Information processor and program

By introducing a mechanism to dynamically adjust the probability of lottery in the information processing equipment, the game balance and attractiveness problems caused by unwanted content in the lottery game are solved, and the effect of improving players' motivation to participate while maintaining the balance of the game is achieved.

JP2025061512AInactive Publication Date: 2025-04-10SEGA CORP
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Patent Information

Application Number
JP2025008130
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-01-21
Publication Date
2025-04-10
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

In the lottery game, if the player draws unwanted specific content, it may reduce the appeal of the game, and if the player can consume the content drawn at will, it will lead to an imbalance in the game's balance.

Method used

By introducing a lottery mechanism and a change mechanism into the information processing equipment, the lottery probability of each group of content is dynamically adjusted. When a player consumes a specific content, the probability of the draw for that content is reduced and the probability of the draw for other specific content is increased to ensure the balance of the game and the motivation for players to participate.

Benefits of technology

Effectively maintain the balance and attractiveness of the game, and even if the player draws unwanted specific content, it will not reduce their desire to participate in the game.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To suppress a decrease in the willingness to play a lottery game while keeping a game balance even if a lottery of a specific content that a player does not desire is held.SOLUTION: An information processor includes: lottery means 47 for holding a lottery by utilizing a lottery probability correlated with each of content groups including plural specific contents and for executing a lottery game for granting the drawn content to a player; and changing means 48 for decreasing a lottery probability correlated with a consumption content and increasing a lottery probability correlated with another content on the basis of consumption of the specific content from among contents that a player owns as the consumption content.SELECTED DRAWING: Figure 4
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Description

[Technical field]

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

[0002] 2. Description of the Related Art Conventionally, there has been known a lottery game in which a lottery is performed using lottery probabilities associated with each content group (character group), and the lottery-selected content is awarded to a player.

[0003] In this regard, Patent Document 1 discloses a lottery game in which a content group to be selected includes a plurality of featured contents (specific contents) that are associated with high value and high probability of being selected.

[0004] Furthermore, Patent Document 2 discloses that a player is given preferential treatment in terms of rewards for performing or clearing a quest based on the consumption of content acquired in a lottery game. [Prior art documents] [Patent documents]

[0005] [Patent Document 1] Patent No. 6370983 [Patent Document 2] Patent No. 6617813 Summary of the Invention [Problem to be solved by the invention]

[0006] However, in the technology described in Patent Document 1, if a lottery game is played and content that the player does not want, including specific content, is drawn, there is a risk that the player's motivation to play the lottery game may decrease. Here, it may be possible to apply the technology described in Patent Document 2 to the technology described in Patent Document 1 and favor the lottery game instead of favoring the execution of quests based on the player's consumption of content acquired in the lottery game, but in this case, if any content can be consumed, the game balance will be destroyed.

[0007] The present invention has been made in consideration of such problems, and its purpose is to provide an information processing device and program that can maintain game balance and suppress a decrease in motivation to play the lottery game, even when specific content that the player does not want is drawn. [Means for solving the problem]

[0008] In order to solve the above problem, an information processing device according to a first aspect of the present invention comprises: a lottery means for executing a lottery game in which a lottery is performed using lottery probabilities associated with each of a content group including a plurality of specific contents, and the selected content is awarded to a player; and a modification means for changing the lottery probability associated with the content group, which, based on the specific content being consumed as consumable content among the content owned by the player, lowers the lottery probability associated with the consumable content and increases the lottery probability associated with other content in the content group other than the consumable content.

[0009] In the information processing device according to the second aspect of the present invention, the specific content is content that is displayed on the screen related to the lottery game so as to be distinguished from content among the content group other than the specific content.

[0010] In the information processing device according to the third aspect of the present invention, the other content is at least one specific content among the plurality of specific contents.

[0011] In an information processing device according to a fourth aspect of the present invention, the change means lowers the lottery probability associated with the consumable content based on the consumption of the consumable content, and increases the lottery probability associated with a specific content selected by the player from among the plurality of specific contents as the other content.

[0012] In the information processing device relating to the fifth aspect of the present invention, the change means, based on the consumption of the consumable content, lowers the lottery probability associated with the consumable content by a predetermined value, and increases the lottery probability associated with each specific content other than the consumable content as the other content by a value obtained by dividing the predetermined value approximately evenly.

[0013] In an information processing device relating to a sixth aspect of the present invention, the change means, based on the consumption of the consumable content, lowers the lottery probability associated with the consumable content and related content related to the consumable content, and increases the lottery probability associated with the other content.

[0014] In the information processing device according to a seventh aspect of the present invention, the change means extracts only content whose rarity is equal to or less than that of the consumable content as candidates for the other content, based on the fact that the consumable content is consumed at a level less than a threshold value.

[0015] In the information processing device according to an eighth aspect of the present invention, the change means also extracts content whose rarity exceeds that of the consumable content as candidates for the other content based on the consumable content being consumed at or above the threshold.

[0016] In the information processing device according to a ninth aspect of the present invention, the change means returns the changed lottery probability to an initial value when a predetermined condition is satisfied after the consumable content is consumed.

[0017] A program relating to a tenth aspect of the present invention causes a computer to function as: a lottery means for executing a lottery game in which a lottery is performed using lottery probabilities associated with each of a content group including a plurality of specific contents and the selected content is awarded to a player; and a modification means for changing the lottery probability associated with the content group, which, based on the consumption of a specific content among the content possessed by the player as consumable content, lowers the lottery probability associated with the consumable content and increases the lottery probability associated with other content in the content group other than the consumable content. Effect of the Invention

[0018] According to the present invention, even if a specific content that the player does not desire is selected by lottery, it is possible to prevent the player's motivation to play the lottery game from decreasing while maintaining game balance. [Brief description of the drawings]

[0019] [Figure 1] 1 is a block diagram showing an example of the overall configuration of a game system according to a first embodiment. [Diagram 2] FIG. 2 is a diagram illustrating an example of a hardware configuration of a server device. [Diagram 3] 2 is a diagram illustrating an example of a hardware configuration of a smartphone as the terminal device illustrated in FIG. 1. [Figure 4] FIG. 2 is a block diagram showing an example of a functional configuration of a server device. [Diagram 5] 5 is a flowchart showing an example of the flow of processes performed by each functional means shown in FIG. 4 in the game system according to the first embodiment. [Figure 6A] FIG. 11 is an explanatory diagram showing an example of a lottery screen according to the first embodiment; [Figure 6B]FIG. 13 is an explanatory diagram showing an example of a consumption target selection screen according to the first embodiment. [Figure 6C] FIG. 11 is an explanatory diagram illustrating an example of a change target selection screen according to the first embodiment; [Figure 6D] FIG. 13 is an explanatory diagram showing an example of an updated lottery screen. [Figure 7] 5 is a flowchart showing an example of the flow of processes performed by each functional means shown in FIG. 4 in a game system according to a second embodiment. [Figure 8A] FIG. 11 is an explanatory diagram showing an example of a lottery screen according to the second embodiment. [Figure 8B] FIG. 13 is an explanatory diagram showing an example of a consumption target selection screen according to the second embodiment. [Figure 8C] FIG. 13 is an explanatory diagram showing an example of a consumption number selection screen according to the second embodiment. [Figure 8D] FIG. 11 is an explanatory diagram showing an example of a change target selection screen according to the second embodiment; [Figure 8E] FIG. 11 is an explanatory diagram showing an example of a change target selection screen according to the second embodiment; [Figure 9A] 6B is an explanatory diagram showing an example of a lottery screen similar to that of FIG. 6A, before the lottery probability is changed. FIG. [Figure 9B] FIG. 9B is a diagram showing the lottery screen after the lottery probability has been changed when the consumption button is pressed in FIG. 9A. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0020] Hereinafter, an embodiment of the present invention (hereinafter, appropriately referred to as "the present embodiment") will be described with reference to the attached drawings. In order to facilitate understanding of the description, the same components and steps in each drawing are denoted by the same reference numerals as much as possible, and duplicated descriptions will be omitted.

