Game system, server system, and program

By introducing skill maps and dynamic reward allocation mechanisms into the game system, the problem of insufficient attractiveness and novelty of subscription option services in the existing technology is solved, and players' acquisition motivation and gaming experience are improved.

JP2025060169APending Publication Date: 2025-04-10BANDAI NAMCO ENTERTAINMENT INC
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Patent Information

Application Number
JP2023170725
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-09-29
Publication Date
2025-04-10

AI Technical Summary

Technical Problem

When using skill maps, existing gaming systems are difficult to improve the attractiveness of subscription option services and proactively obtain motivation, and lack novelty.

Method used

A server system is designed to set up a skill map in the game, use an array of multiple squares to provide player rewards, and square selection and reward allocation are made according to the game progress and the conditions of subscription services.

Benefits of technology

It improves the attractiveness of the subscription option service and the active acquisition of players. By dynamically adjusting the rarity and availability of rewards, it increases the novelty of the game and the sense of player participation.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game system capable of providing new interest in a game by increasing the motivation to actively obtain services such as subscriptions, by using a given map such as a skill map.SOLUTION: A server device 10 executes processing of selecting an area from a skill map on the basis of a first condition associated with the progress of a game and processing of selecting an area from the skill map on the basis of a second condition requiring that an optional subscription service is set. When the second condition is satisfied, the server device executes selection candidate setting processing of setting an area selected under conditions more advantageous to a player than the area selected under the first condition in the skill map, or setting an area that is more advantageous in the game to the player than the area selected under the first condition in the map.SELECTED DRAWING: Figure 4
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Description

[Technical field]

[0001] The present invention relates to a game system, a server system, a program, and the like. [Background technology]

[0002] Traditionally, many subscription-based games have been offered in which a cost is set for a fixed period of time (e.g., a monthly charge), and in return for payment of the cost for the fixed period of time, a player is permitted to play the game or an option of the game during that period of time.

[0003] In particular, a game system that provides a bonus to be used in a game according to the method of payment of the cost has recently become known (for example, Patent Document 1).

[0004] In addition, games have been provided that incorporate a map (i.e., a skill map) in which a number of squares, each of which is selectable using points or experience points acquired as the game progresses and in which the player character's abilities and other settings are set, are arranged in a predetermined manner.

[0005] In particular, in recent years, in such games, game systems have become known that enable changing of the abilities associated with squares or changing the order of selection in a skill map that is configured to be sequentially selectable according to an arrangement using points or experience points acquired as the game progresses (e.g., Patent Document 2). [Prior art documents] [Patent documents]

[0006] [Patent Document 1] JP 2018-068912 A [Patent Document 2] JP 2021-145732 A Summary of the Invention [Problem to be solved by the invention]

[0007] However, in the game systems described in Patent Documents 1 and 2, when allowing a player to enjoy benefits by having an optional subscription service, a map such as a skill map in which a number of squares corresponding to the acquisition of the benefits to be granted are arranged in a predetermined manner is not used.

[0008] Therefore, in the game systems described in Patent Documents 1 and 2, it is difficult to increase the attractiveness of subscription option services and encourage active adoption from the standpoint of the use of skill maps.

[0009] The present invention has been made to solve the above-mentioned problems, and its purpose is to provide a game system etc. that can increase motivation to actively obtain services such as subscriptions by using a given map such as a skill map, and can add new excitement to the game by using the service. [Means for solving the problem]

[0010] (1) In order to solve the above problems, the present invention provides A server system for allowing terminal devices connected via a network to execute a game, comprising: A plurality of squares are arranged in a given arrangement to provide a player with a special benefit to be used in the game. a presentation means for presenting the setting map formed by the above to the player; a selection processing means for executing a first selection process for selecting at least one square from a map presented to the player based on a first condition associated with a progress status of the game, and a second selection process for selecting at least one square from the set map based on a second condition, which is different from the first condition and which is a condition that a given optional service related to the game is set by the player; a game control means for controlling the progress of the game in accordance with the selected square; a selection candidate setting processing means for executing a selection candidate setting process for, when the second condition is satisfied, setting in the setting map a square selected under conditions more advantageous to the player than a square selected under the first condition, or setting in the setting map a square different from the square selected under the first condition and more advantageous in terms of a game to the player than a square selected under the first condition; The present invention has a configuration comprising:

[0011] With this configuration, in a game using a setting map in which a new square is set to be selectable depending on the game situation that constitutes a first condition, such as each time a predetermined mission is cleared or each time the player's level increases, if the second condition is met, it is possible to provide the player with an advantageous effect in the game, such as the rarity of the bonus awarded being higher than in the case where a square that can be set due to the first condition is selected.

[0012] Therefore, from the perspective of the use of the setting map, the present invention can increase the attractiveness of optional in-game services such as subscriptions, which are the criterion for the second condition, and improve motivation to actively obtain such services, thereby providing new interest in the game.

[0013] It should be noted that the "given game" includes various types of games, such as competitive games (fighting games and sports games), RPGs, shooting games, racing games, and simulation games.

[0014] Furthermore, a "setting map" is a map in which a number of squares that can be selected (unlocked) depending on the values ​​of parameters (variable parameters such as ability values, experience points, points, or in-game currency) that change as the game progresses are arranged in a predetermined shape, such as a rectangle (such as a regular hexagon), a circle (including an oval), or a star.

[0015] A "setting map" is a map (hereinafter referred to as a "skill map") in which the selection order (release order) based on variable parameters is determined by a transition path (for example, a tree-like, radial, concentric circle, or sugoroku-like (sphere board)) between each square. However, the "map" is not limited to such a map, and may be any map in which multiple squares are arranged in a given shape, and each square does not have to be connected by a transition path, such as in a randomly selectable (releaseable) arrangement.

[0016] Furthermore, it is preferable that each "square" has a defined benefit to be granted to the player or the player character that the player controls, and in this case, it is preferable that, for example, when each square is selected (released), the corresponding benefit is granted.

[0017] And "benefits" refers to, for example, electronic game media such as game cards used in the game, characters that can be used in the game, lottery tickets for lottery events, and weapons, armor, costumes, and accessories used by each character.

[0018] In addition, the "benefits" are not limited to the above, (A1) Granting parameters that change according to the game progress, such as experience points, in-game currency, points, and stamina values, (A2) Making it easier to acquire items, (A3) Making tasks easier; (A4) Making the odds of winning a lottery event more favorable for players, such as by increasing the odds of winning a rare item in the lottery event or decreasing the odds of losing, (A5) Reducing the parameters consumed during the game (charge amount, consumed points, and the player character's physical strength (energy value)), (A6) Awarding trophies, medals and titles; and (A7) Changing the abilities or attributes of a player character; Also included are:

[0019] And in the "Game Progress" section, for example, (B1) Parameters that change with the game progress of an individual player or player character, such as level and experience points; (B2) At least one of the game elements of the player or the player character, the presence or absence of the game element, and the type of the game element, or (B3) At least one of the presence or absence of a player's gaming behavior, such as the timing of login acquisition, and the time element (timing, period, etc.) related to the gaming behavior, A game progress detection process is executed to detect the above.

[0020] In addition to the above, the "first condition" includes, for example, a condition that the above game parameters, game elements, game actions, or a combination of two or more of them satisfy a predetermined condition. However, the first condition may be changed for each player, for each level (rank), attribute, or type of the player or player character, or the difficulty level may increase each time a condition is achieved.

[0021] Furthermore, the "given optional service" refers to an optional service in the game, such as a subscription that indicates the right to enjoy advantageous effects in the game for a certain period of time. However, the given optional service may be any service that is optionally set in the game in addition to a service provided in the game on the premise that the player pays a cost, such as a subscription.

[0022] The "given instruction" may be, for example, an instruction selected by the player, or an instruction executed by the game program, including an instruction selected randomly.

[0023] Furthermore, the "second condition" includes, for example, a condition that a given optional service, such as a subscription, is set.

[0024] And "favorable conditions" include, for example, that while a square set to be selectable based on a first condition can be selected randomly, a square set to be selectable based on a second condition can be selected based on the player's instructions, that the cost of selecting a square is lower, or that a square set under the second condition can be selected under fewer or looser conditions than a square set under the first condition.

[0025] In particular, the term "a square that is advantageous to the player in the game" refers to, for example, a benefit that can be obtained by being associated with the advantageous square, which is more advantageous in the game than a benefit that can be obtained by being associated with a square that can be selected under the first condition. .

[0026] (2) The present invention also provides The server system according to claim 1, a management means for managing a storage means in which a given benefit is defined in association with at least one of each of the squares and an arrangement formed by each selected square satisfying a given arrangement condition; a privilege-granting control means for executing a privilege-granting control process for referring to the storage means based on the selected square, and granting the privilege, which is stored in association with at least one of the selected square and the array, to a corresponding player as a first privilege; The present invention has a configuration further comprising:

[0027] With this configuration, the present invention can vary the benefit actually granted to the player depending on whether the first condition and the second condition are met, or when the arrangement formed by the selected squares satisfies a given arrangement condition, thereby increasing the appeal of a given optional service that is the criterion for the second condition, and improving motivation to actively obtain that service.

[0028] The "benefit granting control process" may grant a benefit specified in association with a square unconditionally when a square is selected by fulfilling a first condition or a second condition, or may grant a benefit specified in association with the selected square on the condition that a given condition (for example, a third condition different from the first and second conditions) is met when a square that has become selectable by fulfilling a first condition is selected.

[0029] In particular, the "benefit granting control process" not only grants a benefit based on the selected squares, but also includes granting an additional benefit in addition to the benefit instead of the benefit when the arrangement of the selected squares satisfies a predetermined arrangement condition.

[0030] Furthermore, "granting a benefit to a relevant player" does not only mean granting the benefit to the player, but also includes granting the benefit to a player character that is the object of the player's operation so that the benefit can be used.

[0031] Furthermore, "an arrangement formed by each selected square satisfying a given arrangement condition" includes, for example, an arrangement in which a vertical, horizontal, or diagonal row in the shape of a bingo sheet is a selected row, or an arrangement on a sphere board in which all squares in any one row are selected.

[0032] (3) The present invention also provides A benefit group composed of a plurality of benefits is defined in the storage means in association with at least one of each of the squares and the array, The privilege granting control means, as the privilege granting control process, referring to a storage means based on the selected square, and determining a bonus to be given to the relevant player from the bonus group stored in association with at least one of the selected square and the array; The determined benefit is granted to the relevant player as a first benefit.

[0033] With this configuration, the present invention can determine the benefit to be awarded to the player by lottery from among a group of benefits after selecting a square, thereby providing the player with an element of gambling in the awarding of the benefit and also providing interest in the benefit awarding event.

[0034] Furthermore, in the present invention, for example, if a group of benefits associated with a square selectable by a second condition is made up of benefits that are rarer than a group of benefits associated with a square selectable by a first condition, the attractiveness of a given optional service that is the criterion for the second condition can be increased, and motivation to actively obtain the service can be improved.

[0035] (4) The present invention also provides When the given optional service is composed of two or more services with different contents, the setting map or the contents of the benefit are different for each of the services.

[0036] With this configuration, even if the second condition is met, the present invention makes it possible to change the contents of the map, including the configuration or shape of the squares, or the contents of the obtainable benefits, depending on the type of service owned.

[0037] For example, the present invention can vary the reward content in proportion to the cost, such as by changing the shape of the map when the cost is high, or by providing multiple services with reward content that is more advantageous to the player.

[0038] Therefore, the present invention can provide variety in the manner in which a player can participate in a game, and can maintain the player's interest in the game for a long period of time without making the player bored.

[0039] Note that "two or more services with different contents" refers to, for example, services that can be selected by the player and that the player enjoys in the game with different contents. For example, it refers to services with different contents being provided depending on the price paid by the player, such as services with different rarities of benefits belonging to a benefit group depending on the cost such as charging or point consumption.

[0040] (5) The present invention also provides When a cost is set for the given optional service and a cost is set for each of the squares or each of the benefits, The selection processing means Executing a cost calculation process to calculate a total cost of the selected square or a total cost of a benefit to be acquired in association with the selected square; The mass is selected based on a cost of the service as an upper limit.

[0041] With this configuration, the present invention can control the selection of squares or the acquisition of benefits based on the cost, allowing players to easily use the service.

[0042] (6) The present invention also provides The privilege granting control means, as the privilege granting control process, (a) providing a second benefit in addition to the first benefit; or (b) changing the attributes or quantity of the first benefit to be granted; The present invention has a configuration for performing the above steps.

