Game program, game processing method and information processing device

By advancing pieces in a predetermined order and executing gacha based on a lottery table set in the stopping section, the game program enhances player engagement and interest in gacha systems, addressing the lack of play elements in conventional systems.

JP2025050350APending Publication Date: 2025-04-04KOEI TECMO GAMES CO LTD
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Patent Information

Application Number
JP2023159089
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-09-22
Publication Date
2025-04-04

AI Technical Summary

Technical Problem

Conventional gacha systems lack play elements, leading to a lack of interest among players, as the probability of winning is simply determined by the number of times the gacha is executed.

Method used

A game program and method that advance pieces in a predetermined order based on selected values, with gacha execution occurring based on a lottery table set in the section where the pieces stop, introducing random elements and enhancing player engagement.

Benefits of technology

The solution significantly improves the enjoyment of gacha by introducing random elements and varying winning probabilities, making the gameplay more engaging and interesting.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game program, game processing method and information processing device capable of improving amusement of gacha.SOLUTION: A game program causes a server device 5 to function as: a progression part 11 for moving a piece 17 in order of a prescribed square M based on a value selected by a prescribed method; and an execution part 13 for executing gacha based on a lottery table set to the square M where the piece 17 is stopped. The lottery table is so set to the square M that as the number of squares from a first square M0 in the moving direction of the piece 17 increases, the game progress becomes more advantageous compared to when the squares are fewer in number.SELECTED DRAWING: Figure 2
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Description

[Technical field]

[0001] The present invention relates to a game program, a game processing method, and an information processing device. [Background technology]

[0002] In so-called online games played using terminal devices connected to a network, a lottery game known as "gacha" is known in which content such as characters and items that can be used in the game are provided to users by a method in which the type of content is determined by chance.

[0003] As an example of such a gacha, for example, Patent Document 1 describes a game system in which the probability of winning a specific content in the next gacha is changed depending on the number of times the gacha is executed in response to a request from the player. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2016-135209 A Summary of the Invention [Problem to be solved by the invention]

[0005] In the above conventional technology, the probability of winning is changed according to the number of times the gacha is executed, but since the number of times the gacha is executed is merely counted and there is no element of play, the technology lacks interest. For this reason, there is a demand for further improvement in interest.

[0006] The present invention has been made in consideration of such problems, and aims to provide a game program, a game processing method, and an information processing device that can increase the interest of gacha. [Means for solving the problem]

[0007] In order to achieve the above-mentioned objective, the game program of the present invention causes an information processing device to function as a progression unit that advances a piece in the order of a predetermined section based on a value selected by a predetermined method, and an execution unit that executes a gacha based on a lottery table set for the section in which the piece is stopped.

[0008] In addition, in order to achieve the above-mentioned object, the game processing method of the present invention is a game processing method executed by an information processing device, and includes a step of moving a piece in the order of a predetermined section based on a value selected by a predetermined method, and a step of executing a gacha based on a lottery table set for the section in which the piece is stopped.

[0009] In addition, in order to achieve the above-mentioned object, the information processing device of the present invention has a progression unit that advances the piece in the order of a predetermined section based on a value selected by a predetermined method, and an execution unit that executes a gacha based on a lottery table set for the section in which the piece is stopped. Effect of the Invention

[0010] According to the game program, game processing method, and information processing device of the present invention, the interest of gacha can be increased. [Brief description of the drawings]

[0011] [Figure 1] 1 is a diagram illustrating an example of the overall configuration of a game system according to an embodiment. [Diagram 2] FIG. 2 is a block diagram illustrating an example of a functional configuration of a server device. [Diagram 3] FIG. 13 is a diagram illustrating an example of a gacha game screen displayed on a touch panel of a terminal device. [Figure 4] FIG. 13 is a diagram showing an example of a transition of a game screen when a gacha is executed. [Diagram 5] FIG. 13 is a diagram illustrating an example of a game screen when a piece completes a circuit and a reward is awarded. [Figure 6]FIG. 13 is a diagram illustrating an example of a game screen in which a piece stops again on a square on which it has previously stopped and a reward is awarded. [Figure 7] FIG. 13 is a diagram illustrating an example of a game screen when there are no more squares on which a piece has never stopped and a reward has been awarded. [Figure 8] 11 is a flowchart illustrating an example of a processing procedure executed by a CPU of the server device. [Figure 9] FIG. 13 is a diagram showing an example of a gacha game screen displayed on a touch panel of a terminal device in a modified example in which the paths of the squares branch off. [Figure 10] FIG. 13 is a diagram illustrating an example of an item for manipulating the roll of a dice. [Figure 11] 13 is a flowchart illustrating an example of a processing procedure executed by a CPU of the server device in a modified example in which a piece is not moved in a predetermined case. [Figure 12] 13 is a flowchart illustrating an example of a processing procedure executed by a CPU of the server device in a modified example in which the position of a piece is reset in a predetermined case. [Figure 13] FIG. 2 is a block diagram illustrating an example of a hardware configuration of an information processing device. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0012] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.

[0013] <1. Overall structure of the game system> An example of the overall configuration of a game system 1 according to this embodiment will be described with reference to FIG. 1. As shown in FIG. 1, the game system 1 has a terminal device 3 operated by a player, and a server device 5. The terminal device 3 and the server device 5 are communicatively connected via a network NW such as a LAN or the Internet. The terminal device 3 connected to the server device 5 may be a single device or a plurality of devices. The network NW may be either wireless or wired. Although the server device 5 is configured from a single computer in FIG. 1, it may be configured from a plurality of computers.