[0021] ---First embodiment --- First, the first embodiment will be described.

[0022] <Overall composition> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to the first embodiment.

[0023] 1, the game system 1 includes a server device 10 and one or more terminal devices 12. The server device 10 and the terminal devices 12 are communicatively connected to each other via a communication network NT such as an intranet, the Internet, or a telephone line.

[0024] The server device 10 is an information processing device that provides the game execution results obtained by executing the game program 14, or the game program 14 itself, to the players of the terminal devices 12 via the communications network NT. In the first embodiment, the server device 10 provides the game program 14 itself to the players of the terminal devices 12.

[0025] Each terminal device 12 is an information processing device owned by each player, which provides a game to each player by executing the game program 14 received from the server device 10 after it has been installed therein. Examples of these terminal devices 12 include various devices such as video game machines, arcade game machines, mobile phones, smartphones, tablets, and personal computers.

[0026] <Hardware configuration> FIG. 2 is a diagram illustrating an example of a hardware configuration of the server device 10. As shown in FIG.

[0027] 2, the server device 10 includes a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly configured with a CPU (Central Processing Unit) 22 and a memory 24.

[0028] In the control device 20, the CPU 22 executes a predetermined program stored in the memory 24 or the storage device 28, etc., thereby functioning as various functional components. The details of these functional components will be described later.

[0029] The communication device 26 is configured with a communication interface for communicating with an external device, etc. The communication device 26 transmits and receives various information to and from the terminal device 12, for example.

[0030] The storage device 28 is composed of a hard disk, etc. This storage device 28 stores various programs and information necessary for executing processes in the control device 20, including the game program 14, and information on the results of the processes.

[0031] The server device 10 can be realized by using an information processing device such as a dedicated or general-purpose server computer. The server device 10 may be configured by a single information processing device or by multiple information processing devices distributed over a communication network NT. FIG. 2 shows only a part of the main hardware configuration of the server device 10, and the server device 10 may have other configurations that a server generally has. The hardware configuration of the multiple terminal devices 12 may also have the same configuration as the server device 10, except for including an operating means, a display device, and a sound output device.

[0032] FIG. 3 is a diagram showing an example of a hardware configuration of a smartphone serving as the terminal device 12 shown in FIG.

[0033] As shown in FIG. 3, the terminal device 12 includes a main control unit 30, a touch panel (touch screen) 32, a camera , a mobile communication unit , a wireless LAN communication unit , a storage unit 40, and a speaker .

[0034] The main control unit 30 is configured to include a CPU, a memory, etc. The main control unit 30 is connected to a touch panel 32 as a display input device, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42. The main control unit 30 has a function of controlling these connection destinations.

[0035] The touch panel 32 has both a display function and an input function, and is composed of a display 32A that performs the display function and a touch sensor 32B that performs the input function. In the first embodiment, the display 32A can display game images including operation input images such as button images, cross key images, and joystick images. The touch sensor 32B can detect the input position of the player relative to the game image.

[0036] The camera 34 has a function of taking still images and / or moving images and storing them in the storage unit 40.

[0037] The mobile communication unit 36 ​​has a function of connecting to a mobile communication network via an antenna 36A and communicating with other communication devices connected to the mobile communication network.

[0038] The wireless LAN communication unit 38 has a function of connecting to the communication network NT via an antenna 38A and communicating with other devices such as the server device 10 connected to the communication network NT.

[0039] The storage unit 40 stores various programs and data such as the game program 14 and play data indicating the game progress and player information of the game program 14. The play data may be stored in the server device 10.

[0040] The speaker 42 has a function of outputting game sounds and the like.

[0041] <Game Overview> The game according to the first embodiment includes a lottery game in which the player can acquire a character as an example of content, and a quest. The lottery game may be called gacha, lottery, summoning, etc. The quest may be called dungeon, subjugation, exploration, etc.

[0042] The lottery game according to the first embodiment can be executed by a player selecting one of a plurality of types of lottery games on an execution menu screen of the lottery game, etc. In this one lottery game, the player can select a single lottery in which a lottery is executed once, or a continuous lottery in which a lottery is executed ten times in succession. This single lottery may be called a single gacha, a one-time lottery, a one-time summon, etc. Furthermore, this continuous lottery may be called a 10-time gacha, a 10-time lottery, a 10-time summon, etc. Then, the player can obtain a character randomly selected from a character group (content group) corresponding to the one lottery game by issuing an instruction (request) to execute the single lottery or the continuous lottery. This lottery game is executed based on consuming a consideration. This consideration may be a paid item (charged item), a free item (non-charged item), etc. A paid item is an item that a player can obtain by a purchase procedure (payment of cash or electronic money, credit card payment, etc.). Examples of paid items include paid stones and paid gacha tickets. A free item is an item that a player can obtain by playing a game (executing various games). Examples of game play include logging in, clearing quests, achieving missions, and interacting with other players who have registered as friends. Examples of free items include free stones and free gacha tickets. A paid item is more valuable than a free item. For example, in a lottery game that can be played by consuming only paid items, it is easier to obtain a character with a higher rarity (also referred to as rare value or rarity) than in a lottery game that can be played by consuming free items. In addition, paid stones and free stones may be referred to as "stones" without distinction. In the following description, rarity is referred to as rarity.

[0043] The lottery game according to the first embodiment also includes a lottery game in which a lottery is performed using a lottery probability (a winning probability) associated with each of a content group including a plurality of specific contents (also referred to as a featured content, special content, or pick-up content). The specific contents are displayed, for example, on a screen related to the lottery game, in a manner distinguished from the contents other than the specific contents in the content group. Specifically, on the execution menu screen of the lottery game or its transition screen, the specific contents are displayed in a manner emphasized compared to the contents other than the specific contents, or only the specific contents are displayed without displaying the contents other than the specific contents, or the specific contents are displayed in a manner distinguished by displaying that the specific contents are featured content, special content, or pick-up content. The specific contents may be contents that have a high lottery probability set among the contents associated with the same rarity in the content group. The specific contents may be contents that have the highest lottery probability set among the contents associated with the same rarity in the content group. In this case, the specific contents are more likely to win, so that a player who wins an undesired specific content will further lose motivation to play the lottery game. In contrast, according to this embodiment, it is possible to effectively utilize the undesired specific contents that have a high lottery probability set. The specific content may be a content whose probability of selection is changed to be higher than the initial probability of selection of the specific content for a temporary period until the end of the lottery game period. The specific content may be a content that, when used in a specific event quest held at the same time or close to the lottery game period, gives an advantage in the specific event quest (makes it easier to clear, increases the reward that can be obtained).