[0043] With this configuration, the present invention can, for example, change the attributes or quantity of additional benefits or benefits granted, so that the benefit actually granted to the player can be changed depending on whether the first and second conditions are met, or when the arrangement formed by the selected squares satisfies a given arrangement condition.

[0044] (7) The present invention also provides The privilege granting control means When it is determined that a third condition different from the first condition and the second condition is satisfied, the following is performed as a privilege granting control process: (a) a process of granting a first benefit stored in association with at least one of the selected square and the arrangement of the squares; (b) granting a second benefit in addition to the first benefit; or (c) changing the attributes or quantity of the first benefit to be granted; The present invention has a configuration for performing the above steps.

[0045] With this configuration, the present invention can, for example, not only control the awarding of a bonus using the third condition, but also provide various variations in the awarding of the bonus. Therefore, it is possible to set new specifications, such as adjusting the difficulty of awarding a bonus by adjusting the third condition, and as a result, to increase the interest in the game.

[0046] In addition, the "third condition" may be, for example, a condition that is linked to the progress of the game, like the first condition, or may be a condition that is more difficult than the first condition, or may be of the same difficulty as the first condition or easier.

[0047] In this case, the "third condition", like the first condition, may be changed for each player, or may be changed for each level (rank), attribute or type of player or player character, or the difficulty level may increase each time a condition is achieved.

[0048] Furthermore, the "third condition" may be, for example, a condition related to the game, such as the payment of the cost meeting a given condition, an arrangement of multiple selected squares meeting a given condition (i.e., an arrangement condition), an arrangement of multiple squares for which a bonus has been acquired meeting a given condition (i.e., an arrangement condition), the period during which the second condition is set being long, or a condition related to the period based on the timing at which the second condition was set (including a condition related to the length of the remaining period or the unset period from the timing at which the option was set within the set period when the setting period for the option is predetermined).

[0049] (8) The present invention also provides The third condition includes: (a) conditions associated with progress in the game; (b) an arrangement condition based on the arrangement of the selected squares or the squares that have already been selected or have already acquired the reward; (c) a special cell condition indicating that at least one cell among the plurality of cells satisfying the arrangement condition is a cell that is set to be selectable based on a second condition; (d) the terms of the payment of costs are based on the payment of costs by said player; (e) a condition based on the period during which the second condition is set; (f) conditions based on settings of optional services in the player that are different from the optional services; and (g) any conditions relating to the gaming status of other players in relation to said player; The present invention has a configuration including any one of the above.

[0050] With this configuration, the present invention can incorporate various elements into the game regarding the awarding of benefits based on the map, thereby making the game more entertaining.

[0051] In addition, "cost payment conditions" include not only the fact that a charge has been made, but also points, Or it may include payment of costs with in-game currency, as well as the amount of the cost to be paid, the timing of payment, the total amount of costs to date, or, in the case of a service that allows a player to retain the service on the condition that a fee is paid at regular intervals (i.e., a subscription setting), conditions such as retaining the service for multiple periods.

[0052] In addition, "conditions based on the period for which the second condition is set" include conditions indicating that there are multiple periods in the game for which subscriptions can be set, that subscriptions are set intermittently or continuously for multiple periods, that the costs have already been paid for multiple seasons including future seasons, or, when the subscription setting period such as a season is predetermined, that the remaining period of the remaining season is long or short from the time the subscription was set (that the unset period until that time is long or short).

[0053] An "optional service different from the optional service" refers to an optional service for the game, such as a different type of subscription, for example.

[0054] Furthermore, "game status of other players related to the player" includes the game progress status of the games played by members of the team to which the player belongs or other players who are registered as friends, including whether or not those other players have set up optional services (e.g., subscriptions) and cooperative play with those other players.

[0055] (9) The present invention also provides The selection processing means In the first selection process, a square is selected randomly from the setting map based on the first condition; The second selection process is configured to select a square selected based on an instruction from the player from the setting map when a selectable square is set based on the second condition.

[0056] With this configuration, the present invention can provide the player with an advantageous effect in the game, such as the acquisition of a special benefit that is more advantageous in the game, if the second condition is met, than if the player selects a square that can be set based on the first condition.

[0057] (10) The present invention also provides The selection processing means When the first condition is satisfied, at least one mass is set from the setting map in which one or more masses are uniquely set, or at least one mass is set from the setting map in which masses in a given arrangement of masses on the map are uniquely set; If the second condition is met, one or more squares are selected on the map based on the operation of the player.

[0058] With this configuration, when the second condition is met, the present invention can make it easier for the player to select a square associated with the benefit he or she desires, thereby providing the player with an advantageous effect in the game.

[0059] (11) The present invention also provides A detection means for detecting a progress status of the game is further provided, The given optional service has a start timing and an end timing defined for the service; The selection candidate setting processing means When the second condition is met, the selection candidate setting process is executed by controlling at least one of the types of the selectable squares, the number of the squares, the benefits associated with the squares, the arrangement of the squares, and the selection order in the arrangement of the squares based on the detected game progress and the elapsed time from the start of the optional service.

[0060] With this configuration, the present invention can flexibly control the selection of squares and the acquisition of the associated benefits, for example, by making it easier to obtain better benefits near the end of the provision period of an optional service, or by making many squares selectable at the beginning of the provision period.

[0061] Therefore, the present invention can implement measures to attract players to the game depending on the timing of game execution and the progress of the game, making it possible to keep the game interesting for a long period of time.

[0062] The "order of selection" refers to the order of selection when a new square can be selected each time a given condition is met, such as consuming points, clearing a task, or making a payment. For example, in this case, when squares can be selected in order starting from the start position, it includes locating a square that has a special benefit that is advantageous to the player near the square most recently selected.

[0063] (12) The present invention also provides A game system for executing a given game, comprising: a presentation means for presenting to a player a setting map in which a plurality of squares are arranged in a given manner for providing a player with a benefit used in the game; a selection processing means for executing a first selection process for selecting at least one square from a map presented to the player based on a first condition associated with a progress status of the game, and a second selection process for selecting at least one square from the set map based on a second condition, which is different from the first condition and which is a condition that a given optional service related to the game is set by the player; a game control means for controlling the progress of the game in accordance with the selected square; a selection candidate setting processing means for executing a selection candidate setting process for, when the second condition is satisfied, setting in the setting map a square selected under conditions more advantageous to the player than a square selected under the first condition, or setting in the setting map a square different from the square selected under the first condition and more advantageous in terms of a game to the player than a square selected under the first condition; The present invention has a configuration comprising:

[0064] With this configuration, the present invention can increase the appeal of optional in-game services such as subscriptions, which are the criterion for the second condition, from the perspective of the use of the setting map, and improve motivation to actively obtain such services, thereby providing new interest in the game.

[0065] (13) The present invention also provides a presentation means for presenting to a player a setting map in which a plurality of squares are formed in a given arrangement for providing a player with a privilege to be used in a given game; a selection processing means for executing a first selection process for selecting at least one square from a map presented to the player based on a first condition associated with a progress status of the game, and a second selection process for selecting at least one square from the set map based on a second condition, which is different from the first condition and which is a condition that a given optional service related to the game is set by the player; a game control means for controlling the progress of the game in accordance with the selected square; and The device is configured to cause a computer to function as a selection candidate setting processing means which, when the second condition is met, executes a selection candidate setting process which sets in the setting map a square which is selected under conditions which are more advantageous to the player than a square which is selected under the first condition, or sets in the setting map a square which is different from the square which is selected under the first condition and which is more advantageous in the game for the player than a square which is selected under the first condition.

[0066] With this configuration, the present invention can increase the appeal of optional in-game services such as subscriptions, which are the criterion for the second condition, from the perspective of the use of the setting map, and improve motivation to actively obtain such services, thereby providing new interest in the game. [Brief description of the drawings]

[0067] [Figure 1] FIG. 1 is a diagram illustrating an example of a system configuration showing the configuration of a game system according to an embodiment. [Diagram 2] FIG. 2 illustrates functional blocks of a server device according to an embodiment. [Diagram 3] FIG. 2 is a diagram illustrating functional blocks of a terminal device according to an embodiment. [Figure 4] FIG. 2 is a diagram for explaining a game control process including a first selection process, a second selection process, a selection candidate setting process, and a bonus awarding control process in one embodiment. [Diagram 5] FIG. 2 is a diagram for explaining a game control process including a first selection process, a second selection process, a selection candidate setting process, and a bonus awarding control process in one embodiment. [Figure 6] A diagram for explaining a skill map and skill map information in one embodiment. [Figure 7] A diagram for explaining a skill map and skill map information in one embodiment. [Figure 8] This is a modified example of the bonus-granting control process of one embodiment (bonus-granting control process based on a third condition), and is a figure to explain the relationship between the skill map and an arrangement condition based on the arrangement of selected squares or squares in which a bonus granted to a player has been acquired. [Figure 9] This is a modified example of the bonus-granting control process of one embodiment (bonus-granting control process based on the third condition), and is a figure for explaining the relationship with the skill map in the arrangement condition based on the third condition as a special square condition. [Figure 10]13 is a flowchart showing the operation of a game control process specialized for setting a subscription in the game process executed by the server device of one embodiment. [Figure 11] 11 is a flowchart showing the operation of a game execution process, mainly including subscription setting and awarding of benefits, in a game control process executed by a server device of an embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0068] The present embodiment will be described below. Note that the present embodiment described below does not unduly limit the contents of the present invention described in the claims. Furthermore, not all of the configurations described in the present embodiment are necessarily essential components of the present invention.

[0069] [1] Game system First, the outline and general configuration of a game system 1 according to the present embodiment will be described with reference to Fig. 1. Fig. 1 is a diagram showing an example of a system configuration showing the configuration of the game system 1 according to the present embodiment.

[0070] As shown in FIG. 1, the game system 1 of this embodiment is configured such that a server device 10 that provides game services including subscription optional services and terminal devices 20 (e.g., terminal devices 20A, 20B, 20C) can be connected to the Internet (an example of a network).

[0071] By accessing the server device 10 from the terminal device 20, the user can play a game transmitted from the server device 10 via the Internet. Furthermore, by accessing the server device 10 from the terminal device 20, the user can communicate with other users.

[0072] The server device 10 is an information processing device capable of providing a service that allows a user to play a game using a terminal device 20 connected for communication via the Internet. The server device 10 may also function as an SNS server that provides a communication-type service. Here, the SNS server may be an information processing device that provides a service that allows communication between multiple users.

[0073] In addition, when the server device 10 functions as an SNS server, for example, it is capable of providing a game called a social game that is executed using the operating environment (API (Application Programming Interface), platform, etc.) of the SNS it provides.

[0074] In particular, the server device 10 is capable of providing games that are provided on the web browser of the terminal device 20, such as browser games (games that can be launched simply by opening the installation site in the web browser) created in various languages, such as HTML, FLASH (registered trademark), CGI, PHP, shockwave, Java (registered trademark) applet, and JavaScript (registered trademark).

[0075] Social games, unlike existing online games, do not require dedicated client software and include games that can be used with only a web browser and an SNS account. The server device 10 is configured to provide an online game that can be connected to other users' terminals (smartphones, personal computers, game consoles, etc.) via a network and share the same game progress online at the same time.

[0076] On the other hand, the server device 10 may be configured with one (device, processor) or multiple (devices, processors).

[0077] Furthermore, information such as billing information, game information, etc. stored in the memory area of ​​the server device 10 (memory unit 140 described later) may be stored in a database (broadly speaking, a storage device, memory) connected via a network (intranet or the Internet), and when functioning as an SNS server, information such as player information storage unit 146 stored in the memory area may be stored in a database (broadly speaking, a storage device, memory) connected via a network (intranet or the Internet).

[0078] Specifically, the server device 10 of this embodiment is configured to receive input information based on an operation by a user of the terminal device 20 (that is, a player who executes a game), and to perform game processing based on the received input information.

[0079] The server device 10 then transmits the game processing results to the terminal device 20, and the terminal device 20 performs various processes to provide the game processing results received from the server device 10 to the terminal device 20 so that they can be viewed by the user.

[0080] The terminal device 20 is an information processing device such as a smartphone, a mobile phone, a PHS, a computer, a game device, a PDA, a portable game machine, an image generating device, etc., and is a device that can be connected to the server device 10 via a network such as the Internet (WAN) or a LAN. The communication line between the terminal device 20 and the server device 10 may be wired or wireless.