[0014] The terminal device 3 is, for example, a smartphone, a tablet computer, a portable game machine, etc. However, it is not limited to these, and may be, for example, a desktop computer, a notebook computer, a stationary game machine, etc. The terminal device 3 has a touch panel 7 on which various displays and various input operations are performed by the player. The player performs desired operation input by touching the touch panel 7 with a finger, a pen, etc.

[0015] The detection method of the touch panel 7 is not particularly limited, and various detection methods can be adopted, such as a resistive film method, a capacitance method, an optical method, an electromagnetic induction method, etc. The terminal device 3 may include an input unit such as a button, a switch, a lever, a joystick, etc., in addition to the touch panel 7. The terminal device 3 also includes an audio output unit such as a speaker.

[0016] The server device 5 (an example of an information processing device) is a so-called server computer. The server device 5 accepts access from the terminal device 3 of each player who receives the game service via the network NW, accumulates and manages the game information of each player in a recording device, and provides the terminal device 3 of each player with an online game service via the network NW.

[0017] The server device 5 may provide a game service in the form that a game program is implemented in the server device 5, and the server device 5 executes the game in response to an operation input by a player on the terminal device 3, instead of executing the game on the terminal device 3, and transmits the execution result to the terminal device 3 of each player. For example, the server device 5 may provide a so-called browser game in which the game can be played on a web browser installed on the terminal device 3 of each player. The server device 5 may also provide a so-called cloud game in which game images resulting from the execution of the game on the server device 5 are transmitted to the terminal device 3 in, for example, a streaming format. Alternatively, the server device 5 may provide a so-called social game executed by application software created based on an operating environment such as an API (Application Programming Interface) that operates on a web browser in an SNS (Social Networking Service). Note that a part of the game program may be installed in the terminal device 3, and the game processing may be partially executed not only on the server device 5 but also on the terminal device 3.

[0018] <2. Functional configuration of the server> Next, an example of a functional configuration of the server device 5 will be described with reference to FIG. 2 and FIG. 3 to FIG.

[0019] In the embodiment, a lottery game in which content such as characters (including character cards, etc.) and items that can be used in the game are provided to a player by a method in which the type of content is determined by chance is called "gacha." Gacha may be executed as a standalone game in itself, or may be executed in games of various genres, such as role-playing games, simulation games, and action games.

[0020] As shown in FIG. 2, the server device 5 has a database 9, a progress unit 11, an execution unit 13, and a reward unit 15.

[0021] The database 9 stores a lottery table for the gacha executed by the server device 5. The lottery table includes information such as the lineup of content that is the subject of the gacha lottery, the probability of winning, and the required payment. "Content" refers to, for example, game characters (including character cards, etc.) and items (for example, weapons, armor, equipment, virtual currency, items with various functions, tools, etc.) that can be used in the game. Content may be classified into types according to their value in the game.

[0022] The "winning probability" includes a type winning probability set for each of a plurality of types into which the content to be selected is classified, and a content winning probability set for each content to be selected. The "type" is a type set to classify each content according to its value in the game (e.g., rarity, ability, efficacy, etc.). The type of type is not particularly limited, but in the embodiment, a case where the content is classified into five types, for example, "N (normal)", "R (rare)", "SR (super rare)", "SSR (super special rare)", and "LR (legendary rare)", is described as an example. The sum of the content winning probabilities of each content classified into one type is the same as the type winning probability of the corresponding type, and the sum of the type winning probabilities of all types is 100%.

[0023] The "necessary consideration" is the consideration required of the player to execute the gacha. The "consideration" is, for example, virtual value (points, virtual currency, consumable items, etc.) that can be acquired or consumed in the game, and is expressed as a numerical value or quantity based on a predetermined unit. The virtual value may be acquired free of charge, or may be acquired by the player for a fee after going through a predetermined purchasing procedure. Examples of virtual value acquired free of charge include those acquired by the player as a reward for clearing a predetermined quest or mission, and those distributed by the operator of the online game. The necessary consideration may be a predetermined amount of paid or free virtual value, or may be 0 (no consumption of virtual value is required).

[0024] In the embodiment, when a gacha is executed, a dice is rolled, and a piece is moved along a predetermined square according to the result, so-called sugoroku is executed. A lottery table is set for each square, and the gacha is executed based on the lottery table set for the square where the piece stops. The database 9 records the arrangement of the squares for each type of gacha executed, and records each square in association with the corresponding lottery table. In addition, information such as the current position of the piece, squares where the piece has stopped, and the number of laps is recorded for each player.

[0025] The progression unit 11 advances the piece in the order of a predetermined square (one example of a section) based on a value selected by a predetermined method. The method of selecting the value is not particularly limited, and may be, for example, a method utilizing chance, random, or the like. In the embodiment, the progression unit 11 selects a value based on the result of a virtual polyhedral die, and advances the piece based on the selected value. The number of faces of the polyhedral die is not particularly limited, but is typically a six-sided die, and any one of values ​​1 to 6 is selected based on the result. The multiple squares are arranged in series in a predetermined order to form a path along which the piece advances. The progression unit 11 advances the piece by the number of squares corresponding to the selected value, for example, one square when 1 is selected, and three squares when 3 is selected.