[0044] Moreover, a quest according to the first embodiment is executed by the player selecting one quest from a plurality of types of quests on a quest menu screen. This quest includes normal quests and event quests. A normal quest is a type of quest in which the player clears a playable quest to make the next quest playable. An event quest is a type of quest in which the playable quest changes depending on the time of day or period. Moreover, each quest is executed based on the consumption of a consumption stamina value associated with the quest from the player's current stamina value. Stamina may also be referred to as life, action points (AP), battle points (BP), etc. The player's current stamina value may be consumed at the end of the quest (when cleared or retired).

[0045] In a quest according to the first embodiment, a battle game is executed in which a team consisting of one or more characters owned by the player battles against an enemy character that appears. In this quest, for example, the player instructs the characters (characters to be used) that make up the team to attack, etc. When the player clears the quest, the player is allowed to acquire (is granted) rewards such as free items, game coins, characters, player experience points, etc. Note that it is also possible not to acquire free items in a quest that the player has already cleared.

[0046] <Synthesis Overview> The synthesis according to the first embodiment refers to developing one character among the characters (owned contents) owned by the player as a synthesis source character (synthesis source content) and the other characters as material characters (material contents). The material characters used for synthesis are excluded (deleted) from the characters owned by the player.

[0047] The synthesis according to the first embodiment includes strengthening synthesis and evolutionary synthesis. Strengthening synthesis is synthesis that changes the parameters (e.g., level) of the original character. Evolutionary synthesis is synthesis that evolves (changes) the original character into another character.

[0048] The strengthening synthesis according to the first embodiment can be executed by the player selecting the strengthening synthesis menu on the management menu screen of the owned characters. In this strengthening synthesis, a synthesis source character and a material character are selected from the characters owned by the player by the selection operation by the player. For example, in the strengthening synthesis, a certain number (e.g., 20 or less) of material characters are selected for one synthesis source character.

[0049] In the strengthening synthesis according to the first embodiment, instead of consuming the selected material character, the parameters of the selected original character are changed to be advantageous in the game (e.g., quest). For example, when an original character is strengthened by a material character of a different type from the original character, the parameters of the original character are increased.

[0050] In addition, the evolution synthesis according to the first embodiment can be performed by the player selecting an evolution synthesis menu on the management menu screen of the owned characters. In this evolution synthesis, a synthesis source character and a material character are selected from the characters owned by the player by selecting the synthesis source character by the player. For example, in the evolution synthesis, for one synthesis source character, a certain number (for example, five) of material characters that are previously associated with the synthesis source character are selected.

[0051] Furthermore, in the evolution synthesis according to the first embodiment, instead of consuming the selected material character, the selected source character is evolved (changed) into another character. In other words, the source character is associated with the character ID of another character through evolution synthesis, and the character's name, image, skills, rarity, etc. are changed. This source character is called a pre-evolved character. This other character is called an evolved character. In the first embodiment, the evolved character is set to a rarity one level higher than the pre-evolved character, and for example, has a higher upper limit value for parameters than the pre-evolved character.

[0052] <Functional configuration> FIG. 4 is a block diagram showing an example of a functional configuration of the server device 10. As shown in FIG.

[0053] As shown in Fig. 4, the server device 10 comprises, as functional components, a storage means 45, a progression means 46, a lottery means 47, a change means 48, and an award means 49. The storage means 45 is realized by one or more storage devices 28. The functional components other than the storage means 45 are realized by the control device 20 executing the game program 14 stored in the storage device 28 or other programs related to the game program 14. Note that all or part of the above functional components may be provided by the terminal device 12. For example, the progression means 46 may be provided by the terminal device 12, and the other functional components may be provided by the server device 10.

[0054] The storage means 45 has a function of storing player information 45A, character information 45B, lottery game information 45C, quest information 45D, and the like.

[0055] The player information 45A is stored for each player in association with the player ID of the player. The player information 45A includes, for example, the name and age of the player, possessed character information, organization information, possessed item information, stamina information, and friend information. The possessed character information includes the character ID and parameters of each possessed character. The parameters include status parameters such as level, hit points, attack power, and defense power. The level increases (changes) when a character (original character) acquires character experience value through synthesis. When the level increases, the hit points, attack power, defense power, character experience value, and the like also increase. The organization information includes a predetermined number (e.g., seven) of teams that are previously organized by the player. Each team includes, for example, a predetermined number (e.g., three) or less possessed characters that are previously selected by the player. The possessed item information includes the number of possessed items in association with the item ID of each possessed item. Examples of such items include paid stones and free stones. The stamina information includes the player's current stamina value and stamina upper limit value. The current stamina value is the value consumed when a player performs a quest. This current stamina value increases by a certain amount (e.g., 1) over the course of time (e.g., 3 minutes), recovering to the stamina upper limit. The current stamina value is also recovered by an amount equal to the stamina upper limit when the player consumes paid stones, free stones, stamina recovery items, etc. This stamina upper limit is increased by increasing the player's player rank. The player rank is increased, for example, when the player earns player experience points by playing a quest. The friend information includes the player IDs of other players who are registered as friends.

[0056] Character information 45B is stored for each character in association with the character ID of the character. This character information 45B includes, for example, the character's name, image, rarity, initial and upper limit values ​​of parameters, and skills. Rarity includes, for example, a numerical value from 1 to 6. This numerical value may be expressed, for example, by the number of stars. For example, a character with high rarity has high parameters and upper limit values ​​of parameters set.

[0057] The lottery game information 45C is stored for each lottery game in association with the lottery game ID of the lottery game. This lottery game information 45C includes, for example, a name (title), image data, a lottery table, and a consideration. The lottery table includes the character ID of each character constituting a lottery target character group that is the lottery target of the lottery game, and a lottery probability associated with the character ID. This lottery target includes a plurality of characters with different usable periods. The lottery probability is set to be low for characters with high rarity, and high for characters with low rarity. The consideration includes the number of items (amount consumed) required to execute one lottery.

[0058] The quest information 45D is stored for each quest in association with the quest ID of the quest. The quest information 45D includes, for example, a name (title), an image, character information, consumed stamina value, clearing conditions, and reward information. The character information includes parameters (level, hit points, etc.) of enemy characters that appear in the quest. The consumed stamina value is the stamina value required to execute the quest. The clearing conditions include a clearing standard for the quest. Examples of the clearing conditions include reducing the hit points of all enemy characters to 0 or less, occupying the territory of the enemy character, etc. The reward information includes information on the reward to be given to the player when the quest is cleared. The reward information includes, for example, the character ID of the character that is the reward, the given level of the character, the given rate (drop rate) which is the probability of giving the character, the number of game coins, the amount of player experience points, the number of free items, etc.