[0081] Furthermore, the terminal device 20 is equipped with a web browser that enables browsing of web pages (data in HTML format).

[0082] That is, the terminal device 20 has a communication control function for communicating with the server device 10, and a Web browser function for performing display control using data received from the server device 10 (Web data, data created in HTML format, etc.), as well as transmitting user operation data to the server device 10, and executes various processes for providing a game screen to the user, allowing the user to play the game. However, the terminal device 20 may also acquire game progress control information provided by the server device 10, execute a predetermined game process, and play a game based on the game process.

[0083] Specifically, when the terminal device 20 makes a request to the server device 10 to play a predetermined game, the terminal device 20 is connected to the game site of the server device 10 and the game starts. In particular, the terminal device 20 has a configuration that causes the server device 10 functioning as an SNS server to perform a predetermined process by using an API as necessary, or causes the server device 10 functioning as an SNS server to acquire the player information storage unit 146 managed by the server device 10 functioning as an SNS server, and executes the game.

[0084] [2] Server equipment Next, the server device 10 of the present embodiment will be described with reference to Fig. 2. Fig. 2 is a diagram showing functional blocks of the server device 10 of the present embodiment. The server device 10 of the present embodiment may have a configuration in which some of the components (units) of Fig. 2 are omitted.

[0085] The server device 10 includes an input unit 120 for use in administrator and other input, a display unit 130 for performing specified displays, an information storage medium 180 in which specified information is stored, a communication unit 196 for communicating with terminal devices 20 and others, a processing unit 100 for executing processes mainly related to the game to be provided, and a memory unit 140 for storing various data mainly used in the game.

[0086] The input unit 120 is used by a system administrator or the like to input game-related settings and other necessary settings and data. For example, the input unit 120 in this embodiment is configured with a mouse, a keyboard, and the like.

[0087] The display unit 130 displays an operation screen for a system administrator. For example, the display unit 130 in this embodiment is configured with a liquid crystal display or the like.

[0088] Information storage medium 180 (computer-readable medium) stores programs, data, etc., and its functions are realized by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc.

[0089] The communication unit 196 performs various controls for communicating with the outside (e.g., terminals, other servers, or other network systems), and its functions are configured by hardware such as various processors or communication ASICs, programs, etc.

[0090] The storage unit 140 serves as a work area for the processing unit 100, the communication unit 196, etc., and its functions are realized by a RAM (VRAM), etc. The information stored in the storage unit 140 may be managed by a database.

[0091] In addition to the main memory 142, the storage unit 140 of this embodiment also includes a game data storage unit 14 4. The player information storage unit 146 and the skill map information storage unit 148 constitute the storage means of the present invention.

[0092] The game data storage unit 144 stores information about the game including condition information indicating various conditions related to the game (that is, game information).

[0093] In particular, the game data storage unit 144 stores information about the game field on which the game is played, condition information used for various judgments (for example, information such as the first condition, second condition, and third condition described below), information about each object on the game field, information for modifying each object, various table information, information about each player's player character, and information about each item used in the game.

[0094] The player information storage unit 146 stores information about each player and information about each player's game (hereinafter collectively referred to as "player-related information"), including information (hereinafter referred to as "subscription information") about subscription optional services (hereinafter simply referred to as "subscriptions") that provide special benefits for a predetermined period (hereinafter referred to as the "validity period") under a flat-rate charge.

[0095] The skill map information storage unit 148 stores information (hereinafter referred to as "skill map information") about a map (hereinafter referred to as "skill map") in which multiple squares are formed in a given arrangement for granting players benefits used in the game.

[0096] In particular, each piece of skill map information stores information relating to the benefits given to the player in association with each square constituting each skill map (hereinafter referred to as "benefit information").

[0097] The processing unit 100 performs various processes using a main memory unit 142 in the memory unit 140 as a work area. The functions of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.), or by programs.

[0098] The processing unit 100 performs various processes of this embodiment based on programs (data) stored in the information storage medium 180. That is, the information storage medium 180 stores programs for making a computer function as each unit of this embodiment (programs for making a computer execute the processes of each unit).

[0099] For example, the processing unit 100 (processor) controls the entire server device 10 based on a program stored in an information storage medium, and performs various processes such as controlling the transfer of data between the various units. Furthermore, the processing unit 100 performs processes for providing various services in response to requests from the terminal device 20.

[0100] Specifically, the processing unit 100 of this embodiment has at least a communication control unit 101, a Web processing unit 102, a game management unit 103, a player management unit 104, a subscription management unit 105, a situation detection unit 106, a skill map management unit 107, a bonus control unit 108, a timer management unit 109, and an information provision unit 110.

[0101] The communication control unit 101 performs processing for transmitting and receiving data via a network with the terminal device 20. That is, the server device 10 performs various processing based on information received by the communication control unit 101 from the terminal device 20 and the like.

[0102] In particular, the communication control unit 101 of this embodiment performs processing to transmit a game screen to the terminal device 20 of a player based on a request from the terminal device 20 of that player.

[0103] In addition, the communication control unit 101 executes various processes for accepting instructions inputted by the player to the terminal device 20 .

[0104] The Web processing unit 102 functions as a Web server. For example, the Web processing unit 102 performs a process of transmitting data in response to a request from a Web browser 211 installed in the terminal device 20, and a process of receiving data transmitted by the Web browser 211 of the terminal device 20, through a communication protocol such as HTTP (Hypertext Transfer Protocol).

[0105] In this embodiment, the server device 10 is described as having a function as an SNS server, but the server device 10 may be formed as a server for the game and a server for the SNS separately. In addition, the game processing of this embodiment may be performed in part or in whole by the server device 10, or in part by the terminal device 20.

[0106] The game management unit 103 works in conjunction with the terminal device 20 to construct a game space as a virtual space, and executes various game processes related to various competitive games such as battle games in which multiple players compete against each other and fight or engage in combat, action games, RPGs, sound games, or sports games, based on player operations input via the terminal device 20.

[0107] Furthermore, the game management unit 103 executes various game processes based on player instructions transmitted from the terminal device 20 .

[0108] In particular, the game management unit 103 controls the movement within the game space and each action in the game of the player character operated by each player in response to the player's operation input entered into the terminal device 20, while executing the actions of other related characters and objects and various game processes.

[0109] It should be noted that the game management unit 103 may execute various game processes for a single player character, or may execute various game processes for multiple player characters, based on instructions from one player.

[0110] The player management unit 104 registers and manages items owned by the player and benefits acquired by the player as player-related information in the player information storage unit 146, and also manages the player character set by the player during the game or the deck in which the player character is set.

[0111] The subscription management unit 105 manages each subscription information stored in the player information storage unit 146, and also manages players for which a subscription has been set for a specified period (hereinafter referred to as a "subscription-set player") and players for which a subscription has not been set (hereinafter also referred to as a "normal player").

[0112] In particular, the subscription management unit 105 manages the types of subscriptions set for each subscription-set player.

[0113] In addition, when the validity period is divided into fixed periods such as every week, every month, or every three months (hereinafter also referred to as "seasons"), the subscription management unit 105 manages whether or not a subscription is set for each validity period (i.e., for each season), as well as the type of subscription, past or future. The presence or absence of a subscription and the type of subscription during the validity period are managed using history information, etc.

[0114] The situation detection unit 106 executes a game situation detection process for detecting given situations of subscription-enabled players and normal players.

[0115] The skill map management unit 107 executes a process (hereinafter referred to as a "skill map setting process") for setting a skill map, in which new squares are specified as selectable (unlockable) according to parameters specified for each player, for each player including a subscription-setting player and a normal player, and manages the skill map for each player.

[0116] The privilege control unit 108 manages privileges granted to each player, including subscription-set players and normal players, according to the skill map.

[0117] In particular, the bonus control unit 108 executes a bonus granting control process for granting a bonus corresponding to each square of a skill map set for each player.

[0118] The timer management unit 109 has a timer function and is used to manage the progress of the game. In particular, the timer management unit 109 works in conjunction with the game management unit 103 and outputs the current time and a preset time to each unit. The timer management unit 109 is also used to synchronize with each terminal device.

[0119] The information providing unit 110 generates various kinds of game information (including bonus information and information related to presentation) for causing the terminal device 20 to process the game, and provides the information to the corresponding terminal device 20 .

[0120] In particular, the information providing unit 110 presents information on a skill map and benefits to the corresponding terminal device 20 as game information at a given timing.

[0121] [3] Terminal device Next, the terminal device 20 of this embodiment will be described with reference to Fig. 3. Fig. 3 is a diagram showing functional blocks of the terminal device 20 of this embodiment. The terminal device 20 of this embodiment may have a configuration in which some of the components (units) of Fig. 2 are omitted.

[0122] The input unit 260 is a device for inputting input information from the player, and outputs the input information from the player to the processing unit 200 .

[0123] The input unit 260 of this embodiment includes a detection unit 262 that detects input information (input signal) from the player.

[0124] For example, the input unit 260 is composed of a lever, a button, a steering wheel, a microphone, a touch panel display, a keyboard, a mouse, and the like.

[0125] The storage unit 270 serves as a work area for the processing unit 200, the communication unit 296, etc., and its functions can be realized by a RAM (VRAM) or the like. The storage unit 270 of this embodiment includes a main memory unit 271 used as a work area, and an image buffer 272 in which the final display image, etc. are stored. Note that a configuration in which some of these components are omitted may also be used.

[0126] The information storage medium 280 (a computer-readable medium) stores programs and data, and its functions include optical disks (CD, DVD), magneto-optical disks, and the like. The storage device can be realized by a magnetic memory (MO), a magnetic disk, a hard disk, a magnetic tape, or a read-only memory (ROM).

[0127] The processing unit 200 performs various processes of this embodiment based on programs (data) stored in the information storage medium 280. The information storage medium 280 can store programs for causing a computer to function as each unit of this embodiment (programs for causing a computer to execute the processing of each unit).

[0128] In this embodiment, programs and game data for causing a computer to function as each part of this embodiment, which are stored in the information storage medium 180 and memory unit 140 possessed by the server device 10, are received via the network, and the received programs and data are stored in the information storage medium 280.

[0129] The programs and data received from the server device 10 may be stored in the storage unit 270. Such cases of receiving programs and data to function the network system are also included within the scope of the present invention.

[0130] The display unit 290 outputs the image generated by this embodiment, and the function thereof can be realized by a CRT, an LCD, a touch panel display, an HMD (head mounted display), or the like.

[0131] The sound output unit 292 outputs the sound generated by this embodiment, and the function thereof can be realized by a speaker, a headphone, or the like.

[0132] The communication unit 296 performs various controls for communicating with the outside (for example, other terminals, servers), and the functions thereof can be realized by hardware such as various processors or communication ASICs, programs, and the like.

[0133] The processing unit 200 (processor) performs processing such as game processing, display control, image generation processing, or sound generation processing based on information about the game acquired from the server device 10 via the communication unit 296, input information acquired from the input unit 260, or programs, etc.

[0134] The processing unit 200 performs various processes using a main memory unit 271 in a memory unit 270 as a work area. The functions of the processing unit 200 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.), or by programs.

[0135] The processing unit 200 includes a communication control unit 210, a Web browser 211, a game processing unit 212, a display control unit 213, a drawing unit 220, and a sound processing unit 230. Note that a configuration in which some of these components are omitted may also be used.

[0136] The communication control unit 210 performs processing for transmitting and receiving data to and from each server device 10. In addition, the communication control unit 210 performs processing for storing data received from the server device 10 in the storage unit 270, processing for analyzing the received data, and other control processing related to the transmission and reception of data.

[0137] The communication control unit 210 may store and manage destination information (IP address, port number) of the server in the information storage medium 280. The communication control unit 210 may communicate with the server device 10 when receiving input information for starting communication from the player.

[0138] In particular, the communication control unit 210 performs processing to transmit player identification information and operation information to the server device 10 and receive information related to the game (player information, game card information, the player's web page, game screen, etc.) from the server device 10.

[0139] The communication control unit 210 may transmit and receive data to and from the server device 10 at a predetermined cycle, or may transmit and receive data to and from the server device 10 when input information is received from the input unit 260. In particular, the communication control unit 210 of this embodiment performs a process of receiving a game screen from the server device 10.

[0140] The Web browser 211 is an application program for viewing Web pages (game screens), downloading HTML files, image files, and the like from the Web server (server device 10), analyzing the layout, and controlling the display. The Web browser 211 also transmits data to the Web server (server device 10) using input forms (links, buttons, text boxes, and the like).