[0026] The execution unit 13 reads out from the database 9 the lottery table set for the square where the piece is stopped, and executes the gacha based on the read lottery table. The content won by the gacha is given to the player. In other words, "gacha" refers to a lottery game in which content such as characters and items that can be used in the game are selected by lottery and provided to the user. The gacha to be executed may be a single or continuous one, but in the case of a continuous gacha (e.g., 5 consecutive, 10 consecutive, etc.), the dice are rolled to move the piece, and the gacha is executed according to the set lottery table, which is repeatedly executed for each consecutive gacha.

[0027] In the embodiment, both a single shot gacha and a multiple shot gacha can be executed. The player selects whether to execute a single shot gacha or a multiple shot gacha. The player may also specify the number of times to execute the gacha. If the player selects a multiple shot gacha, the gacha is executed a predetermined number of times in succession. That is, the progression unit 11 selects a value by a predetermined method each time the gacha is executed, and advances the piece based on the selected value. The execution unit 13 executes a lottery for the content based on the lottery table of the square to which the piece has advanced. In the multiple shot gacha, the progression unit 11 and the execution unit 13 repeat the above process a predetermined number of times.

[0028] FIG. 3 shows an example of a gacha game screen displayed on the touch panel 7. As shown in FIG. 3, when a gacha is started, a map is displayed including information such as the arrangement of the squares corresponding to the executed gacha, the current position of the piece, the squares where the piece has stopped, and the number of laps. In the embodiment, the multiple squares form a path that the piece can circulate around. The number of squares is a value (e.g., a multiple of the maximum value) greater than the maximum value in the range that the value selected by the progression unit 11 can take. For example, when a value from 1 to 6 is selected by the roll of a dice, if the gacha is a single gacha, the number of squares is a value greater than 6. If the gacha is a consecutive gacha, the number of squares is a value greater than 6 multiplied by the number of consecutive shots (6 x number of consecutive shots).

[0029] In the example shown in FIG. 3, for example, 22 squares are arranged in a loop, and the player's piece 17 goes around the looped squares every time the total number of the dice D reaches 22. The looped shape is a shape in which the starting point and the end point of the squares are connected to coincide (overlap), and can also be called a ring or annular. The number of laps is displayed on the lap number display unit 19. For convenience of explanation, in the embodiment, the square where the piece 17 starts when the gacha is first executed is called "square M0", the squares 1 square to 21 squares away from the square M0 are called "square M1" to "square M21", respectively, and the square 22 squares away from the square M0 where one lap is completed is called "square M22". Note that the squares M0 and M22 are the same square. In addition, when the position of the square is not specified, it is simply called "square M". The piece 17 starts from the square M0 and repeatedly goes around the looped squares M, and the number of laps increases by one each time it reaches or passes through the square M22 (square M0). An object 20 indicating the current position of the piece 17 is displayed on the square M15 on which the piece 17 is stopped.

[0030] In the embodiment, the cells M are arranged in a loop shape and connected so that the starting point and the end point of the cells M coincide (overlap), but the starting point and the end point of the cells M may not coincide (overlap). In this case, the cells M may be arranged so that part of the route forms a loop.

[0031] A corresponding lottery table is set in each square M. The contents of the lottery table set in each square M may or may not be displayed. The contents of the lottery table may be displayed by selecting a square M. In the example shown in FIG. 3, a normal lottery table is set in the square M with nothing displayed inside. In the normal lottery table, for example, the probability of winning by type is set to 60% for "N (Normal)", 25% for "R (Rare)", 10% for "SR (Super Rare)", 4.5% for "SSR (Super Special Rare)", and 0.5% for "LR (Legend Rare)".

[0032] Also, for example, in the squares M on which the characters "SSR confirmed" are displayed (squares M2, M7, M10, M13, M16, M18, and M20 in the example shown in FIG. 3), the type winning probability of "SSR (Super Special Rare)" is set to 100%, and the type winning probabilities of other "N (Normal)", "R (Rare)", "SR (Super Rare)", and "LR (Legend Rare)" are each set to 0%. That is, when the piece 17 stops on the square M of "SSR confirmed", the content of "SSR (Super Special Rare)" is definitely won. Also, for example, in the square M on which the image of a predetermined game character 21 is displayed (square M21 in the example shown in FIG. 3), the content winning probability of the game character 21 is set to 100%, and the content winning probability of other contents is each set to 0%. That is, when the piece 17 stops on the square M on which the image of the game character 21 is displayed, the game character 21 is definitely won.

[0033] In addition, in a predetermined square M, the type winning probability of a type other than SSR (for example, SR, LR, etc.) may be set to 100%, or the winning probability may be increased from that of a normal lottery table instead of being 100%. In addition, the content winning probability of a specific content such as an item other than a game character may be set to 100%, or the content winning probability of a specific content may be increased from that of a normal lottery table.

[0034] In one map in which a plurality of squares M are arranged, a lottery table is set for each square M so that the more squares there are from the first square M0 in the moving direction of the piece 17, the more advantageous the game progress is compared to a case in which the number of squares is small. For example, in FIG. 3, the more squares there are from the square M0, in other words, the further away from the square M0 or the closer to the square M22, the more the density of the "SSR confirmed" squares M is arranged. In addition, a square M in which a specific content (e.g., game character 21) with a high rarity is definitely won is arranged near the last square M22 of the round. Note that the lottery table may be set so that the game progress is advantageous in a manner different from the above, such as increasing the value of the type that is definitely won as the number of squares from the square M0 increases, or gradually increasing the probability of winning.