[0059] The progression means 46 has a function of progressing the entire game, such as quests, except for the lottery game. The function of the lottery means 47 may also be performed by the progression means 46.

[0060] The lottery means 47 has a function of executing a lottery game. In the first embodiment, the lottery means 47 executes a lottery game in which a lottery is performed using a lottery probability associated with each of a character group (content group) including a plurality of specific characters (specific contents), and the lottery game is executed in which the lottery character (content) is awarded to a player.

[0061] The change means 48 has a function of changing the selection probability associated with the character group that is the selection target of the selection game. In the first embodiment, the change means 48 lowers the selection probability associated with the consumption character based on the consumption of a specific character among the characters owned by the player as a consumption character (consumption content), and increases the selection probability associated with other characters other than the consumption character among the character group. For example, the change means 48 lowers the selection probability associated with the consumption character to a predetermined value (for example, zero), and increases the selection probability of other characters by the amount of the reduction (by the same value as the predetermined value). Also, from the viewpoint of maintaining the game balance, the change means 48 may lower the selection probability associated with the consumption character to a predetermined value, and increase the selection probability of other characters by an amount lower than the predetermined value, such as 1 / 2 or 1 / 3 times the predetermined value. Conversely, from the standpoint of increasing the appeal of the lottery game, the modification means 48 may lower the lottery probability associated with the consumption character to a predetermined value and increase the lottery probability of other characters by an amount greater than the predetermined value, such as two or three times that predetermined value.

[0062] From the viewpoint of increasing the appeal of the lottery game, it is preferable that the other character is at least one of the multiple specific characters. Conversely, from the viewpoint of further maintaining the game balance, the other character may be a character other than the specific character. When the other character is a specific character, for example, the change means 48 lowers the lottery probability of the consumption character based on the consumption of the consumption character, and increases the lottery probability of the specific character selected by the player from the multiple specific characters.

[0063] Furthermore, based on the consumption of a consumption character, the change means 48 may lower the selection probability associated with the consumption character and related characters (related content) related to the consumption character, and increase the selection probability associated with other characters. Examples of the related characters include evolution related characters such as pre-evolution characters and post-evolution characters of the consumption character, characters with the same attributes as the consumption character, characters with the same rarity as the consumption character, etc. When increasing the selection probability, the change means 48 may increase the selection probability associated with other characters by all or part of the amount by which the selection probability associated with the consumption character and related characters related to the consumption character is reduced.

[0064] Furthermore, the change means 48 may return the changed lottery probability to the initial value by satisfying a predetermined condition after the consumption of the consumable character. Examples of the predetermined condition include a condition that the period during which the lottery game including the consumption character is held has passed, a condition that a predetermined period has passed since the lottery probability was changed by the change means 48, a condition that the number of lotteries of the lottery game executed after the lottery probability was changed by the change means 48 has reached a threshold value, and the like.

[0065] The change means 48 may change the above-mentioned predetermined condition according to the consumed character. Specifically, the higher the rarity of the consumed character or the number of consumptions, the higher the threshold S of the lottery count N for returning to the initial value. For example, when the consumed character has the highest rarity, the threshold S is changed to 10 times, when the consumed character has the second highest rarity, the threshold S is changed to 2 times, and when the consumed character has the third highest rarity, the threshold S is changed to 1 time. On the other hand, the change means 48 may change the above-mentioned predetermined condition according to other characters that increase the lottery probability. Specifically, the change means 48 lowers the threshold value S as the rarity of the other characters increases. For example, the change means 48 changes the threshold value S of the lottery count N to 1 time when the rarity of the other characters is the highest, changes the threshold value S to 2 times when the rarity of the other characters is the second highest, and changes the threshold value S to 10 times when the rarity of the other characters is the third highest. Furthermore, the change means 48 may change the above-mentioned predetermined condition in accordance with the player information 45A. Specifically, from the viewpoint of giving preferential treatment to an experienced player, the change means 48 increases the threshold value S as the player's level increases. Furthermore, the change means 48 increases the threshold value S as the player's total game play time increases. Conversely, from the viewpoint of giving preferential treatment to a beginner, the change means 48 may increase the threshold value S as the player's level decreases, or increase the threshold value S as the player's total game play time decreases.

[0066] The granting means 49 has a function of granting a prize to the player when another character whose lottery probability has been changed or a specific character is not drawn in the lottery game. Examples of the prize include items such as recovery medicine and free stones for recovering stamina, a portion of a ticket for playing the lottery game, experience points, in-game currency, etc. In addition, the prize may also include items related to the consuming character (fragments and materials of the consuming character, weapons, armor, and accessories), items related to other characters (fragments and materials of other characters, weapons, armor, and accessories), etc.

[0067] <Processing flow> Fig. 5 is a flowchart showing an example of the flow of processing performed by each functional means shown in Fig. 4 in the game system 1 according to the first embodiment. The processing of the following steps is started, for example, when a player selects one lottery game including specific content from multiple types of lottery games on a lottery game menu screen displayed on the touch panel 32. The order and contents of the following steps can be changed as appropriate.

[0068] (Step SP10) The lottery means 47 generates lottery screen data based on the lottery game information 45C of the lottery game selected by the player, and transmits the generated lottery screen data to the terminal device 12, thereby displaying a lottery screen for the lottery game including the specific content on the touch panel 32 of the terminal device 12.

[0069] FIG. 6A is an explanatory diagram showing an example of a lottery screen 50A according to the first embodiment.

[0070] As shown in FIG. 6A, the lottery screen 50A displays a name 52A of "Pickup Gacha X", a pick-up target field 54A, a lottery button 56 of "Draw Gacha", and a consumption button 58 of "Consume Character". The name 52A is the name of the lottery game. The pick-up target field 54A is a field that displays the target of the pick-up character in the lottery game, that is, a plurality of characters (e.g., character A, character B, character C) that are the target of the specific character, and the lottery probability of these. The lottery button 56 is a button for instructing to start the lottery game. The consumption button 58 is a button for instructing to change the lottery probability of the lottery game by consuming a specific character owned by the player.

[0071] Returning to FIG. 5, the process proceeds to step SP12.

[0072] (Step SP12) The lottery means 47 judges whether or not the lottery button 56 is pressed on the lottery screen 50A. If the judgment is affirmative, the process proceeds to step SP40, and if the judgment is negative, the process proceeds to step SP14.

[0073] (Step SP14) The lottery means 47 judges whether or not the consumption button 58 is pressed on the lottery screen 50A. If the judgment is affirmative, the process proceeds to step SP18, and if the judgment is negative, the process proceeds to step SP16.

[0074] (Step SP16) The lottery means 47 judges whether or not an end button (not shown) is pressed. If the judgment is affirmative, the series of processes shown in FIG. 5 ends, and if the judgment is negative, the process returns to the process of step SP10.