[0141] The Web browser 211 of this embodiment can realize a browser game. For example, the Web browser 211 may execute a program written in JavaScript (registered trademark), FLASH, Java (registered trademark), or the like, received from a Web server (server device 10).

[0142] The terminal device 20 can display information from a Web server specified by a URL via the Internet using the Web browser 211. For example, the terminal device 20 can display a game screen (data such as HTML) received from the server device 10 using the Web browser 211.

[0143] The game processing unit 212 performs various game calculation processes, such as a process for starting a game when a game start condition is satisfied, a process for executing a game, and a process for ending a game when a game end condition is satisfied.

[0144] The game processing unit 212 may then perform processing to place and set various objects (objects composed of primitives such as polygons, free-form surfaces, or subdivision surfaces) representing display items such as player characters, buildings, stadiums, cars, trees, pillars, walls, and maps (terrain) in the object space.

[0145] Here, the object space is a virtual space, including both two-dimensional space and three-dimensional space. The two-dimensional space is a space in which an object is arranged, for example, in two-dimensional coordinates (X, Y), and the three-dimensional space is a space in which an object is arranged, for example, in three-dimensional coordinates (X, Y, Z).

[0146] In addition to setting the game cards as deck data, the game processing unit 212 also performs game processing including controlling the sending and receiving of various information at login, executing game processing based on the player's operation when executing a game in real time in conjunction with the server device 10, and playing received automatic calculation data when executing a game by automatic calculation.

[0147] Furthermore, the display control unit 213 performs processing for displaying on the display unit 290. For example, the display control unit 213 may use the Web browser 211 for display.

[0148] The drawing unit 220 performs drawing processing based on various processes (for example, game processing) performed by the processing unit 200, thereby generating an image, which is output to the display unit 290 by the display control unit 213. The image generated by the drawing unit 220 may be a so-called two-dimensional image, or It may be any three-dimensional image.

[0149] The sound processing unit 230 performs sound processing based on the results of various processes performed by the processing unit 200 , generates game sounds such as background music, sound effects, or voices, and outputs them to the sound output unit 292 .

[0150] [4] Method of the present embodiment [4.1] Overview Next, an overview of the method of this embodiment (first selection process, second selection process, selection candidate setting process, and benefit award control process) will be described with reference to FIG. 4 and FIG.

[0151] 4 and 5 are diagrams for explaining the game control process including the first selection process, the second selection process, the selection candidate setting process, and the benefit awarding control process in this embodiment.

[0152] The server device 10 of this embodiment is configured to work in conjunction with the terminal device 20 and provide game information such as the player character, other characters, the game space or parts of it, game parameters, background music, and the game scenario to the terminal device 20 for each player, and to execute games such as fighting games, combat games, and other competitive games, RPGs, or simulation games based on the operations of each player input via the terminal device 20.

[0153] In addition, the server device 10 is configured to execute a game using a skill map in which multiple squares are set to be selectable (unlockable) for each player to acquire skills (new abilities or specified ability increases) for the player character according to the values ​​of variable parameters such as ability values, experience points, points, or in-game currency.

[0154] Specifically, the server device 10 of this embodiment is connected via a network and constitutes a server system that performs game progress control for executing a given game, including setting a skill map and granting bonuses, on a terminal device 20 operated by a player.

[0155] As shown in FIGS. 4 and 5, the server device 10 of the present embodiment (A1) presenting a skill map to a player, the skill map including a plurality of squares arranged in a given arrangement, for granting the player a benefit to be used in a given game; (A2) executing a first selection process for selecting at least one square from the skill map presented to the player based on a first condition associated with the progress of the game, and a second selection process for selecting at least one square from the skill map based on a second condition, which is different from the first condition and is a condition that an optional subscription service is set; (A3) Control the game progress according to the selected squares, (A4) executing a selection candidate setting process for setting, in the skill map, a square selected under conditions that are more advantageous to the player than a square selected under the first condition, or setting, in the skill map, a square different from the square selected under the first condition and that is more advantageous in the game to the player than a square selected under the first condition; It has a configuration.

[0156] In addition to the above, as shown in FIG. 4 and FIG. 5, the server device 10 of the present embodiment defines a given benefit in association with at least one of each square and the arrangement of each square, and provides a benefit to a player based on a selected square, the benefit being stored in association with at least one of the selected square and the arrangement of the square. The image forming apparatus has a configuration for executing a symbolic assignment control process.

[0157] FIG. 4 shows the game process including the first selection process and the benefit granting control process in the case of a normal player who has not set a subscription (that is, no subscription is set).

[0158] In particular, Figure 4 shows game processing including a skill map consisting of 12 squares on a sphere board (sphere type), a first selection process (including unselectable squares) in which a square is randomly selected every time the player's level increases by 5 based on skill map information relating to the skill map, and a bonus granting control process that grants a bonus corresponding to the selected square.

[0159] FIG. 5 shows game processing including the second selection processing, the selection candidate setting processing, and the benefit granting control processing in the case of a subscription-set player for whom a subscription has been set.

[0160] In particular, FIG. 5 shows a game process including a skill map consisting of 12 squares on a sphere board (sphere type), a second selection process in which a square is selected based on a player's instructions, and a bonus granting control process in which a bonus corresponding to the selected square is granted.

[0161] With this configuration, the server device 10 of this embodiment can increase the attractiveness of the subscription service that is the criterion for the second condition, and can improve motivation to actively obtain the service, while also providing new interest to the game by using the service.

[0162] Therefore, the server device 10 of this embodiment is able to increase the attractiveness of optional in-game services such as subscriptions, which are the criterion for the second condition, from the viewpoint of the use of the skill map (setting map), and to increase motivation to actively acquire such services.

[0163] In particular, in this embodiment, by changing the benefit actually given to the player depending on whether the first condition and the second condition are met, the server device 10 can increase the appeal of a given optional service that is the criterion for the second condition, and improve the motivation to actively obtain that service.

[0164] As a result, the server device 10 of the present embodiment is able to provide new interest to the game by using the service.

[0165] In this embodiment, a subscription option service is used as a given service related to a game owned by a player, but the present invention is not limited to subscriptions and can be applied to any service provided within a game on the condition that the player pays the cost.

[0166] [4.2] Player-related information and skill map information, etc. [4.2.1] Player-related information, including subscription information Next, the player-related information including the subscription information of this embodiment will be described.

[0167] The player-related information includes subscription information for each player, which has information on whether or not a subscription is set (hereinafter referred to as "subscription setting information") and information on the history of the subscription (hereinafter referred to as "subscription history information"). The information is stored in unit 146.

[0168] For example, the player-related information may include, for each player: (A1) The player’s nickname, player ID, and if the player belongs to a team, the name of the team and its ID (hereinafter referred to as “affiliation information”), (A2) Information regarding individual and team performance, such as current level (player level), points, experience points, energy parameter values ​​(life energy value, stamina value, and power value), rewards acquired, or game time (hereinafter also referred to as "performance information"); (A3) Information on the characteristics (presence or absence of abilities and parameters that define each ability) and attributes (including level) of the player character (in the case of multiple player characters, information on the characteristics and attributes of each of the characters); (A4) Information regarding billing, such as billing history and billing amount, (A5) Item-related information including information on items held by the player character (hereinafter referred to as "item information") and information on items held in the past; (A6) Information regarding login (access) history (hereinafter referred to as "access history information") (A7) Information on the acquired benefits (hereinafter also referred to as "acquired benefit information"); (A8) Information about other players with whom you have a certain relationship, such as registered friends or followers (hereinafter also referred to as "related players") (hereinafter referred to as "related player information"), as well as (A9) For example, subscription information including information indicating a type of subscription such as a subscription ID (hereinafter referred to as "subscription type information"), subscription setting information, and subscription history information; etc.

[0169] In particular, subscription information is an option that can be set (held) by a player during a period (i.e., a validity period) set during the game, on the condition that the player pays a predetermined charge or other cost.

[0170] For example, the subscription information may be acquired by the player as a game item such as a ticket, or it may be acquired by the player as "the right to receive preferential treatment" without the aid of a game item such as a ticket, and only information regarding whether or not the player has that right is stored in association with the player information.

[0171] Subscription information is an option in the game service that is acquired and set by the player by making a charge, including payment with in-game currency or points, or by free of charge, such as by being transferred from another player or being acquired through a lottery event.

[0172] In addition, the subscription information is set for the player based on the player's instructions or automatically at a specified timing, and when the subscription information is set for the player, the player or the player character operated by the player can enjoy various preferential treatment contents.

[0173] In this embodiment, setting subscription information includes using (consuming) held subscription tickets and activating held authorities, and in such cases, when subscription tickets or authorities are acquired, they may be set in the player at the same time as they are acquired.

[0174] Furthermore, in this embodiment, the subscription is based on the start timing of a specific game. A period (also called a season) indicating a division in the game that is set in advance regardless of game events from the start to a predetermined end timing functions as a valid option within the valid period.

[0175] Furthermore, a subscribed player, who is a player for whom subscription information has been set (i.e., a player who has a subscription), is able to enjoy advantageous effects in the game compared to a non-subscribed player who does not have that subscription (i.e., a normal player).

[0176] In this embodiment, multiple subscriptions having different skill map configurations or different benefits associated with each square on the skill map may be provided for the player to set, and in this case, one subscription is selected and set from the multiple subscriptions by paying a cost or instructing the player.

[0177] For example, in this embodiment, if the subscription service is composed of two or more services with different content, the content that the player enjoys in the game will differ, and services with different content will be provided depending on the fee paid by the player, such as the rarity of each benefit belonging to a benefit group differing depending on the cost, such as charging or point consumption.

[0178] [4.2.2] Skill Map Next, the skill map and skill map information of this embodiment will be described with reference to FIG. 6 and FIG.

[0179] 6 and 7 are diagrams for explaining the skill map and skill map information of the present embodiment.

[0180] (Basic concept of skill mapping) As described above, the skill map of this embodiment is a map in which a plurality of squares are formed in a given arrangement for providing a player with a privilege used in the game.

[0181] In particular, the skill map of this embodiment is a map in which a number of squares that can be selected (released) according to the values ​​of parameters (variable parameters such as ability values, experience points, points, or in-game currency) that change as the game progresses are arranged in a predetermined shape such as a rectangle (such as a regular hexagon), circle (including an oval), or star, as shown in Figures 6A and 7A.

[0182] In the skill map of this embodiment, the transition between squares is determined by a transition path (e.g., a tree-like, bingo sheet-like, radial, concentric, or sugoroku-like (sphere board)) in which the selection order (release order) is determined based on the value of a variable parameter, and this is stored as skill map information for each player in the skill map information storage unit 148.

[0183] Each square has a specific benefit that will be granted to the player or the player character controlled by the player, and when a square is selected (released), the corresponding benefit is granted to the player or the character controlled by the player.

[0184] Specifically, each skill map information is composed of map information regarding the map configuration, information regarding each square (hereinafter referred to as "square information"), information regarding the selection of each square (hereinafter referred to as "selected square information"), and bonus information to be granted to the player associated with each square.

[0185] For example, in the skill map formed by 12 squares of a regular hexagonal shape in FIG. 6A, the skill map information is as follows, as shown in FIG. 6B: (A1) Mass information including mass ID, mass shape, and information on connections to other masses; (A2) Selection square information including whether or not a selection can be made and the selection order (only if specified), and (A3) bonus information to be given to a player associated with each square; Includes:

[0186] For example, in the skill map of FIG. 7A, which is a square bingo shape of 5 squares by 5 squares, the skill map information is as follows, as shown in FIG. 7B: (B1) Information about the squares, including the square ID, the shape of the squares, and information about connections to other squares; (B2) Selection square information including whether or not a selection can be made and the selection order (only if specified), and (B3) bonus information to be given to the player associated with each square; Includes:

[0187] Each square may have a set of privileges defined therein, the privileges being made up of a plurality of privileges to be granted to the player or player character.

[0188] That is, each square may have a set of benefits that are based on an event in which the benefit to be given to the player is determined by a selection process such as a lottery process.

[0189] In addition, instead of or in addition to a privilege or group of privileges being defined for each square in each skill map, a privilege or group of privileges may be defined in correspondence with the arrangement of each square, such as a horizontal row or a vertical row.

[0190] Furthermore, the skill map of this embodiment is not limited to the map described above, but may be any map in which multiple squares are arranged in a given shape, and the squares do not have to be connected by a transition path, such as in a randomly selectable (releasable) arrangement.