[0035] Note that there may be cases where a lottery table is set that is not advantageous to a cell M having a large number of cells from the first cell M0, such as a lottery table that is disadvantageous to a cell M close to the end point. In other words, the lottery table set for each cell M may be such that the more cells there are from the first cell M0, the more advantageous the table tends to be. Alternatively, the ratio of advantage to be given to a larger number of cells from the first cell M0 may be increased.

[0036] A square M on which the piece 17 has stopped one or more times is displayed in a manner that allows it to be distinguished from a square M on which the piece has not stopped. For example, a square M on which the piece 17 has stopped (shown with diagonal hatching in FIG. 3) is displayed in a different color from a square M on which the piece has not stopped (shown in white in FIG. 3). In the example shown in FIG. 3, the piece 17 first stops on square M3, then stops on square M7, confirming SSR, then stops on square M9, and is currently stopped on square M17. Since this is the first lap, the number of laps is 1.

[0037] 4(a) to 4(c) show an example of the transition of the game screen when gacha is executed. The arrangement of the squares M and the position of the piece 17 in FIG. 4(a) correspond to FIG. 3. As shown in FIG. 4(a), the dice D is rolled while the piece 17 is stopped at the square M15, and for example, the number "5" is rolled. In this case, as shown in FIG. 4(b), the piece 17 advances five squares and stops at the square M20, the lottery table is set to "SSR confirmed", and gacha is executed. In FIG. 4(b), for example, a window 23 displays that gacha will be executed based on the lottery table of "SSR confirmed". As a result, as shown in FIG. 4(c), the content classified as "SSR" is won and is given to the player. In FIG. 4(c), for example, a window 25 displays that the "SSR" content has been acquired. Note that the contents of the windows 23 and 25 may be displayed by transitioning to a different screen.

[0038] Returning to FIG. 2, the reward unit 15 gives a predetermined reward to the player in at least one of the following cases: when the piece 17 goes around the path of the squares M, when the piece 17 stops again on a square M where the piece 17 has stopped before, and when there are no more squares M where the piece 17 has never stopped. In other words, when there are no more squares M where the piece 17 has never stopped, it is when the piece 17 has stopped on all squares M1 to M22 (square M0) at least once. The content of the reward is not particularly limited, and includes, for example, game characters and items that can be used in the game, tickets that can be used to perform gacha, items that can manipulate the value selected by the progression unit 11 (for example, dice with a specified outcome, etc.), etc. In addition to giving rewards, the reward unit 15 may also give an advantage to the game progress by, for example, changing the lottery table or giving some kind of positive effect on the main game (such as an increase in the status of a game character, the occurrence of a specific game event, etc.).

[0039] FIG. 5 shows an example of a game screen in which the piece 17 goes around the path and a reward is given. The example shown in FIG. 5 is a case in which, for example, "3" is rolled on the dice D at the position of the piece 17 shown in FIG. 4(c) described above. In this case, the piece 17 advances three squares from the square M20, passes through the square M22 (square M0), and stops at the square M1. As a result, the number of laps increases to two, and a reward is given to the player. In the embodiment, the reward given when the piece 17 goes around the path is appropriately called a "lap reward." In FIG. 5, the increased number of laps and the fact that a predetermined lap reward has been acquired are displayed, for example, in a window 27. The contents of the window 27 may be displayed by transitioning to another screen.

[0040] FIG. 6 shows an example of a game screen in which the piece 17 stops again on a square M where it has stopped before and a reward is awarded. The example shown in FIG. 6 is a case in which, for example, "2" is rolled on the dice D at the position of the piece 17 shown in FIG. 5 above. In this case, the piece 17 advances two squares from the square M1 and stops on the square M3. The square M3 is a square M where the piece has stopped once before. This awards the player. In the embodiment, the reward awarded when the piece 17 stops again on a square M where it has stopped before is appropriately called a "repeat reward." In FIG. 6, the fact that the piece 17 has stopped on a square M where it has stopped before and that a predetermined repeat reward has been acquired are displayed, for example, in a window 29. The contents of the window 29 may be displayed by transitioning to another screen.

[0041] FIG. 7 shows an example of a game screen when the piece 17 has stopped at all the squares M that it has never stopped at and a reward has been awarded. The example shown in FIG. 7 shows a case where the piece 17 has stopped at, for example, the last square M11 that it has never stopped at. As a result, a reward is awarded to the player. In the embodiment, the reward awarded when the piece 17 has stopped at all the squares M that it has never stopped at is appropriately referred to as a "complete reward." In FIG. 7, for example, a window 31 displays that the piece 17 has stopped at all the squares M (complete) and that a predetermined complete reward has been acquired. The contents of the window 31 may be displayed by transitioning to another screen.