[0075] (Step SP18) The change means 48 extracts only all specific characters related to the selected lottery game from among the characters included in the possessed character information of the player information 45A corresponding to the player. After the extraction, the change means 48 generates consumption object selection screen data, which is screen data for selecting characters to be consumed and shows a list of the extracted specific characters. Next, the change means 48 transmits the generated consumption object selection screen data to the terminal device 12, thereby causing the touch panel 32 to display the consumption object selection screen.

[0076] FIG. 6B is an explanatory diagram showing an example of the consumption object selection screen 60A according to the first embodiment.

[0077] As shown in FIG. 6B, the consumption target selection screen 60A displays a list 62A of characters possessed by the player and a selection button 64. The list 62A of possessed characters displays, for example, only the specific characters extracted in this step SP18. Each specific character displayed in the list 62A can be selected by the player. Note that, from the viewpoint of making it easy to understand whether or not a specific character may be consumed, it is preferable that the list 62 displays the number of specific characters possessed, their rarity, frequency of use, and the like. The selection button 64 is a button for confirming the specific character selected in the list 62A as a consumption character.

[0078] Returning to FIG. 5, the process proceeds to step SP20.

[0079] (Step SP20) The change means 48 judges whether or not the selection button 64 is pressed after a specific character is selected in the list 62A of the consumption object selection screen 60A. If the judgment is affirmative, the process proceeds to step SP22, and if the judgment is negative, the process returns to step SP18.

[0080] (Step SP22) The change means 48 extracts only other specific characters excluding the consumption character from the character group included in the lottery game information 45C of the lottery game selected by the player. Next, the change means 48 generates change target selection screen data showing a list of the extracted other specific characters as specific characters to be changed for changing the lottery probability. Next, the change means 48 transmits the generated change target selection screen data to the terminal device 12, thereby causing the touch panel 32 to display the change target selection screen.

[0081] FIG. 6C is an explanatory diagram showing an example of a change target selection screen 70A according to the first embodiment.

[0082] As shown in FIG. 6C, the change target selection screen 70A displays a list 72A of target characters whose lottery probability is to be changed and a selection button 74. In the list 72A of target characters, for example, only other specific characters extracted in step SP22 are displayed. In addition, in the list 72A, it is preferable that the number of other specific characters owned and rarity are displayed from the viewpoint of making it easy to understand which character's lottery probability is to be increased. Here, in the list 62A of FIG. 6B, when character A is selected as a consumption character, character B and character C of the other specific characters other than character A are displayed as target characters as shown in the list 72A of FIG. 6C. In addition, each specific character in the list 72A can be selected by the player. The selection button 74 is a button for confirming the specific character selected in the list 72A as a change target.

[0083] Returning to FIG. 5, the process proceeds to step SP24.

[0084] (Step SP24) The change means 48 judges whether or not the selection button 74 is pressed after a specific character is selected in the list 72A of the change target selection screen 70A. If the judgment is affirmative, the process proceeds to step SP26, and if the judgment is negative, the process returns to step SP22.

[0085] (Step SP26) The change means 48 consumes, for example, one of the consumption characters selected in step SP20. Specifically, the change means 48 deletes one consumption character from the possessed characters in the player information 45A corresponding to the player. Then, the process proceeds to the process of step SP28.

[0086] (Step SP28) The change means 48 copies the lottery table of the lottery game information 45C of the lottery game selected by the player to, for example, the player information 45A of the player. Next, the change means 48 lowers the lottery probability associated with the consumption character selected in step SP20 from among the characters to be selected in the copied lottery table, and increases the lottery probability of other specific characters selected in step SP24 from among the content group to be selected. In the first embodiment, the lottery probability associated with the consumption character selected in step SP20 is lowered from 5% to 0%, and the lottery probability of other specific characters is increased by the amount of the 5% reduction. Then, the process proceeds to the process of step SP30.

[0087] (Step SP30) The change means 48 updates the lottery screen 50A based on the changed lottery table in which the lottery probability has been changed and which is included in the player information 45A.

[0088] FIG. 6D is an explanatory diagram showing an example of the updated lottery screen 50A.

[0089] As shown in FIG. 6D, in the lottery screen 50A after the update, the lottery probability of the pick-up target column 54A is changed compared to the lottery screen 50A before the update shown in FIG. 6A. For example, when character A is selected as the consumption character in FIG. 6B and character B is selected as the target character (other specific character) in FIG. 6C, the lottery probability of character A is lowered from 5% to 0%, and the lottery probability of character B is increased from 5% to 10%, as shown in FIG. 6D. The lottery probability of character C is maintained at 5%. In addition, the lottery screen 50A after the update may display a predetermined condition for returning the changed lottery probability to an initial value. For example, the lottery screen 50A after the update may display the number of lotteries N and a threshold value S, which will be described later.

[0090] Returning to FIG. 5, the process proceeds to step SP32.

[0091] (Step SP32) The change means 48 turns on the change flag F (F=1), which indicates whether or not the lottery probability has been changed. The initial value of the change flag F is zero (F=0). Then, the process returns to the process of step SP10.

[0092] (Step SP40) If the result of the determination in step SP12 is affirmative, the lottery means 47 determines whether the change flag F is on (F=1). If the result of the determination is affirmative, the process proceeds to step SP50, and if the result of the determination is negative, the process proceeds to step SP42.

[0093] (Step SP42) The lottery means 47 acquires the initial setting lottery table from the lottery game information 45C corresponding to the selected lottery game, and then the process proceeds to step SP44.

[0094] (Step SP44) The lottery means 47 uses the acquired lottery table, that is, the lottery probability associated with each content group including a plurality of specific characters, to execute a lottery game in which the lottery content is awarded to the player. Then, the process returns to the process of step SP10.

[0095] (Step SP50) The lottery means 47 acquires the changed lottery table from the player information 45A of the player. Then, the process proceeds to step SP52.

[0096] (Step SP52) The lottery means 47 uses the acquired lottery table, i.e., the changed lottery probability associated with each character group including a plurality of specific characters, to perform a lottery game in which the lottery is performed and the lottery character is awarded to the player. After the lottery, the lottery means 47 displays a screen showing the lottery result on the touch panel 32. Then, the process proceeds to step SP54.

[0097] (Step SP54) The granting means 49 judges whether or not a specific character from among the character group has been selected (won) by the execution of the lottery game by the lottery means 47. If the judgment is affirmative, the process proceeds to step SP58, and if the judgment is negative, the process proceeds to step SP56.

[0098] (Step SP56) The awarding means 49 awards the player with a prize, such as a recovery medicine, and then the process proceeds to step SP58.

[0099] (Step SP58) The lottery means 47 increments (N=N+1) the number of times of lottery games that have been played since the lottery probability was changed by the change means 48. Then, the process proceeds to step SP60.

[0100] (Step SP60) The change means 48 judges whether a predetermined condition is satisfied, for example, whether the number of lottery draws N reaches the threshold value S (N=S?). If the judgment is affirmative, the process proceeds to step SP62, and if the judgment is negative, the process returns to step SP10.

[0101] (Step SP62) The change means 48 turns off the change flag F (F=0). As a result, the initial setting lottery table is used in the next lottery game and thereafter, and the lottery probability is returned to the initial value. Then, the process returns to the process of step SP10.