[0191] In addition to the above, in this embodiment, one skill map is provided for each player and for each predetermined period such as each season or stage, but multiple skill maps may be provided depending on the situation.

[0192] In particular, a case where multiple skill maps are provided refers to a case where, for example, all squares of the skill map provided initially are selected, or all squares are selected and the benefits associated with each square are granted to all players, and then the next skill map is provided.

[0193] In this case, the same skill map may be provided with the content of the bonuses changed, or skill maps may be provided with different numbers of bonuses that the player can obtain or different arrangements of squares corresponding to bonuses, for example, a skill map in the shape of a 5x5 bingo sheet may be provided the first time and an 8x8 sphere board may be provided the second time.

[0194] (Relationship between skill map and subscription setting player or normal player) As described above, the skill map of a subscribed player is configured to enable the player to select a square that is more advantageous in the game than a normal player who does not have the subscription, even if the variable parameter values ​​are the same, or to be provided with a benefit associated with that square.

[0195] That is, the skill map of the subscription player is set to have selectable squares under more advantageous conditions than the squares on the skill map of the normal player, or the normal player The selectable squares are different from the selectable squares on the player's skill map and are set to be advantageous in the game for the subscribing player.

[0196] For example, a square that can be selected under advantageous conditions refers to a square that can be selected based on the instructions of a subscribed player when the squares on the skill map that are set to be selectable by a normal player are randomly selectable, a square that can be set at a low cost, or a square that can be set to be selectable under fewer or looser conditions than the squares on the skill map of a normal player.

[0197] Also, for example, a square that is advantageous in the game for a subscription-setting player refers to a square where a benefit that can be obtained by being associated with the advantageous square is more advantageous in the game than a benefit that can be obtained by being associated with a square that can be selected on the skill map of a normal player.

[0198] [4.2.3] Benefits Next, the benefits of this embodiment will be described.

[0199] In this embodiment, the benefits are given to subscription-setting players or normal players in association with each square on the skill map.

[0200] That is, the information on the benefits of this embodiment (i.e., benefit information) is stored in the skill map information storage unit 148 for each square of the skill map stored in correspondence with each subscription-setting player or each normal player.

[0201] In this embodiment, the benefits refer to, for example, electronic game media such as game cards used in the game, characters that can be used in the game, lottery tickets for lottery events, and weapons, armor, costumes, and accessories used by each character.

[0202] In addition, the benefits of this embodiment are not limited to the above, (A1) Granting parameters that change according to the game progress, such as experience points, in-game currency, points, and stamina values, (A2) Making it easier to acquire items, (A3) Making tasks easier; (A4) Making the odds of winning a lottery event more favorable for players, such as by increasing the odds of winning a rare item in the lottery event or decreasing the odds of losing, (A5) Reducing the parameters consumed during the game (charge amount, consumed points, and the player character's physical strength (energy value)), (A6) Awarding trophies, medals and titles; and (A7) Changing the abilities or attributes of a player character; etc.

[0203] In addition, when a group of benefits consisting of multiple benefits to be granted to a player or player character is defined for each square, the benefits may be determined and granted based on an event such as a selection process, such as a lottery process.

[0204] Furthermore, when a benefit or a group of benefits is associated with an arrangement of each square, such as a horizontal row or a vertical row, the benefit or group of benefits may be granted when the arrangement of each square satisfies a given arrangement condition.

[0205] In addition to the bonuses associated with the squares, bonuses may be associated with each predetermined arrangement, such as a horizontal row of a bingo sheet or a line of a sphere board, or each predetermined area. This may also be the case.

[0206] As for the bonus, as described above, for example, when multiple skill maps are provided for each player and for each predetermined period such as each season or stage, when all squares on each skill map are selected, a special bonus may be given to the corresponding player as a combo bonus.

[0207] [4.3] Subscription settings Next, a process for setting a subscription (hereinafter referred to as a "subscription setting process") which is a prerequisite for the game control process including the first selection process, the second selection process, and the bonus granting control process in this embodiment will be described.

[0208] The subscription management unit 105 executes a subscription setting process for each player, based on an instruction from the player, to set a subscription for the relevant player.

[0209] In addition, when there are multiple subscriptions of different types, such as different costs or ranks (levels), the subscription management unit 105 sets, for each player, a subscription designated from among the multiple subscriptions for the corresponding player based on the player's instructions.

[0210] Then, the subscription management unit 105 registers in the player information storage unit 146 the type of subscription (for example, a subscription ID) set in association with each player.

[0211] In addition, when the subscription management unit 105 sets a subscription in a player, it causes the information providing unit 110 to generate display control information for displaying an indication that a subscription has been set in the corresponding subscription-setting player, and provides the display control information to the corresponding terminal device 20.

[0212] Furthermore, the subscription management unit 105 basically sets a subscription to a corresponding player by charging or paying a cost using a specific item, point, or in-game currency as a subscription setting process. However, the subscription management unit 105 may also set a subscription to a corresponding player by, for example, a lottery process, or by automatically setting (selecting in the case of multiple subscriptions) a subscription from items prepared by a game administrator or in the game system, randomly or according to a program.

[0213] Furthermore, the subscription management unit 105 may set the subscription before the subscription validity period (i.e., before the season), in which case the game management unit 103 performs various game progress controls for the relevant player based on the skill map as a subscribed player from the start of the validity period.

[0214] In other words, if a subscription is set before the validity period of the subscription, when the validity period begins, the game management unit 103 executes a game progress control process that causes the subscription-setting player to play the game based on the operation instructions of the subscription-setting player and the skill map for the subscription-setting player until the validity period ends.

[0215] On the other hand, when the validity period of the subscription has already started and the subscription for the validity period has been set, the game management unit 103 After the subscription is set, various game progress controls are performed on the relevant player based on the skill map of the subscription-set player.

[0216] In particular, when the validity period has already started, the game management unit 103 resumes the game when the subscription is set, and from that point until the validity period ends, executes a game progress control process for causing the subscription-setting player to play the game based on the operation instructions of the subscription-setting player and the skill map for the subscription-setting player, in the same manner as described above.

[0217] [4.4] Detecting game progress Next, a process for detecting the game progress status (hereinafter referred to as a "game progress status detection process"), which is a premise for the first selection process and the second selection process in this embodiment, will be described.

[0218] (Basic principles of game progress detection processing) During the valid period, the status detection unit 106 executes a game progress detection process for each player, including normal players and subscription-setting players, to detect indicators and states (hereinafter referred to as "game elements") related to the game of each player at a specified timing as game progress status.

[0219] Specifically, the situation detection unit 106 detects the following as the game progress situation: (A1) Parameters that change as the game progresses for an individual player or player character, such as level and experience points (hereinafter referred to as "game parameters"); (A2) At least one of the game elements of the player or the player character, the presence or absence of the game element, and the type of the game element, or (A3) At least one of the presence or absence of a game action of a player, such as the timing of login or the timing of acquisition of a specific item, and a time element (such as timing or period) related to the game action (hereinafter, also referred to as "game action"); A game progress detection process is executed to detect the above.

[0220] In principle, the status detection unit 106 detects any one of the game elements (A1)-(A3) as the game progress status, but may detect two or more of these game elements as the game progress status.

[0221] (Game progress detection process in game parameters) The status detection unit 106 may execute a game progress detection process for detecting, as the game progress, game parameters that vary with the game progress of the player or the player character.

[0222] Specifically, the status detection unit 106 detects one or more current or past game parameters of the relevant player or player character, such as player level, player character level, charge amount (total charge amount within a specified period or cumulative charge amount from the start of the game), experience points, points, amount of in-game currency, and number of items held.

[0223] (Game progress detection process for game elements) The status detection unit 106 may execute a game progress detection process for detecting, as the game progress status, at least one of information on the presence or absence of a game element of the player or the player character and the type of the game element.

[0224] Specifically, the situation detection unit 106 detects the current situation of the relevant player or player character. One or more game elements, such as current or past game elements, such as the presence or absence (including the number of items or characters owned) and the types of items or characters owned by a player or player character, are detected as the game progress status.

[0225] (Game progress detection process for game actions and their time elements) The status detection unit 106 may execute a game progress detection process for detecting at least one of a game action related to a player or a player character and a time element related to the game action as the game progress status.

[0226] Specifically, the status detection unit 106 detects various game actions, such as logging in, executing (playing) a game, charging, and participating in events such as lottery events and mini-games, as the game progress status.

[0227] Furthermore, the situation detection unit 106 detects, as a time element related to a gaming action, the above-mentioned various gaming actions related to a timing time element or a continuous time element as a game progress state.

[0228] In particular, in terms of a timing element, the situation detection unit 106 may detect a game action of a player or a player character at a given timing as the game progress situation.

[0229] In addition, in terms of a continuous time element, the status detection unit 106 may detect the status of access to the game as the player's gaming behavior as the game progress status.

[0230] For example, the situation detection unit 106 detects the following as timing-related time elements related to various game actions: (B1) Login timing (a specific login timing such as the first login timing or multiple login timings), (B2) the timing of the charge (the timing of the charge for the benefit, such as the timing of the first charge), and (B3) the timing when the charge reaches a predetermined amount; (B4) The timing at which the game begins (B5) The timing of reaching a predetermined level, and (B6) The timing of obtaining a specific item, etc. is detected as the game progress.

[0231] In addition, for example, the situation detection unit 106 detects the following as continuous time factors related to various game actions: (C1) Number of logins (number of accesses), (C2) Login frequency (number of consecutive logins or number of accesses per day), and (C3) Time of access to the game (within the validity period, the total time from the start of the game, and within a specific period); Detect etc.

[0232] [4.5] First selection process and second selection process including selection candidate setting process Next, a selection process including a first selection process and a second selection process, which includes a selection candidate setting process of this embodiment, will be described.

[0233] (Basic Concepts of Selection Processing) The skill map management unit 107, for a normal player, determines the skill map based on the progress of the game. Then, a first selection process is executed to select at least one square from the skill map presented to the player.

[0234] On the other hand, for a subscription-setting player, the skill map management unit 107 executes a second selection process to select at least one square from the skill map presented to the player based on a second condition, which is different from the first condition and is a condition that the player owns a given service related to the game.

[0235] In particular, when a subscription is set, the skill map management unit 107 executes a selection candidate setting process that sets selectable squares in a skill map for the subscription-set player.

[0236] In other words, when a subscription is set and a second condition is met, the skill map management unit 107 is configured to set a square to be selectable under conditions that are more advantageous for the subscribed player than squares that a normal player can select on the skill map, or to set a square that is different from the squares selectable under the first condition and that is more advantageous in the game for the player than the squares selectable under the first condition.

[0237] (First selection process) For a normal player who does not have a subscription option service set, the skill map management unit 107 executes a first selection process to select at least one of a plurality of squares based on a first condition associated with the game progress as described above.

[0238] That is, as a first selection process, the skill map management unit 107 selects one or more squares on the skill map each time a given first condition, such as reaching a specified stage as a mission in the game or reaching a predetermined level, is met.

[0239] In particular, in the first selection process, the skill map management unit 107 selects a randomly specified square from the skill map.

[0240] In addition, in the first selection process, the skill map management unit 107 may randomly identify all squares on the skill map and sequentially select the randomly identified squares, or may sequentially select randomly identified squares for some squares, such as multiple squares arranged in a predetermined arrangement (for example, an arrangement in which an additional benefit described below can be obtained), and select the other squares based on the player's instructions.

[0241] In addition, instead of selecting a randomly selected square on the skill map of a normal player, the skill map management unit 107 may sequentially select squares that are uniquely assigned to the player in advance as the game progresses.

[0242] In particular, in this case, the skill map management unit 107 selects a square on the skill map in accordance with table data in which the order of awarding of multiple benefits is predefined, and determines the benefit associated with that square as the benefit to be awarded to the player.

[0243] Furthermore, the skill map management unit 107 may uniquely set one or more squares on the skill map for each normal player, for each attribute of the normal player (including level and type), for each group of normal players (for example, in the case of a team battle), or uniformly for all normal players, or may set one or more squares for each privilege group consisting of multiple privileges.

[0244] (Second selection process) The skill map management unit 107 executes a second selection process as a selection process in the skill map of the subscription-set player, in which a square is selected from the skill map based on a second condition, which is that a subscription is set.

[0245] In other words, if the skill map management unit 107 meets the second condition (if a subscription is set), it is configured to be able to select a square that provides the player with an advantageous effect in the game, such as allowing the player to obtain a special benefit that is advantageous in the game, compared to a square selected based on the skill map of a normal player.