[0042] The above-described processes in each processing unit are not limited to the above-described examples of division of processing, and may be processed by a smaller number of processing units (e.g., one processing unit), or may be processed by a further subdivided processing unit. The functions of each processing unit described above are implemented by a game program executed by a CPU 501 (see FIG. 13), which will be described later, but some of them may be implemented by actual devices such as dedicated integrated circuits such as ASICs (Application Specific Integrated Circuits) and FPGAs (Field Programmable Gate Arrays), or other electric circuits. The above-described processing units are not limited to being implemented in their entirety on the server device 5 side, and may be implemented in their entirety or in part on the terminal device 3 side.

[0043] <3. Server processing procedure> Next, an example of a processing procedure (game processing method) executed by the CPU 501 of the server device 5 will be described with reference to Fig. 8. The server device 5 executes the processing shown in Fig. 8 individually for each player (terminal device 3).

[0044] In step S5, the server device 5 displays a gacha screen on the touch panel 7 of the terminal device 3 based on a predetermined gacha execution operation by the player. The gacha screen displays the arrangement of the squares M of the sugoroku, squares M that have stopped, the current position of the piece 17, the number of laps, the dice D, etc. Information such as the current position of the piece 17, squares M that have stopped, and the number of laps is read from the database 9, for example.

[0045] In step S10, the server device 5 determines whether or not a gacha execution instruction has been given by the player. If a gacha execution instruction has not been given (step S10: NO), the process returns to step S5. On the other hand, if a gacha execution instruction has been given (step S10: YES), the process proceeds to the next step S15.

[0046] In step S15, the server device 5 causes the progression unit 11 to roll the dice D and determine the result.

[0047] In step S20, the server device 5 causes the progression unit 11 to advance the piece 17 a number of spaces according to the result determined in step S15.

[0048] In step S25, the server device 5 records in the database 9 the position of the square M on which the piece 17 stopped, the number of laps, and the like.

[0049] In step S30, the server device 5, through the reward unit 15, determines whether or not the square M on which the piece 17 has stopped satisfies the reward condition. The reward condition is either when the piece 17 has gone around the path of the square M, when the piece 17 has stopped again on a square M on which it has stopped before, or when there are no more squares M on which the piece 17 has not stopped. If none of the reward conditions are met (step S30: NO), the process proceeds to step S40, which will be described later. On the other hand, if any of the reward conditions are met (step S30: YES), the process proceeds to the next step S35.

[0050] In step S35, the server device 5 causes the reward section 15 to award to the player a reward corresponding to the reward condition satisfied by the square M on which the piece 17 stops.

[0051] In step S40, the server device 5 determines the lottery table for the gacha to be the lottery table set in the square M on which the piece 17 stops.

[0052] In step S45, the server device 5, through the execution unit 13, executes the gacha based on the lottery table determined in the above step S40.

[0053] In step S50, the server device 5 grants the content won by the gacha to the player through the execution unit 13. This ends the flow chart.

[0054] The above-mentioned process steps are merely examples, and at least some of the steps may be deleted or changed, or steps other than those described above may be added. Also, the order of at least some of the steps may be changed.

[0055] <4. Effects of the embodiment> As described above, in this embodiment, the piece 17 is advanced in the order of the predetermined squares M based on the value determined by the roll of the dice D, and the gacha is executed based on the lottery table set in the square M where the piece 17 is stopped. This adds a random element to the determination of the lottery table, thereby improving the interest of the gacha.

[0056] In this embodiment, the lottery table may be set so that the more squares there are from the first square M0 in the moving direction of the piece 17, the more advantageous the game progress will be compared to a case where the number of squares is small. In this case, the player can be motivated to move the piece 17, and thus the execution of the gacha can be promoted.

[0057] In this embodiment, the squares M may form a path that the piece 17 can travel around, and the player may be given a predetermined reward or may have an advantage in the game progress when at least one of the following occurs: when the piece 17 travels around the path, when the piece stops again in a section where the piece has stopped before, and when there are no more sections where the piece has not stopped before. This provides the player with an advantage in repeatedly playing gacha, which can encourage the player to play gacha.

[0058] <5. Modifications, etc.> The present invention is not limited to the above-described embodiment, and various modifications are possible without departing from the spirit and technical concept of the present invention. Such modifications will be described below.

[0059] (1) When the path of a square branches The squares M may be configured so that the path along which the piece 17 moves branches. FIG. 9 shows an example of a game screen in this modified example. As shown in FIG. 9, the path of the squares M includes a branching route. In the example shown in FIG. 9, for example, 31 squares M are arranged in a loop, and the space between the squares M14 and M20 branches into two paths. The first path is made up of the squares M15A to M19A, and the second path is made up of the squares M15B to M19B. The lottery tables set for the first path and the second path are different. In the example shown in FIG. 9, for example, the lottery tables for the squares M16A and M18A in the first path are set to "SSR confirmed", and the lottery table for the square M17B in the second path is set to "LR confirmed". In square M17B, the probability of winning "LR (Legendary Rare)" is set to 100%, and the probability of winning the other squares "N (Normal)", "R (Rare)", "SR (Super Rare)", and "SSR (Super Special Rare)" is set to 0%. In other words, in the first route, two squares M out of five squares M are set to "SSR guaranteed", while in the second route, one square M out of five squares M is set to "LR guaranteed".

[0060] In addition, the first route and the second route may be provided with squares M in which a specific content is definitely won, and the type of the specific content may be different for each route. Also, the number of squares M may be different for the first route and the second route. Also, the number of branching paths is not limited to two, and may be three or more.