[0102] <Effects> As described above, in the first embodiment, the server device 10 as an information processing device includes a lottery means 47 that executes a lottery game in which a lottery is performed using lottery probabilities associated with each of a character group including a plurality of specific characters and the lottery game is performed to grant the selected character to a player, and a change means 48 that changes the lottery probability associated with the character group. Then, based on the fact that a specific character among the characters possessed by the player has been consumed as a consumable character, the change means 48 lowers the lottery probability associated with the consumable character and raises the lottery probability associated with characters other than the consumable character among the character group. According to this configuration, even if a specific content that the player does not want is drawn, the selection probability associated with characters other than the consumption character is increased by consuming the specific content as the consumption content, so that a decrease in motivation to play the selection game can be suppressed. Also, by making a specific character that is generally of high value the consumption character, the selection probability can be suppressed from increasing too much compared to a case in which any character can be consumed to increase the selection probability, and thus the game balance can be maintained.

[0103] In the first embodiment, the specific character is a character that is displayed on the screen related to the lottery game so as to be distinguished from characters other than the specific character among the character group. In this way, the fact that a specific character is distinct from other characters means that it is assumed to be of high value. Therefore, in order to increase the probability of winning the lottery, the game balance can be maintained by having the player consume the specific character that is assumed to be of high value.

[0104] In the first embodiment, the other character is at least one of a plurality of specific characters. According to this configuration, by increasing the lottery probability for a specific character, it is possible to maintain a game balance compared to when the lottery probability is increased for all characters.

[0105] Also, in the first embodiment, the change means 48, based on the consumption of a consumable character, lowers the selection probability associated with the consumable character and increases the selection probability associated with a specific character selected by the player from among a plurality of specific characters as another character. According to this configuration, by allowing the player to select a specific character of his / her choice, the probability of winning the lottery can be increased, so that a decrease in motivation to play the lottery game can be further suppressed.

[0106] Also, in the first embodiment, the change means 48, based on the consumption of a consumable character, lowers the selection probability associated with the consumable character and related characters related to the consumable character, and increases the selection probability associated with other characters. According to this configuration, since it is anticipated that related characters related to consumable characters may not be desired by the player, just like consumable characters, by lowering the probability of drawing not only consumable characters but also related characters, the drawing of related characters is suppressed, thereby further suppressing a decrease in motivation to play the lottery game.

[0107] Furthermore, in the first embodiment, the change means 48 returns the changed lottery probability to the initial value by satisfying a predetermined condition after the consumable character is consumed. According to this configuration, the game balance can be maintained to a greater extent than if the lottery probability was left changed and not returned to the initial value.

[0108] ---Second embodiment--- Next, a game system according to a second embodiment will be described.

[0109] The second embodiment differs from the first embodiment in that the process of changing the lottery probability takes into account the rarity of the character. Note that the configuration and process of the second embodiment that are not described below are the same as those of the first embodiment.

[0110] Specifically, in the second embodiment, the change means 48 extracts only characters whose rarity is equal to or less than the consumed character as candidates for other characters whose lottery probability is changed based on the consumed character being consumed less than a threshold value. The change means 48 may also extract characters whose rarity is greater than the consumed character as candidates for other characters whose lottery probability is changed based on the consumed character being consumed more than a threshold value. This threshold value is, for example, an integer of 2 or more. In the second embodiment, only characters whose rarity is equal to or less than the consumed character as candidates for other characters based on the consumed character being consumed one, and may also extract characters whose rarity is one level greater than the consumed character as candidates for other characters based on the consumed character being consumed five.

[0111] Fig. 7 is a flow chart showing an example of the flow of processing performed by each functional means shown in Fig. 4 in the game system according to the second embodiment. The processing of the following steps is started, for example, when a player selects one lottery game including specific content from multiple types of lottery games on a lottery game menu screen displayed on the touch panel 32. The order and contents of the following steps can be changed as appropriate.

[0112] (Step SP100) The lottery means 47 acquires an image relating to a lottery screen from the lottery game information 45C of the selected lottery game, and transmits the acquired image to the terminal device 12, thereby causing the touch panel 32 of the terminal device 12 to display a lottery screen for the lottery game including the specific content.

[0113] FIG. 8A is an explanatory diagram showing an example of a lottery screen 50B according to the second embodiment.

[0114] As shown in FIG. 8A, the lottery screen 50B displays a name 52B of "Pickup Gacha Y", a pick-up target field 54B, a lottery button 56 of "Draw Gacha", and a consumption button 58 of "Consume Character". The name 52B is the name of the lottery game. The pick-up target field 54B is a field that displays the target of the pick-up character, that is, a plurality of characters that are the target of the specific character (e.g., character A, character B, character C, character D), their rarity, and their lottery probability. The lottery button 56 is a button for instructing the player to start the lottery game. The consumption button 58 is a button for instructing the player to change the lottery probability of the lottery game by consuming a specific character owned by the player.

[0115] Returning to FIG. 7, the process proceeds to step SP102.

[0116] (Step SP102) The lottery means 47 judges whether or not the lottery button 56 is pressed on the lottery screen 50B. If the judgment is affirmative, the process proceeds to step SP40, and if the judgment is negative, the process proceeds to step SP104.

[0117] (Step SP104) The lottery means 47 judges whether or not the consumption button 58 is pressed on the lottery screen 50B. If the judgment is affirmative, the process proceeds to step SP108, and if the judgment is negative, the process proceeds to step SP16.

[0118] (Step SP108) The change means 48 extracts only all specific characters related to the lottery game from the character group included in the possessed character information of the player information 45A corresponding to the player. After the extraction, the change means 48 generates consumption object selection screen data that is a screen for selecting characters to be consumed and shows a list of the extracted specific characters. Next, the change means 48 transmits the generated consumption object selection screen data to the terminal device 12, thereby causing the touch panel 32 to display the consumption object selection screen.

[0119] FIG. 8B is an explanatory diagram showing an example of a consumption object selection screen 60B according to the second embodiment.

[0120] As shown in FIG. 8B, the consumption target selection screen 60B displays a list 62B of characters possessed by the player and a selection button 64. The list 62B of possessed characters displays only the specific characters extracted in step main SP108, for example, and their rarities. It is preferable that the list 62 displays the number of specific characters possessed and the frequency of use, etc., of each specific character, from the viewpoint of making it easy to understand whether or not the specific character may be consumed. Each specific character in the list 62B can be selected by the player. The selection button 64 is a button for confirming the specific character selected in the list 62B as a consumption character.

[0121] Returning to FIG. 7, the process proceeds to step SP110.

[0122] (Step SP110) The change means 48 judges whether or not the selection button 64 is pressed after a specific character is selected in the list 62B of the consumption object selection screen 60B. If the judgment is affirmative, the process proceeds to step SP112, and if the judgment is negative, the process returns to step SP108.

[0123] (Step SP112) The change means 48 generates consumption number selection screen data for selecting the consumption number of the specific character based on the specific character selected in step SP110. Next, the change means 48 transmits the generated consumption number selection screen data to the terminal device 12, thereby causing the touch panel 32 to display the consumption number selection screen.