[0246] In particular, in the second selection process, the skill map management unit 107 selects a square specified from the skill map based on an instruction from the player.

[0247] In addition, as a prerequisite for the second selection process, the skill map management unit 107 executes a selection candidate setting process for a subscription-set player for whom a subscription option service is set, in which at least one of the multiple squares is set as selectable on the skill map based on a second condition that requires that a subscription be set.

[0248] In particular, when the second condition is met, the skill map management unit 107 sets a square to be selected under conditions that are more advantageous to the subscription-set player than a square selected under the first condition, or sets a square different from the square selected under the first condition that is more advantageous in the game for the subscription-set player than a square selected under the first condition to be selectable.

[0249] In other words, as a selection candidate setting process, the skill map management unit 107 sets one or more selectable squares on the skill map of a subscription-set player to which a subscription has been set, which give the subscription-set player an advantage in the game compared to squares selected by a normal player.

[0250] On the other hand, when a subscription-setting player executes a second selection process for a skill map, the skill map management unit 107 may set a cost for each square or each benefit of the skill map, and select squares with the cost, such as a charge for setting up a subscription, as an upper limit.

[0251] That is, in this case, the content of the subscription services can be arbitrarily combined by the player to design an original plan.

[0252] In particular, the skill map management unit 107 executes a selection process for the skill map for a subscription-set player on the premise that a cost is set for each square or each benefit.

[0253] Specifically, each time a square is selected, the skill map management unit 107 executes a cost calculation process to calculate the total cost of the selected square in each skill map, or the total cost of the benefit to be acquired in association with the selected square.

[0254] Then, the skill map management unit 107 selects a square with the subscription cost set by the player as the upper limit.

[0255] That is, each time a square is selected, the skill map management unit 107 If the total cost of the selected squares in the game or the total cost of the rewards associated with the selected squares to be acquired does not exceed the cost of the subscription, then select the indicated square as described above.

[0256] For example, if the total cost of the skill map is "100," and each square is assigned a cost such as "10" or "15" depending on its position on the skill map, the skill map management unit 107 calculates the cost of each square selected based on the player's instructions.

[0257] Then, based on the player's instructions, the skill map management unit 107 selects squares until the total cost becomes "100", and when the total cost exceeds "100", disables selection of the squares except for the squares before the total cost exceeds "100".

[0258] In this case, it is preferable that the cost of a square or a benefit is set higher for a square that is located in a more difficult-to-select position or for a benefit that is of higher rarity.

[0259] (Selection candidate setting process) As a second selection process, the skill map management unit 107 executes a selection candidate setting process for setting selectable squares that are not selectable on the skill map of a normal player, or for setting selectable squares that can acquire benefits that are more advantageous in the game than the benefits set on each square of the skill map of a normal player.

[0260] In addition, as a second selection process, the skill map management unit 107 may set the square desired by the player as a selectable square based on the instructions of the subscription setting player, or may set it at a position belonging to a specific arrangement of the skill map.

[0261] In addition, the skill map management unit 107 may add new squares that are advantageous in the game to the subscription-setting player to the skill map as a selection candidate setting process.

[0262] On the other hand, when there are multiple subscriptions with different types, such as cost or rank (level), the skill map management unit 107 may execute a second selection process in which at least one of the multiple squares is set to be selectable depending on the type of subscription.

[0263] In particular, in this case, the skill map management unit 107 sets, as the cost of the set subscription increases, selectable squares that are not selectable on a normal player's skill map or a low-cost subscription, or sets selectable squares that can acquire benefits that are more advantageous in the game than the benefits set on each square on a normal player's skill map or a low-cost subscription.

[0264] For example, assume that a subscription includes Plan A and Plan B, which is a higher-level plan than Plan A.

[0265] In this case, in the case of plan A, the skill map management unit 107 sets squares on the skill map that cannot be selected by a normal player.

[0266] Also, in this case, when the game is in plan B and consists of five stages, the skill map management unit 107 sets a skill map in which a bonus associated with a selectable square is granted at the start of the game upon clearing stages 1 and 2, which are executed in plan A.

[0267] In addition, as the second selection process, the skill map management unit 107 may uniquely set one or more squares on the skill map for each subscribed player, for each attribute of the subscribed player, for each group of subscribed players, or uniformly for all subscribed players, or may set one or more squares for each benefit group consisting of multiple benefits.

[0268] In addition, the skill map management unit 107 may set specific squares or individual squares, or squares associated with specific benefits or individual benefits, including their placement, based on the player's instructions or according to the cost of setting up the subscription.

[0269] In particular, when setting squares including their placement according to the cost of setting up a subscription, the skill map management unit 107 sets one or more squares on the skill map with the cost of the subscription as an upper limit.

[0270] (Modification to the second selection process) In the case where multiple seasons progress consecutively, the skill map management unit 107 may set, for a subscribed player whose subscription has been set continuously across two or more seasons, one or more squares (randomly, uniquely, or based on the player's instructions) of the skill map to be used in the currently ongoing season as already selected at the start of the season (i.e., the benefits corresponding to those squares have also been acquired).

[0271] Similarly, when multiple seasons progress consecutively, the skill map management unit 107 changes, for a subscription-set player whose subscription has been set continuously across two or more seasons, a benefit associated with one or more squares of the skill map used in the currently ongoing season to a benefit that is advantageous in the game for the subscription-set player.

[0272] For example, in this case, the skill map management unit 107 may grant an additional benefit when a given arrangement condition is met, and further, when a skill map of the same shape is provided, a rare or S rare benefit may be associated with a square that was previously associated with a normal benefit.

[0273] In the above case, when multiple subscription optional services can be selected, the skill map management unit 107 may determine the number and attributes (e.g., rarity) of additional benefits depending on the type of subscription.

[0274] Furthermore, when a subscription is set after a certain period of time has elapsed since the start of the currently ongoing season, the skill map management unit 107 sets one or more squares on the skill map for the subscribed player as already selected, or changes the benefit associated with the square to a benefit that is advantageous in the game for the subscribed player.

[0275] In addition to the above, if the subscription is set after a certain period of time has elapsed since the start of the currently ongoing season, the skill map management unit 107 is capable of running the game, including using the skill map of the currently ongoing season, until a certain period of time has elapsed in the next season.

[0276] In addition, if the player is a subscription-set player in the currently ongoing season and was set as a subscription-set player in a past season, the skill map management unit 107 sets one or more squares of the skill map to be used in the currently ongoing season as already selected (i.e., the benefit corresponding to that square has also been acquired).

[0277] Furthermore, when a player is a subscription-set player in the currently ongoing season and was set as a subscription-set player in a past season, the skill map management unit 107 changes the privilege associated with one or more squares of the skill map used in the currently ongoing season to a privilege that is advantageous in the game for the subscription-set player.

[0278] In addition, when multiple subscription optional services are set, the skill map management unit 107 may be able to set a square that has more advantageous benefits in the game to a subscription-setting player who has set a more expensive optional service, and may also be able to set one or more squares on the skill map to already be selected.

[0279] [4.6] Benefit granting control process Next, the privilege granting control process of this embodiment will be described.

[0280] (Basic principles of reward granting control processing) The bonus control unit 108 executes a bonus granting control process for granting a bonus stored in association with a selected square when a specific square is selected from the skill map by a first selection process or a second selection process based on a player's instruction, for each subscribed player or for each player character.

[0281] In particular, the bonus control unit 108 refers to the skill map information storage unit 148 based on the square selected by each selection process, and executes a bonus granting control process to grant the bonus stored in association with the selected square to the corresponding player.

[0282] In other words, when a square on the skill map is selected by fulfilling the first condition, the second condition, or both conditions, the bonus control unit 108 unconditionally grants a bonus that is defined in association with the selected square.

[0283] Furthermore, when granting a benefit, the benefit control unit 108 of this embodiment may grant a different benefit based on attributes such as the level or rank of the subscription-setting player or the normal player.

[0284] In this case, for example, the bonus control unit 108 provides game stages up to "5" as a bonus for rank 10 or below, and game stages up to "30" for rank 50 or above.

[0285] Note that the bonus control unit 108 of this embodiment may not only grant bonuses to the player, but may also grant bonuses to the player character operated by the player so that they can be used.

[0286] (Granting of reward based on additional conditions in reward granting control process) When a square on the skill map is selected by fulfilling a first condition, a second condition, or both conditions, the bonus control unit 108 may further grant a bonus defined in association with the selected square, on the condition that a third condition different from the first condition and the second condition is also met.

[0287] (Providing additional benefits in the benefit provision control process) Instead of granting a bonus based on the selected squares, the bonus control unit 108 may grant a bonus when the arrangement of the selected squares satisfies a predetermined arrangement condition, or, in addition to granting a bonus based on the selected squares, may grant an additional bonus when the arrangement of the selected squares satisfies a predetermined arrangement condition.

[0288] (Decision of which benefit to grant from the benefit group) When a group of privileges consisting of a plurality of privileges is defined in association with each square of the skill map, the privilege control unit 108 may, as a privilege granting control process, refer to the skill map information storage unit 148 based on the square selected by the selection process, determine a privilege to be granted to the relevant player from the group of privileges stored in association with the selected square, and grant the determined privilege to the relevant player.

[0289] In particular, in this case, it is preferable that the bonus control unit 108, as a bonus awarding control process, determines by lottery a bonus to be awarded to the relevant player from a group of bonuses stored in association with the selected square.

[0290] That is, in this case, the bonus control unit 108 is capable of providing a gambling element to the player in receiving a bonus, and is configured to provide interest in the bonus-granting event.

[0291] For example, in this case, the bonus control unit 108 is configured to grant bonuses that are rarer for the bonus group associated with the squares selectable by the second condition than for the bonus group associated with the squares selectable by the first condition.

[0292] (others) Instead of granting a bonus associated with a selected square, the bonus control unit 108 may execute a bonus granting control process to grant a bonus stored in association with the arrangement of the selected squares to the relevant player when the arrangement of the selected squares satisfies a predetermined arrangement condition.

[0293] In addition, when the arrangement of the squares on the skill map satisfies a predetermined arrangement condition, and a group of privileges consisting of a plurality of privileges is defined in association with the arrangement, the privilege control unit 108 may determine a privilege to be granted to the relevant player from the group of privileges stored in association with the arrangement of the squares, and grant the determined privilege to the relevant player.

[0294] [4.7] Information provision processing Next, the information providing process of this embodiment will be described.

[0295] The information providing unit 110 executes an information providing process for providing various game information related to the control and display of the game during the game.

[0296] In particular, the information providing unit 110 presents each player with a skill map for each player, in which a number of squares are formed in a given arrangement, for granting the player a privilege to be used in a given game, based on the type of player being a subscription-set player or a normal player.

[0297] Specifically, based on instructions from the corresponding player, the information providing unit 110 reads out skill map information stored in the skill map information storage unit 148 in association with the corresponding player, and provides the read skill map information to the terminal device 20 of the corresponding player and presents it to the player.

[0298] [4.8] Variations [4.8.1] Variation 1 Next, a first modified example of the privilege granting control process of this embodiment (a privilege granting control process based on a third condition) will be described with reference to FIG. 8 and FIG.

[0299] Note that Figure 8 is a modified example of the bonus-granting control processing of this embodiment (bonus-granting control processing based on a third condition), and is a diagram for explaining the relationship between the skill map and an arrangement condition based on the arrangement of selected squares or squares in which a bonus granted to a player has been acquired.

[0300] Figure 9 is a modified example of the bonus-granting control processing of this embodiment (bonus-granting control processing based on the third condition), and is a diagram for explaining the relationship with the skill map in the arrangement condition based on the third condition as a special square condition.

[0301] (Basic concept of reward grant control process based on the third condition) This modified example is characterized in that, instead of or in addition to the above embodiment in which a bonus associated with the square selected by the selection process is granted, when a given special condition (e.g., a third condition) is met, the bonus associated with the square is granted, the bonus to be granted is changed, or another bonus is added.

[0302] In other words, the server device 10 of this modified example is configured to execute a benefit granting control process to grant a benefit (including a benefit identified by lottery, i.e., the first benefit) stored in association with the square selected by the selection process to the relevant player when it is determined that a third condition different from the first and second conditions is met in addition to the first or second condition being met.

[0303] In addition, the server device 10 of this modified example is configured to, when it is determined that a third condition different from the first and second conditions is met in addition to the first or second condition, execute a benefit granting control process to grant a given benefit (second benefit) such as a limited item in addition to the benefit (first benefit) granted based on the first or second condition, or to change the attributes, parameters or number of the benefit (first benefit) to be granted under the first or second condition.