[0061] In this modified example, when the piece 17 reaches square M14, the reception unit 33 (not shown) of the server device 5 receives a route selection operation by the player. The player can freely select whether to move the piece 17 along the first route or the second route. The progression unit 11 moves the piece 17 along the route selected by the player according to the result of the roll of the dice D.

[0062] According to this modification, for example, by giving each route different characteristics, the player can enjoy the gacha by selecting a route that suits his / her preference, game style, etc. In this way, an additional play element can be added to the determination of the lottery table, so that the interest of the gacha can be further improved.

[0063] (2) When you can control the number of spaces the piece moves For example, the player may use a predetermined item or exercise a predetermined right to manipulate the number of spaces to which the piece 17 is moved. The predetermined right is a right that allows the player to manipulate the number of spaces to which the piece 17 is moved. In this case, the progression unit 11 selects a specific value corresponding to the used item or exercised right, and moves the piece based on the selected specific value. The predetermined item or the predetermined right may be obtained free of charge, for example, as a reward for the player clearing a predetermined quest or mission in the game, or may be distributed by the operator of the online game, or may be obtained for a fee by the player after going through a predetermined purchasing procedure.

[0064] The type of the predetermined item is not particularly limited, and may be, for example, an item that manipulates the number rolled on a dice D. For example, as shown in FIG. 10(a), a die D1 that only shows "1", a die D2 that only shows "2", a die D6 that only shows "6". Also, a die that only shows a specific range of numbers, such as "3" to "5", may be used. Also, as shown in FIG. 10(b), a die D0 that only shows "0". When the die D0 is used, the piece 17 does not move, and the gacha may be executed again based on the lottery table set for the square M where the piece 17 is stopped.

[0065] In this modification, the player can use a predetermined item to definitively select a desired value, and the piece 17 is advanced based on the selected specific value. In this way, an additional play element can be added to the determination of the lottery table, so that the interest of the gacha can be further improved. In addition, the player can be given the benefit of acquiring a predetermined item or right, so that the acquisition of the item or right can be promoted.

[0066] (3) To prevent a piece from moving in certain cases The piece 17 does not necessarily need to be moved every time the gacha is executed, and the piece 17 may not be moved in a predetermined case. For example, the progression unit 11 may not move the piece 17 when a predetermined first condition is met, and the execution unit 13 may execute the gacha again based on a lottery table set in the square where the piece 17 is stopped. The predetermined first condition is not particularly limited, but may be, for example, that the player uses a predetermined item or exercises a predetermined right. The predetermined right is a right to prohibit the movement of the piece 17. The predetermined item is, for example, the aforementioned die D0 that only shows "0". The predetermined item or the predetermined right may be, for example, a reward that the player acquires when completing a predetermined quest or mission in the game, or may be obtained free of charge, such as a reward distributed by the operator of the online game, or may be obtained for a fee by the player after a predetermined purchase procedure.

[0067] Fig. 11 shows an example of a processing procedure executed by the CPU 501 of the server device 5 in this modified example. Note that in Fig. 11, the same steps as those in Fig. 8 are denoted by the same reference numerals, and descriptions thereof will be omitted as appropriate.

[0068] Step S5 and step S10 are the same as those in Fig. 8, and therefore the description will be omitted. In step S10, if there is an instruction to execute a gacha (step S10: YES), the server device 5 proceeds to the next step S11.

[0069] In step S11, the server device 5 determines whether or not a first condition is satisfied. If the first condition is satisfied (step S11: YES), the process proceeds to the next step S12.

[0070] In step S12, server device 5 causes progression unit 11 to not move piece 17. In other words, movement of piece 17 is prohibited.

[0071] In step S13, the server device 5 executes the gacha again by the execution unit 13 based on the lottery table set in the square where the piece 17 is stopped. Then, the process proceeds to step S50.

[0072] In addition, in the above step S11, if the first condition is not satisfied (step S11: NO), the server device 5 proceeds to the next step S15. Steps S15 to S50 are the same as those in FIG. 8 described above, and therefore the description will be omitted.

[0073] According to this modification, when a predetermined first condition is met, the piece 17 is not moved, and the gacha is executed again based on the lottery table set in the square M where the piece is stopped. As a result, for example, when the piece 17 is stopped in the square M of a lottery table with favorable conditions, the player can execute the gacha again based on the lottery table with favorable conditions by establishing the first condition. For example, it is also possible to execute a multiple gacha based on a lottery table with favorable conditions, so that the player can be encouraged to execute the multiple gacha. In this way, an additional play element can be added to the determination of the lottery table, so that the interest of the gacha can be further improved.

[0074] (4) Resetting the position of a piece in a specific case The position of the square M where the piece 17 stops is maintained each time a gacha is executed, and in the next gacha, the movement of the piece 17 resumes from that square M, but in certain cases, the position of the piece 17 may be moved (reset) to a predetermined square M after the execution of the gacha. For example, the server device 5 may have a moving unit 35 (not shown) that moves the piece 17 to the predetermined square M after the execution of the gacha when a predetermined second condition is met.