[0124] FIG. 8C is an explanatory diagram showing an example of the consumption number selection screen 66 according to the second embodiment.

[0125] 8C, a single consumption button 67 and a multiple consumption button 68 are displayed on the consumption number selection screen 66. The single consumption button 67 is a button for selecting, for example, consuming one consumption character in step SP26. The multiple consumption button 68 is a button for selecting, for example, consuming five consumption characters in step SP26.

[0126] Returning to FIG. 7, the process proceeds to step SP114.

[0127] (Step SP114) The change means 48 judges whether or not the single consumption button 67 has been pressed on the consumption number selection screen 66. If the judgment is affirmative, the process proceeds to step SP116, and if the judgment is negative, the process proceeds to step SP130.

[0128] (Step SP116) The change means 48 extracts only other specific characters that are associated with a rarity equal to or lower than the rarity of the consumption character from among the character group included in the lottery game information 45C as candidates for other characters for which the lottery probability is changed. Then, the process proceeds to the process of step SP118.

[0129] (Step SP118) The change means 48 generates change target selection screen data showing a list of the extracted other specific characters as specific characters to be changed for changing the lottery probability. Next, the change means 48 transmits the generated change target selection screen data to the terminal device 12, thereby causing the touch panel 32 to display the change target selection screen.

[0130] FIG. 8D is an explanatory diagram showing an example of a change target selection screen 70B according to the second embodiment.

[0131] As shown in FIG. 8D, the change target selection screen 70B displays a list 72B of target characters for which the lottery probability is changed and a selection button 74. In the list 72B of target characters, only other specific characters associated with a rarity equal to or lower than the rarity of the consumption character extracted in step SP116 and their rarities are actively displayed so as to be selectable. In addition, it is preferable that the number of other specific characters possessed is displayed in the list 72B from the viewpoint of making it easy to understand which character's lottery probability is to be increased. Here, in the case where character C is selected as the consumption character in the list 62B of FIG. 8B, character D, which is associated with a rarity (SR) equal to or lower than the rarity of character C, except for character C, which is the consumption character, is displayed as the target character as shown in the list 72B of FIG. 8D. In addition, the rarity is assumed to be SSR, followed by SR.

[0132] Returning to FIG. 7, the process proceeds to step SP120.

[0133] (Step SP120) The change means 48 judges whether or not the selection button 74 is pressed after another specific character is selected in the list 72B of the change target selection screen 70B. If the judgment is affirmative, the process proceeds to step SP26, and if the judgment is negative, the process returns to step SP118.

[0134] (Step SP130) The change means 48 judges whether or not the multiple consumption button 68 has been pressed on the consumption number selection screen 66. If the judgment is affirmative, the process proceeds to step SP132, and if the judgment is negative, the process returns to step SP112.

[0135] (Step SP132) The change means 48 extracts, as candidates for other characters for which the lottery probability is changed, not only other specific characters that are associated with a rarity equal to or lower than the rarity of the consumption character from the character group included in the lottery game information 45C, excluding the consumption character, but also other specific characters that are associated with a rarity that is one level higher than the rarity of the consumption character. Note that the change means 48 may extract other specific characters that are associated with a rarity that is higher than the rarity of the consumption character, excluding the consumption character, from the character group included in the lottery game information 45C, regardless of rarity. Then, the process proceeds to the process of step SP134.

[0136] (Step SP134) The change means 48 generates change target selection screen data showing a list of the extracted other specific characters as specific characters to be changed for changing the lottery probability. The change means 48 then transmits the generated change target selection screen data to the terminal device 12, thereby displaying the change target selection screen on the touch panel 32.

[0137] FIG. 8E is an explanatory diagram showing an example of a change target selection screen 70C according to the second embodiment.

[0138] As shown in FIG. 8E, the change target selection screen 70C displays a list 72C of target characters for which the lottery probability is changed and a selection button 74. In the list 72C of target characters, not only other specific characters and their rarities associated with a rarity equal to or lower than the rarity of the consumption character extracted in step SP132, but also other specific characters and their rarities exceeding the rarity of the consumption character are actively displayed so as to be selectable. In addition, it is preferable that the number of other specific characters possessed is displayed in the list 72C from the viewpoint of making it easy to understand which character's lottery probability is to be increased. Here, in the list 62B of FIG. 8B, when character C is selected as the consumption character, not only character D associated with a rarity (SR) equal to or lower than the rarity of character C, but also character A and character B with rarities exceeding character C are displayed as target characters, as shown in the list 72C of FIG. 8E.

[0139] Returning to FIG. 7, the process proceeds to step SP136.

[0140] (Step SP136) The change means 48 judges whether or not the selection button 74 is pressed after another specific character is selected in the list 72C of the change target selection screen 70C. If the judgment is affirmative, the process proceeds to step SP26, and if the judgment is negative, the process returns to step SP134.

[0141] As described above, in the second embodiment, the change means 48 extracts only contents whose rarity is equal to or lower than the consumable content as candidates for other characters, based on the fact that the consumable characters are consumed less than a threshold value (for example, two). This configuration can prevent a player from consuming a specific character with a low rarity in order to obtain another character with a high rarity, thereby making it possible to maintain better game balance.

[0142] Furthermore, in the second embodiment, the change means 48 extracts characters whose rarity exceeds that of the consumed character as candidates for the other character, based on the fact that the consumed character is consumed at a threshold value (for example, two characters) or more. This configuration makes the lottery game more appealing while maintaining game balance.

[0143] ---Variations--- The present invention is not limited to the above specific examples. In other words, the above specific examples, to which a person skilled in the art has made appropriate design modifications, are also included within the scope of the present invention as long as they have the characteristics of the present invention. In addition, the elements of the above-mentioned embodiment and the modified examples described below can be combined to the extent technically possible, and combinations of these are also included within the scope of the present invention as long as they include the characteristics of the present invention.

[0144] For example, in the first embodiment, the change means 48 increases the lottery probability associated with a specific content selected by the player from among a plurality of specific contents based on the consumption of the consumable content. However, the change means 48 may decrease the lottery probability associated with the consumable content by a predetermined value based on the consumption of the consumable content, and increase the lottery probability associated with each specific content other than the consumable content by a value obtained by dividing the predetermined value approximately equally. If the value is not evenly divisible, the remaining amount may be allocated to the lottery probability associated with the consumable content, or more may be allocated to other contents that the player does not own.

[0145] Fig. 9A is an explanatory diagram showing an example of a lottery screen 50A similar to Fig. 6A before the lottery probability is changed, and Fig. 9B is a diagram showing the lottery screen 50A after the lottery probability is changed when the consumption button 58 is pressed in Fig. 9A.

[0146] As shown in Figures 9A and 9B, the change means 48 may, based on the consumption of character A, lower the lottery probability associated with character A by a predetermined value of 5%, and increase the lottery probability associated with characters B and C other than character A by a value (2.5%) that is an approximately even distribution of the predetermined value of 5%.