[0304] In particular, the third condition of this modification is: (A1) A condition associated with the progress of the game, similar to the first condition; (A2) an arrangement condition based on the arrangement of the selected squares or the squares in which the player has obtained the benefit; (A3) a special cell condition indicating that at least one cell among the plurality of cells satisfying the arrangement condition is a cell that is set to be selectable based on a second condition; (A4) Cost payment conditions based on the payment of costs by the player, such as charges or point consumption, or (A5) Conditions based on the period set as a subscription-setting player (i.e., the period during which the second condition is set), (A6) Conditions based on subscription settings that are different from the subscriptions already set up in the subscription setting player, and (A7) Conditions regarding the game status of other players related to the subscribed player; Includes any of the following.

[0305] In particular, the conditions relating to the game status of other players related to the subscribed player refer to conditions relating to the game progress status of the members of the team to which the player belongs or other players registered as friends. In addition, the conditions regarding the game status of the other players include the options of the other players. This includes whether an online service (e.g., a subscription) has been set up, and whether cooperative play with the other player has been performed or has been performed a predetermined number of times.

[0306] (Benefit granting control process based on a third condition associated with the game progress) When a square is selected because the first or second condition is satisfied, the bonus control unit 108 may execute a bonus granting control process to grant the bonus associated with the selected specific square on condition that a third condition associated with the progress of the game is satisfied, instead of granting the bonus associated with the specific square selected unconditionally as described above.

[0307] Specifically, in this case, similar to the first condition, the bonus control unit 108 determines whether the detected game progress status such as game parameters (i.e., the third condition) satisfies a predetermined condition, and if the game progress status satisfies the predetermined condition, executes a bonus granting control process to grant a bonus associated with the selected specific square.

[0308] In particular, the bonus control unit 108 may use, as the condition based on the game progress, a condition having a higher game difficulty than the first condition, or may use a condition having the same difficulty as the first condition.

[0309] In addition, when the game progress satisfies a third condition, the bonus control unit 108 may grant an additional bonus (second bonus) in addition to the above bonus (first bonus), may change attributes of the first bonus, such as the rarity, to attributes that are advantageous to the player in the game, or may increase the number of second bonuses.

[0310] (Benefit granting control process based on the third condition as the array condition) The bonus control unit 108 may grant an additional bonus when the arrangement of the selected squares or the squares that have acquired the bonus granted to the player satisfies a given arrangement condition.

[0311] For example, when a square on the skill map is selected because the first or second condition is met, or when a bonus associated with the selected square has already been acquired and the squares already selected, including the selected square, satisfy a predetermined arrangement condition on the skill map, the bonus control unit 108 may grant the player an additional second bonus in addition to the bonus associated with the square (first bonus).

[0312] In particular, the given arrangement condition includes, for example, a vertical or horizontal line, or selection of all squares in a predetermined area, as shown in Fig. 8. Note that Fig. 8 is an example of a skill map at the time of the privilege grant control process based on the arrangement condition in a subscription setting player.

[0313] In addition, the bonus control unit 108 may set a degree of difficulty for the arrangement conditions, and grant players (including normal players and subscription-set players) bonuses that are advantageous in the game, such as more bonuses or bonuses with higher rarity each time a more difficult arrangement condition is met.

[0314] In this case, instead of adding a second benefit, the benefit control unit 108 may change the attributes, parameters or number of the benefit to be granted (first benefit) under the first or second condition when given arrangement conditions are met.

[0315] (Benefit granting control process based on the third condition as a special mass condition) The bonus control unit 108 selects at least one of the multiple squares that satisfy the above arrangement conditions. If a special square condition is met indicating that the square is selected based on a second condition (i.e., a square selected in the second selection process), an additional benefit (a second benefit) may be awarded in addition to the first benefit.

[0316] In other words, when the bonus control unit 108 grants a first bonus to a subscription-set player who meets the second condition as shown in FIG. 9, if the square when the above arrangement condition is met is the square set by the second selection process, it may further grant an additional bonus (second bonus) on the basis that the special square condition is met.

[0317] FIG. 9 is an example of a skill map during the privilege granting control process based on the arrangement conditions for a subscription-setting player, and is an example of a case where some of the squares are squares selected in the second selection process.

[0318] In this case, instead of adding a second benefit, the benefit control unit 108 may change the attribute, parameter, or number of the first benefit when a special space condition is met.

[0319] (Benefit granting control process based on the third condition as a cost payment condition) When a specific square is selected by satisfying the first condition or the second condition, and a cost payment condition based on the payment of a cost by the player, such as a charge or point consumption, is satisfied, the bonus control unit 108 may grant an additional bonus (second bonus) in addition to the first bonus.

[0320] In particular, the bonus control unit 108 uses conditions for the payment of costs including not only the mere fact that a charge has been made, but also the payment of costs with points or in-game currency, as well as conditions such as the amount of the cost paid, the timing of payment, the total amount of the cost paid up to that point, or, in the case of a service that the player has on condition that a fee is paid at regular intervals (i.e., a subscription setting), the fact that the service has been held for multiple periods.

[0321] In this case, instead of adding the second benefit, the benefit control unit 108 may change the attribute, parameter, or number of the first benefit when a special space condition is met.

[0322] (Conditions based on the period you have set as a subscribing player) When a specific square is selected because it satisfies the second condition, the benefit control unit 108 may grant an additional benefit (second benefit) in addition to the first benefit if the subscription is divided into validity periods (seasons) each having a fixed period, the subscription is set continuously or intermittently over multiple seasons, or the cost has already been paid for multiple seasons including future seasons.

[0323] Specifically, the benefit control unit 108 grants an additional benefit (second benefit) in addition to the first benefit when conditions regarding the subscription-setting player's subscription are met, such as the number of intermittent periods (number of seasons) or the number of consecutive periods (number of consecutive seasons) for which the subscription is set.

[0324] For example, conditions regarding subscriptions for a subscription-setting player include that a subscription has been set for two or more consecutive periods, that a subscription has been set for one or more subscription valid periods in the past (returning to the subscription-setting player), or that a subscription has already been set for one or more future subscription valid periods.

[0325] In this case, instead of adding the second benefit, the benefit control unit 108 When a condition based on a set period as a game player is met, the attribute, parameter or number of the first benefit may be changed.

[0326] In this case, in the case of a player for whom a subscription was not set during the validity period of a past subscription, the bonus control unit 108 may grant, as a second bonus, the bonus that was granted to the subscription setting player during the period when the subscription was not set.

[0327] On the other hand, the conditions relating to the subscription of the subscribed player (that is, the conditions based on the period set as the subscribed player) include conditions relating to the period based on the timing when the subscription was set.

[0328] For example, in this case, when the remaining period of the above-mentioned season from the time the subscription was set is short and within a certain period of time, the benefit control unit 108 may grant, as the second benefit, a benefit that would have been granted during the unset period, or a benefit equivalent to that of a player who has set up a subscription from the beginning of the season, assuming that the subscription was set up from the beginning of the season.

[0329] [4.8.2] Variation 2 Next, a selection candidate setting process based on the subscription setting timing relative to the subscription expiration date (season) of this embodiment will be described.

[0330] (Basic concept of selection candidate setting process based on subscription setting timing) This modified example is characterized in that in the above embodiment, the squares set on the skill map or the benefits associated with those squares are changed based on the timing of setting the subscription relative to the subscription expiration date (season).

[0331] In other words, the server device 10 of this modified example has a configuration that can flexibly control the setting of squares, the selection of squares, and the acquisition of the associated benefits, such as making it easier to obtain better benefits when a subscription is set toward the end of a season, or making it possible to select more squares when a subscription is set immediately after the start of a season.

[0332] Specifically, in the server device 10 of this modification, the start timing and end timing of a given optional service (optional service of a subscription) are specified for the service, (A1) Detect the game progress, (A2) When the second condition is satisfied, at least one of the types of selectable squares, the number of the selectable squares, the benefits associated with the squares, the arrangement of the squares, and the selection order in the arrangement of the squares is controlled based on the detected game progress and the elapsed time from the start of the service, and a selection candidate setting process is executed. It has a configuration.

[0333] (Selection candidate setting process) When the second condition is met (i.e., when the player becomes a subscription-set player), the skill map management unit 107 controls the types of selectable squares, the number of such squares, the benefits associated with the squares, or a combination of two or more of these, based on the game progress detected by the status detection unit 106 and the period of time elapsed since the start of the season, and executes a selection candidate setting process.

[0334] For example, if the season period is in January and there is less than one week left until its end, the skill map management unit 107 places squares (hereinafter referred to as "priority placement squares") that are associated with benefits that give the player an advantage in the game, such as high rarity, in positions that have an early selection order, such as being selected first on the skill map, which gives them an advantage in the game.

[0335] In particular, the skill map management unit 107 places the priority placement square at a position on the starting point side when squares are selected in sequence in the skill map as a selection advantageous position, or at a position that makes the transition easier (for example, a position that can be reached even with few points when squares are selected according to points).

[0336] At this time, the skill map management unit 107 determines, according to the game progress status detected by the status detection unit 106, a square where the currently required item or ability can be acquired as a privilege as a priority placement square, and places the determined priority placement square with priority.

[0337] On the other hand, the skill map management unit 107 may perform setting control (placement control) so that the placement of squares on the skill map is more advantageous in the game for the corresponding subscription-set player as the end of the season approaches.

[0338] In particular, the skill map management unit 107 may change the type of squares or the arrangement of the squares set as selectable on the skill map depending on the difference between the timing when the subscription-setting player sets the subscription and the remaining period of the season.

[0339] In this case, the skill map management unit 107 may determine the type of squares or the arrangement of the squares in the skill map by comparing a predetermined number of days based on the total number of days in the season and the number of days that have passed until the date the subscription was set.

[0340] For example, if a season is 30 days long and a subscription is made on the 10th day after the start of the season, the threshold value (30-10=20) is set, the skill map management unit 107 may perform the calculation based on the total number of days in the season and the number of days that have passed until the subscription was set, and if the calculation result is equal to or greater than the threshold value, determine the type of square or the arrangement of the squares in the skill map.

[0341] At this time, the skill map management unit 107 may determine the type of squares or the arrangement of squares on the skill map so as to give the subscription-setting player a greater advantage in the game as the difference from the threshold becomes larger.

[0342] On the other hand, the skill map management unit 107 may perform a given calculation based on the number of days remaining in the season and the number of days that have passed until the date on which the subscription was set, and determine the type of squares or the arrangement of the squares in the skill map based on the result of the calculation.

[0343] For example, the skill map management unit 107 may subtract the number of days remaining in the season (2 days) from the number of days that have passed until the subscription was set (28 days), and determine the type of squares or the arrangement of squares on the skill map so that the larger the resulting value (28-2=26), the more advantageous the subscription-setting player will be in the game.

[0344] In addition, when a subscription-set player is set at the end of a season as described above, the skill map management unit 107 may automatically select a specific square on the skill map. In this case, the game management unit 103 may automatically select the square, and as a result, the bonus control unit 108 may grant the bonus associated with the selected square to the corresponding subscribed player.

[0345] In addition, the skill map management unit 107 may perform an arrangement on the corresponding skill map to increase the number of squares that can be selected at one time by the subscription-setting player.

[0346] Furthermore, in the case where a given mission is specified as a privilege and the privilege is granted at the end of a season, the game management unit 103 executes a game based on the mission.

[0347] [5] Operation of this embodiment [5.1] Game control processing Next, the operation of a process specialized for setting a subscription in the game process executed by the server device 10 of this embodiment (hereinafter referred to as a "game control process") will be described with reference to FIG.

[0348] FIG. 10 is a flowchart showing the operation of a game control process specialized for subscription setting in the game process executed by the server device 10 of this embodiment.

[0349] This operation is performed from logging in to a game until the game is terminated, and is specialized for setting up a subscription.

[0350] This operation is executed for each player, and is the operation when an optional service for one subscription is provided.

[0351] In addition, this operation assumes that the communication line between the server device 10 and the terminal device 20 has already been connected, provision of the game service is started upon login, and a game such as a competitive game is executed upon the start of the game.

[0352] First, when the communication control unit 101 logs in to the game based on instructions from the terminal device 20 (step S101), the game management unit 103 transmits and receives data to and from the terminal device 20 based on the player's instructions, and performs various initial settings related to the game, such as selection of a player character (step S102).