[0075] The moving unit 35 may move the piece 17 to a predetermined square M after the execution of the gacha, for example, when a predetermined period of time has elapsed as the second condition. The predetermined period of time is, for example, a period of time that has elapsed since the player logged in (for example, 10 hours, one day, one week, one month, etc.), or a predetermined event period held by an online game operator, etc., for example. The moving unit 35 may also move the piece 17 to a predetermined square M after the execution of the gacha, for example, when the player logs out or when there is a transition from the gacha screen, as the second condition. The moving unit 35 may also move the piece 17 to a predetermined square M after the execution of the gacha, for example, when a single gacha, not a continuous gacha, is executed as the second condition.

[0076] Furthermore, even when a multiple gacha is executed, the moving unit 35 may move the piece 17 to a predetermined square M if the number of multiple gachas is less than a predetermined value. In this case, the execution unit 13 executes a predetermined number of gachas in succession based on the player's operation, and the moving unit 35 may move the piece 17 to the predetermined square M every time a gacha is executed if the predetermined number is less than the predetermined value, and the progression unit 11 may advance the piece 17 in the order of the squares M based on a value selected by a predetermined method every time a gacha is executed if the predetermined number is equal to or greater than the predetermined value.

[0077] The predetermined square M may be a square that is disadvantageous to the player, for example a square M (typically the first square M0) upstream of the currently located square M. In this case, the number of laps may be maintained, for example, if the player is located at a predetermined square M (squares M1 to M21) on the second lap, the player may be moved to square M0 on the second lap. Alternatively, the player may be moved to square M0 on the first lap regardless of the number of laps. The predetermined square M may be a square that is advantageous to the player, for example a square M downstream of the currently located square M.

[0078] Fig. 12 shows an example of a processing procedure executed by the CPU 501 of the server device 5 in this modified example. Note that in Fig. 12, the same steps as those in Fig. 8 are denoted by the same reference numerals, and descriptions thereof will be omitted as appropriate.

[0079] Steps S5 to S50 are the same as those in Fig. 8, and therefore the description will be omitted. After step S50, the server device 5 proceeds to the next step S55.

[0080] In step S55, the server device 5 determines whether the second condition is satisfied. If the second condition is not satisfied (step S55: NO), the process ends. On the other hand, if the second condition is satisfied (step S55: YES), the process proceeds to the next step S60.

[0081] In step S60, the server device 5 causes the moving unit 35 to move the piece 17 to a predetermined square M. After that, this flowchart ends.

[0082] According to this modification, for example, when the piece 17 is moved to a square M that is disadvantageous to the player, the player can be motivated to move the piece 17 as much as possible before the second condition is satisfied, so that the execution of the gacha can be promoted. Specifically, the player can be motivated to move the piece 17 before a predetermined period has elapsed, before logging out, or before transitioning from the gacha screen, so that the execution of the gacha (particularly the execution of the multiple gacha) can be promoted. In addition, the player can be motivated to execute multiple gachas instead of single gachas, so that the execution of the gacha can be further promoted. In particular, when the lottery table is set so that the more squares from the first square M0 in the moving direction of the piece 17, the more advantageous the game progress is, so that the movement of the piece 17 upstream causes a disadvantage to the player, so that the synergistic effect of the process of resetting the position of the piece 17 and the square arrangement can encourage the player to execute the gacha repeatedly.

[0083] (5) When you play Sugoroku after playing Gacha In the embodiment, the gacha is executed after the sugoroku is executed, but the sugoroku may be executed after the gacha is executed. In this case, for example, a value may be selected based on the content won by the gacha, the piece 17 may be advanced based on the value, and the lottery table set in the square M where the piece stopped may be used as the lottery table for the next gacha. The value may be determined based on the value of the content won by the gacha, for example, 1 for "N (normal)", 2 for "R (rare)", 3 for "SR (super rare)", 4 for "SSR (super special rare)", and 5 for "LR (legendary rare)". The value may also be determined based on the type of content won, etc. Alternatively, the value may be determined by rolling a dice after the gacha is executed, the piece 17 may be advanced based on the value, and the lottery table set in the square M where the piece stopped may be used as the lottery table for the next gacha.

[0084] According to this modification, the lottery table for the next gacha is determined based on the execution result of the gacha, so that a random element can be added to the determination of the lottery table, and the interest of the gacha can be improved. Also, from the viewpoint of moving the piece 17, all values ​​(all types won by the gacha) have equal value, so that even lottery results that are usually low in value (for example, when a low-rarity "N (normal)" content is won) can have value.

[0085] In addition to the above, the methods according to the above-mentioned embodiments and each modified example may be appropriately combined and used. Although not illustrated individually, the above-mentioned embodiments and each modified example may be implemented with various modifications without departing from the spirit thereof.

[0086] <6. Server hardware configuration> Next, an example of a hardware configuration of the server device 5 that realizes each processing unit implemented by the program executed by the CPU 501 described above will be described with reference to Fig. 13. The terminal device 3 may have a similar hardware configuration.

[0087] 13, the server device 5 includes, for example, a CPU 501, a ROM 503, a RAM 505, a GPU 506, a dedicated integrated circuit 507 constructed for a specific application, such as an ASIC or an FPGA, an input device 513, an output device 515, a recording device 517, a drive 519, a connection port 521, and a communication device 523. These components are connected to each other via a bus 509, an input / output interface 511, etc. so as to be able to transmit signals to each other.

[0088] The game program can be recorded, for example, in the ROM 503, the RAM 505, or the recording device 517 such as a hard disk.

