparation process for allowing each of the players to select at least one of the game media to be used in a game; a game process for executing the game using at least one of the game media selected in the preparation process; and the information on the game content stored in the player information storage unit includes data on the usage status of the game content for each of the players; An information processing method in which the computer performs the following steps during the preparation process: identifying unused game media based on the data regarding the usage status; and, when the unused game media is selected, deciding to grant a bonus for playing the game using the unused game media.
Citation Information
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