[0353] Next, the game management unit 103 determines whether or not the initial settings include a subscription setting (step S103).

[0354] Next, if the game management unit 103 determines that the initial settings include a subscription setting, it sets the player as a subscription-setting player (step S104).

[0355] Next, the skill map management unit 107 executes a selection candidate setting process for setting a square in the skill map (step S105), and proceeds to the process of step S106.

[0356] On the other hand, if the game management unit 103 determines that the initial settings do not include a subscription setting instruction, the process proceeds directly to step S106.

[0357] Next, when the game management unit 103 detects an instruction to start the game (step S106), it starts game processing based on an instruction from the player via the terminal device 20 (step S107). The details of this game processing operation will be described later.

[0358] Next, the game management unit 103 determines whether or not an instruction to end the game has been detected (step S108).

[0359] At this time, if an instruction to end the game is detected, the game management unit 103 waits for a logout instruction to be received (step S109) and ends this operation, otherwise the process proceeds to step S108.

[0360] Next, the game management unit 103 determines whether or not a subscription setting instruction has been received (step S110).

[0361] At this time, if a subscription setting instruction is received, the game management unit 103 sets the player as a subscription setting player (step S111).

[0362] Next, the skill map management unit 107 executes a selection candidate setting process to set a square in the skill map (step S112) and proceeds to the process of step S108, and if a subscription setting instruction has not been received, proceeds directly to the process of step S108.

[0363] On the other hand, if the game management unit 103 has not received a subscription setting instruction, the process proceeds directly to step S108.

[0364] [5.2] Game execution process Next, the operation of the processing (hereinafter referred to as "game execution processing") mainly including subscription setting and reward provision in the game control processing executed by the server device 10 of this embodiment will be described with reference to FIG.

[0365] FIG. 11 is a flowchart showing the operation of a game execution process, which is mainly for setting subscriptions and providing benefits, in the game control process executed by the server device 10 of this embodiment.

[0366] First, when the game management unit 103 receives an instruction to start a game (step S201), it executes a player identification process to identify whether the player is a subscription-set player or a normal player (step S202).

[0367] Next, the game management unit 103 determines whether or not it is time to select a square on the skill map (step S203).

[0368] For example, in the case of a normal player who does not have a subscription, the game management unit 103 determines whether or not the first condition is met (whether or not the progress of the normal player has reached a predetermined progress status).

[0369] Furthermore, for example, in the case of a subscription-set player for whom a subscription has been set, the game management unit 103 determines whether or not a square selection instruction input by the player has been accepted.

[0370] At this time, if the game management unit 103 determines that it is the square selection timing to select a square on the skill map, it proceeds to processing of step S204, and if it determines that it is not the square selection timing to select a square on the skill map, it proceeds to processing of step S206.

[0371] Next, the skill map management unit 107 selects a square in the skill map. When it is determined that the timing has come, either the first selection process or the second selection process is executed depending on the type of player (step S204).

[0372] Next, the bonus control unit 108 executes a bonus awarding control process for awarding the bonus associated with the selected square to the corresponding player (step S205).

[0373] Next, the game management unit 103 determines whether or not an instruction to end the game has been received (step S206).

[0374] At this time, if the game management unit 103 has received an instruction to end the game, it ends this operation and returns to the processing of step S108 in the main processing, and if the game management unit 103 has not received an instruction to end the game, it proceeds to the processing of step S207.

[0375] Next, the game management unit 103 determines whether or not the player has been changed from a normal player to a subscription setting player while still in the normal player state (step S207).

[0376] At this time, if the game management unit 103 determines that the player has been changed from a normal player to a subscription-set player while in normal player state, it proceeds to processing of step S202, and if it determines that the player has not been changed from a normal player to a subscription-set player while in normal player state, it returns to processing of step S203.

[0377] Note that a case where a player is a normal player and has not been changed from a normal player to a subscription-set player includes a case where the player is already a subscription-set player, or a case where the player has been changed from a subscription-set player to a normal player.

[0378] [6] Other The present invention is not limited to the above-described embodiment, and various modifications are possible. For example, a term cited as a broadly defined or synonymous term in the description in the specification or drawings can be replaced with a broadly defined or synonymous term in other descriptions in the specification or drawings.

[0379] In this embodiment, each game may be provided to the terminal device 20 by one server device 10, or a server system may be constructed by linking a plurality of server devices 10, and each game may be provided to the terminal device.

[0380] Furthermore, in this embodiment, each game process is executed by the server device 10, but some of the functions of the processing unit 100 of the server device 10 and a game program that executes those functions may be executed by the terminal device 20, and the above-mentioned game processes may be executed in conjunction with the server device 10.

[0381] Also, in this embodiment, the server device 10 may be realized by a single game device having the functions of the server device 10, that is, a device (standalone) that operates independently without relying on other devices such as a server device.

[0382] It is also possible to connect a plurality of such game terminal devices by wire or wirelessly, with one game device functioning as the server device 10, and to realize the system using a plurality of game devices.

[0383] In this embodiment, the game system of the present invention is applied to the server device 10 that is executed in conjunction with the terminal device 20 via a network. However, the game system of the present invention may be applied to a tablet type information terminal device, a personal computer, or a game device installed in an amusement park. It can also be applied.

[0384] The present invention includes configurations that are substantially the same as the configurations described in the embodiments (for example, configurations with the same functions, methods and results, or configurations with the same purpose and effect). The present invention also includes configurations in which non-essential parts of the configurations described in the embodiments are replaced. The present invention also includes configurations that achieve the same effects as the configurations described in the embodiments or that can achieve the same purpose. The present invention also includes configurations in which publicly known technology is added to the configurations described in the embodiments.

[0385] Although the embodiments of the present invention have been described in detail as above, it will be easily understood by those skilled in the art that many modifications are possible without substantially departing from the novel features and effects of the present invention. Therefore, all such modifications are intended to be included within the scope of the present invention. [Explanation of symbols]

[0386] 1: Game System 10: Server device 100: Processing section 101: Communication control unit 102: Web processing unit 103: Game Management Department 104: Player management section 105: Subscription Management Department 106: Situation detection unit 107: Skill Map Management Department 108: Bonus control section 109: Timer management unit 110: Information provision department 120: Input section 130: Display section 140: Storage section 142: Main memory 144: Game data storage unit 146: Player information storage unit 148: Skill map information storage unit 180: Information storage medium 196: Communications Department 200: Processing section 210: Communication control section 211: Web browser 212: Game processing unit 213: Display control unit 220: Drawing section 230: Sound processing section 260: Input section 262:Detection unit 270: Storage section 271: Main memory 272: Image buffer 280: Information storage medium 290: Display section 292: Sound output section 296: Communications Department

Claims

1. A server system that allows a terminal device connected via a network to execute a given game, comprising: a presentation means for presenting to a player a setting map in which a plurality of squares are arranged in a given manner for providing a player with a benefit used in the game; a selection processing means for executing a first selection process for selecting at least one square from a map presented to the player based on a first condition associated with a progress status of the game, and a second selection process for selecting at least one square from the set map based on a second condition, which is different from the first condition and which is a condition that a given optional service related to the game is set by the player; a game control means for controlling the progress of the game in accordance with the selected square; a selection candidate setting processing means for executing a selection candidate setting process for, when the second condition is satisfied, setting in the setting map a square selected under conditions more advantageous to the player than a square selected under the first condition, or setting in the setting map a square different from the square selected under the first condition and more advantageous in terms of a game to the player than a square selected under the first condition; A server system comprising:

2. 2. The server system according to claim 1, a management means for managing a storage means in which a given benefit is defined in association with at least one of each of the squares and an arrangement formed by each selected square satisfying a given arrangement condition; a privilege-granting control means for executing a privilege-granting control process for referring to the storage means based on the selected square, and granting the privilege, which is stored in association with at least one of the selected square and the array, to a corresponding player as a first privilege; The server system further comprises:

3. 3. The server system according to claim 2, A benefit group composed of a plurality of benefits is defined in the storage means in association with at least one of each of the squares and the array, The privilege granting control means, as the privilege granting control process, referring to a storage means based on the selected square, and determining a bonus to be given to the relevant player from the bonus group stored in association with at least one of the selected square and the array; The server system grants the determined benefit to the relevant player as a first benefit.

4. 4. The server system according to claim 2, A server system, wherein when the given optional service is composed of two or more services having different contents, the setting map or the contents of the benefit differ for each of the services.

5. 4. The server system according to claim 2, When a cost is set for the given optional service and a cost is set for each of the squares or each of the benefits, The selection processing means Executing a cost calculation process to calculate a total cost of the selected square or a total cost of a benefit to be acquired in association with the selected square; a server system for selecting the squares with the cost of the optional service as an upper limit; 。

6. 4. The server system according to claim 2, The privilege granting control means, as the privilege granting control process, (a) a process of additionally granting a second benefit together with the first benefit; or (b) changing the attribute or quantity of the first benefit to be granted; A server system that executes the above.

7. 4. The server system according to claim 2, The privilege granting control means When it is determined that a third condition different from the first condition and the second condition is satisfied, the following is performed as a privilege granting control process: (a) a process of granting the first benefit; (b) a process of additionally granting a second benefit together with the first benefit; or (c) changing the attribute or quantity of the first benefit to be granted and granting the first benefit; A server system that executes the above.

8. 8. The server system according to claim 7, The third condition includes: (a) a condition associated with the progress of the game; (b) an arrangement condition based on the arrangement of the selected squares or the squares that have already been selected and obtained the special benefit; (c) a special cell condition indicating that at least one cell among the plurality of cells that satisfy the arrangement condition is a cell that is set to be selectable based on a second condition; (d) terms of payment of costs based on the payment of costs by said player; (e) a condition based on the period during which the second condition is set; (f) conditions based on settings of optional services in the player that are different from the optional services; and (g) conditions relating to the gaming state of other players relative to said player; A server system including any one of the above.

9. 2. The server system according to claim 1, The selection processing means the first selection process includes selecting a square randomly selected from the setting map based on the first condition; The server system selects, as the second selection process, a square selected from the set map based on an instruction from the player when a selectable square is set based on the second condition.

10. 2. The server system according to claim 1, The selection processing means When the first condition is satisfied, at least one mass is set from the setting map in which one or more masses are uniquely set, or at least one mass is set from the setting map in which masses in a given arrangement of masses on the map are uniquely set; If the second condition is met, the server system selects one or more squares on a map based on an operation by the player.

11. 3. The server system according to claim 2, A detection means for detecting a progress status of the game is further provided, The given optional service has a start timing and an end timing defined for the service; The selection candidate setting processing means When the second condition is met, the server system controls at least one of the types of the selectable squares, the number of the squares, the benefits associated with the squares, the arrangement of the squares, and the selection order in the arrangement of the squares based on the detected game progress and the elapsed time from the start of the optional service, and executes the selection candidate setting process.

12. A game system for executing a given game, comprising: a presentation means for presenting to a player a setting map in which a plurality of squares are arranged in a given manner for providing a player with a benefit used in the game; a selection processing means for executing a first selection process for selecting at least one square from a map presented to the player based on a first condition associated with a progress status of the game, and a second selection process for selecting at least one square from the set map based on a second condition, which is different from the first condition and which is a condition that a given optional service related to the game is set by the player; a game control means for controlling the progress of the game in accordance with the selected square; a selection candidate setting processing means for executing a selection candidate setting process for, when the second condition is satisfied, setting in the setting map a square selected under conditions more advantageous to the player than a square selected under the first condition, or setting in the setting map a square different from the square selected under the first condition and more advantageous in terms of a game to the player than a square selected under the first condition; A game system comprising:

13. A program for executing a given game, comprising: a presentation means for presenting to the player a setting map in which a plurality of squares are formed in a given arrangement for providing the player with a privilege used in the game; a selection processing means for executing a first selection process for selecting at least one square from a map presented to the player based on a first condition associated with a progress status of the game, and a second selection process for selecting at least one square from the set map based on a second condition, which is different from the first condition and which is a condition that a given optional service related to the game is set by the player; a game control means for controlling the progress of the game in accordance with the selected square; and a selection candidate setting processing means for executing a selection candidate setting process for, when the second condition is satisfied, setting in the set map a square that is selected under conditions that are more advantageous to the player than a square that is selected under the first condition, or setting in the set map a square that is different from the square that is selected under the first condition and that is more advantageous in terms of a game to the player than a square that is selected under the first condition; A program that causes a computer to function as a

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