[0089] The game program may also be temporarily or permanently (non-temporarily) recorded on a removable recording medium 525 such as a magnetic disk such as a flexible disk, various types of CDs, MO disks, DVDs, and other optical disks, or a semiconductor memory. Such recording medium 525 may also be provided as so-called package software. In this case, the game program recorded on the recording medium 525 may be read by the drive 519 and recorded on the recording device 517 via the input / output interface 511, the bus 509, and the like.

[0090] The game program may also be recorded, for example, on a download site, another computer, or another recording device (not shown). In this case, the game program is transferred via a network NW such as a LAN or the Internet, and the communication device 523 receives this program. The program received by the communication device 523 may then be recorded in the recording device 517 via the input / output interface 511, the bus 509, etc.

[0091] The game program may also be recorded in, for example, an appropriate external connection device 527. In this case, the game program may be transferred via an appropriate connection port 521 and recorded in the recording device 517 via the input / output interface 511, the bus 509, etc.

[0092] Then, the CPU 501 executes various processes according to the programs recorded in the recording device 517, thereby realizing the processes by the progression unit 11, execution unit 13, reward unit 15, etc. described above. At this time, the CPU 501 may, for example, directly read and execute the programs from the recording device 517, or may execute the programs after first loading them into the RAM 505. Furthermore, when the CPU 501 receives the programs via the communication device 523, the drive 519, or the connection port 521, for example, the CPU 501 may directly execute the received programs without recording them in the recording device 517.

[0093] In addition, the CPU 501 may perform various types of processing based on signals and information input from an input device 513 such as a mouse, keyboard, or microphone, as necessary, in addition to signals input from the touch panel 7 of each terminal device 3 via the network NW.

[0094] The GPU 506 performs processing for image display, such as rendering processing, in response to instructions from the CPU 501 .

[0095] The CPU 501 and the GPU 506 then output the results of the above processing to the touch panel 7 of each terminal device 3 via the network NW, and, if necessary, output the results from an output device 515 including an audio output unit (not shown) such as a speaker or headphones. Furthermore, the CPU 501 and the GPU 506 may transmit the processing results via the communication device 523 or the connection port 521, or may record the results in the recording device 517 or the recording medium 525, if necessary. [Explanation of symbols]

[0096] 1. Game System 3 Terminal Equipment 5. Server device (an example of an information processing device) 7. Touch Panel 9. Database 11 Progress section 13 Executive Department 15 Compensation Department 17 Pieces 19 Lap number display 20 Objects 21 Game Characters 23 Window 25 Windows 27 Windows 29 Windows 31 Window 33 Reception 35 Mobile section D. Dice M Square (an example of a section)

Claims

1. An information processing device, a progression unit that advances the pieces in a predetermined order based on the value selected by a predetermined method; and an execution unit that executes a gacha based on a lottery table set for the section in which the piece is stopped; A game program to function as a.

2. All or part of the compartment includes: the lottery table is set so that the more sections there are from the first section in the moving direction of the piece, the more advantageous the game progress becomes compared with a case where the number of sections is small; The game program according to claim 1 .

3. The section defines a path along which the piece can move, The information processing device, and further functioning as a reward unit that gives a predetermined reward to a player or gives an advantage in game progress in at least one of the following cases: when the piece has completed a circuit around the path; when the piece has stopped again in the section where the piece has stopped before; and when there are no more sections where the piece has not stopped before.

3. The game program according to claim 1 or 2.

4. The section is configured such that a path along which the piece moves branches off, The information processing device, a receiving unit that receives a selection operation of the route by a player, The progression section includes: moving the piece along the path selected by the player; 3. The game program according to claim 1 or 2.

5. The progression section includes: when a predetermined item is used by a player, selecting a specific value corresponding to the item, and advancing the piece based on the selected specific value; 3. The game program according to claim 1 or 2.

6. The progression section includes: When a first predetermined condition is met, the piece is not moved, The execution unit is execute the gacha again based on the lottery table set for the section where the piece is stopped; 3. The game program according to claim 1 or 2.

7. The information processing device, and when a predetermined second condition is satisfied, the moving unit further functions as a moving unit that moves the piece to a predetermined section after the execution of the gacha.

3. The game program according to claim 1 or 2.

8. The moving unit is As the second condition, when at least one of the following is performed: when a predetermined period of time has elapsed, when the player logs out, when the player transitions from a gacha screen, and when a single gacha is performed instead of a continuous gacha, the piece is moved to the predetermined section after the gacha is performed. The game program according to claim 7.

9. The execution unit is Executing the gacha a predetermined number of times in succession based on an operation of a player; The moving unit is If the predetermined number of times is less than a predetermined value, the piece is moved to a predetermined section each time the gacha is executed; The progression section includes: When the predetermined number of times is equal to or greater than the predetermined value, the piece is advanced in the order based on the value selected by the predetermined method each time the gacha is executed. The game program according to claim 8.

10. A game processing method executed by an information processing device, comprising: moving the pieces in a predetermined order of sections based on the values ​​selected by a predetermined method; A step of executing a gacha based on a lottery table set for the section where the piece is stopped; The game processing method includes:

11. a progression unit that advances the pieces in a predetermined order based on the value selected by a predetermined method; an execution unit that executes a gacha based on a lottery table set for the section in which the piece is stopped; An information processing device having the above configuration.

Citation Information

Patent Citations

  • Game control method, computer, and control program

    JP2016135209A