[0147] In the first embodiment, the change means 48 reduces the lottery probability associated with the consumable content to zero, but the lottery probability associated with the consumable content may be reduced according to the number of consumed consumable contents or the rarity of the consumed consumable content, and the lottery probability associated with other characters may be increased accordingly. Specifically, the change means 48 may reduce the lottery probability associated with the consumable content to half of the initial value if the number of consumed contents is less than a threshold, and may reduce the lottery probability associated with the consumable content to zero if the number of consumed contents is equal to or greater than a threshold. The change means 48 may reduce the lottery probability associated with the consumable content stepwise as the number of consumed contents increases, for example, by reducing the lottery probability associated with the consumable content by 1% if the number of consumed contents is one, by reducing the lottery probability associated with the consumable content by 3% if the number of consumed contents is two, and by reducing the lottery probability associated with the consumable content by 5% if the number of consumed contents is three. Furthermore, the modification means 48 may lower the lottery probability associated with the consumable content to half of the initial value if the rarity of the consumable content is less than a threshold value, and may lower the lottery probability associated with the consumable content to zero if the rarity of the consumable content is equal to or greater than the threshold value. Furthermore, the modification means 48 may gradually lower the lottery probability associated with the consumable content as the rarity of the consumable content becomes higher.

[0148] In addition, although not mentioned in the first and second embodiments, in the case where the consumable content has already been developed, such as by breaking through the limit of the consumable content using a development item or the same content as the consumable content, the change means 48 may return (grant) to the player all or a part of the development item used for the consumable content, or a piece of the same content as the consumable content, when the consumable content is consumed to change the lottery probability. In addition, in the case where the consumable content has already been developed, such as by breaking through the limit of the consumable content using a development item, the change means 48 may lower the lottery probability of the consumable content according to the development state of the consumable content. Specifically, in the case where the consumable content has been limit-broken once, the change means 48 may lower the lottery probability by 3%, which is equivalent to the consumption of two contents, and in the case where the consumable content has been limit-broken twice, the change means 48 may lower the lottery probability by 5%, which is equivalent to the consumption of three contents. Note that the above-mentioned "limit-broken" refers to a state in which the status parameters or level of the content have been strengthened beyond the upper limit.

[0149] In the above-described first embodiment, the change means 48 has been described as lowering the lottery probability associated with a specific content among the contents owned by the player and raising the lottery probability associated with other contents based on the fact that the specific content is consumed as the consumable content. However, the change means 48 may lower the lottery probability associated with the consumable content and raise the lottery probability associated with other contents based on the fact that the content owned by the player, which has a rarity higher than a threshold value, is consumed as the consumable content. For example, the change means 48 may lower the lottery probability associated with the consumable content and raise the lottery probability associated with other contents based on the fact that the content owned by the player, which has the highest rarity, is consumed as the consumable content. Even in this case, when changing the lottery probability, the player is made to consume a content with a high rarity, so that it is possible to suppress a decrease in the motivation to play the lottery game while maintaining the game balance, as in the first embodiment.

[0150] In addition, in the above first embodiment, when the lottery probability is changed, the changed lottery probability is used until the number of lottery draws N reaches the threshold value S. However, before the number of lottery draws N reaches the threshold value S, the lottery means 47 may allow the player to select whether to use the lottery probability before the change or the lottery probability after the change.

[0151] In the first and second embodiments, the change means 48 has been described as changing the lottery probability of the other contents. However, in addition to or instead of changing the lottery probability of the other contents, the change means 48 may change parameters associated with the content group to be selected, excluding the lottery probability. Specifically, the change means 48 may lower status parameters or levels, such as hit points, attack power, and defense power, associated with the consumable content of the content group, based on the fact that one or more contents among the contents owned by the player have been consumed as consumable content, and may increase status parameters associated with other contents other than the consumable content of the content group. From the viewpoint of maintaining game balance, it is preferable that the consumable content and other contents are specific content. For example, the change means 48 may lower hit points associated with the consumable character of the character group to be selected, and increase hit points associated with other specific characters other than the consumable character of the character group to be selected, based on the fact that a specific character among the characters owned by the player has been consumed as a consumable character.

[0152] In the above first and second embodiments, the case where the number of consumption characters is fixed has been described, but the change means 48 may change the number of consumption characters according to the player's player information 45A. Specifically, the change means 48 decreases the number of consumption characters to be consumed as the player's level increases.

[0153] In the above first and second embodiments, the case where one other character that increases the lottery probability can be selected has been described, but multiple other characters may be selected. The number of selectable other characters may be changed according to the player information 45A. Specifically, the higher the level of the player, the greater the number of selectable other characters.

[0154] In addition, in the first and second embodiments, a character is mainly used as an example of content, but the content may also be an item (item piece), card, avatar, weapon, armor, accessory, etc. [Explanation of symbols]

[0155] 10: server device (computer), 12... terminal device (computer), 47: lottery means, 48: change means

Claims

1. a lottery means for executing a lottery game in which a lottery is performed using a lottery probability associated with each of a content group including a plurality of specific contents, and the lottery-selected content is awarded to a player; a modification means for modifying a selection probability associated with the content group, the modification means being configured to, based on the fact that the specific content among the contents owned by the player has been consumed as a consumable content, lower the selection probability associated with the consumable content and to increase the selection probability associated with other contents among the content group other than the consumable content; An information processing device comprising:

2. the specific content is a content that is displayed on the screen related to the lottery game in a manner that is distinguished from content other than the specific content among the content group; The information processing device according to claim 1 .

3. The other content is at least one of the plurality of specific contents. The information processing device according to claim 2 .

4. the changing means, based on the consumption of the consumable content, lowers a selection probability associated with the consumable content and increases a selection probability associated with a specific content selected by a player from among the plurality of specific contents as the other content; The information processing device according to claim 3 .

5. the change means, based on the consumption of the consumable content, reduces a lottery probability associated with the consumable content by a predetermined value, and increases lottery probabilities associated with each of the other contents other than the consumable content by values ​​obtained by dividing the predetermined value approximately equally; The information processing device according to claim 3 .

6. the change means, based on the consumption of the consumable content, lowers the lottery probability associated with the consumable content and related content related to the consumable content, and increases the lottery probability associated with the other content; The information processing device according to any one of claims 1 to 5.

7. the change means extracts, based on the fact that the consumable content is consumed less than a threshold, only contents whose rarity is equal to or less than the consumable content as candidates for the other content; The information processing device according to any one of claims 1 to 6.

8. The change means extracts, based on the fact that the consumable content is consumed at or above the threshold, content whose rarity exceeds the consumable content as a candidate for the other content. The information processing device according to claim 7.

9. the changing means resets the changed lottery probability to an initial value when a predetermined condition is satisfied after the consumable content is consumed. The information processing device according to claim 1 .

10. Computer, a lottery means for executing a lottery game in which a lottery is performed using lottery probabilities associated with each of a content group including a plurality of specific contents, and the lottery-selected content is awarded to a player; a modification means for modifying a selection probability associated with the content group, the modification means lowering the selection probability associated with the consumable content and increasing the selection probability associated with other content in the content group other than the consumable content, based on the fact that the specific content among the contents owned by the player has been consumed as the consumable content; A program to function as a

Citation Information

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