Information processing system, information processing device, and program
The information processing system enhances user motivation in games by associating users with multiple game passes, updating progressions, and granting rewards, addressing the challenge of maintaining user engagement and ensuring that past progress is valued.
Patent Information
- Application Number
- JP2025018931
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-02-07
- Publication Date
- 2025-05-09
- Estimated Expiration
- 2042-11-29
AI Technical Summary
There is a need to enhance user motivation in games, as existing systems do not effectively encourage prolonged engagement and reward progression.
An information processing system that associates users with multiple rights (passes) based on their selections, updates progressions accordingly, and grants perk elements when specific conditions are met, thereby enhancing user engagement and motivation.
The system effectively increases user motivation by providing multiple pathways to rewards, encouraging continuous gameplay, and ensuring that past progress is not wasted, thus promoting sustained engagement.
Smart Images

Figure 2025072562000001_ABST
Abstract
Description
[Technical field]
[0001] The present disclosure relates to an information processing system, an information processing device, and a program. [Background technology]
[0002] Patent document 1 discloses a technology in which, when a reward for a second daily mission is received, the season points of the daily mission reward are added to the season points of the Battle Pass for Season 1 corresponding to the second daily mission. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 6952847 Summary of the Invention [Problem to be solved by the invention]
[0004] There is still room for improvement in games to increase users' motivation to play.
[0005] In consideration of the above circumstances, the present disclosure provides technology that can increase users' motivation to play. [Means for solving the problem]
[0006] According to one aspect of the present disclosure, an information processing system is provided. The information processing system includes a processor capable of executing a program to perform the following steps. In the association step, a first right to which a plurality of first privilege elements are to be granted and a second right to which a plurality of second privilege elements are to be granted are associated with the user as rights to which privilege elements are granted according to the progress of a game based on a user's selection. In the association step, the first progress degree is associated with the first right, and the second progress degree is associated with the second right, as the progress degree of the game by the user. In the update step, the first progress degree and the second progress degree are updated based on the progress of the game by the user. In the determination step, based on the updated first progress degree, it is determined whether a first granting condition for granting any of the plurality of first privilege elements is satisfied, and based on the updated second progress degree, it is determined whether a second granting condition for granting any of the plurality of second privilege elements is satisfied. In the granting step, the first privilege element for which the first granting condition is satisfied is granted to the user, and the second privilege element for which the second granting condition is satisfied is granted to the user.
[0007] According to this embodiment, it is possible to provide a technique that can increase the user's motivation to play. [Brief description of the drawings]
[0008] [Figure 1] 1 is a block diagram showing a hardware configuration of a game system 1 according to the present embodiment. [Diagram 2] FIG. 2 is a diagram illustrating the functional configuration of a control unit of each device. [Diagram 3] 13 is a flowchart showing a flow of information processing. [Figure 4] FIG. 13 is a diagram showing an example of a game screen. [Diagram 5] FIG. 13 is a diagram showing an example of a game screen showing a list of chargeable items. [Figure 6] FIG. 13 is a diagram showing an example of a premium pass purchase screen for a season. [Figure 7] FIG. 13 is a diagram showing an example of a game screen showing information about a premium pass. [Figure 8] FIG. 13 is a diagram showing an example of a game screen. [Figure 9] FIG. 13 is a diagram showing an example of a game screen showing information about a premium pass. [Figure 10] FIG. 13 is a diagram showing an example of a purchase screen for a premium pass during the resale period. [Figure 11] FIG. 13 is a diagram showing an example of a game screen showing information about a premium pass. [Figure 12] FIG. 13 is a diagram illustrating an example of allocation of evaluation values. [Figure 13] FIG. 13 is a diagram illustrating another example of allocation of evaluation values. [Figure 14] FIG. 13 is a diagram illustrating another example of allocation of evaluation values. [Figure 15] FIG. 13 is a diagram illustrating another example of allocation of evaluation values. [Figure 16] FIG. 13 is a diagram illustrating another example of allocation of evaluation values. [Figure 17] FIG. 13 is a diagram illustrating an example of a coefficient table. [Figure 18] FIG. 13 is a diagram illustrating an example of a coefficient table. [Figure 19] FIG. 13 is a diagram illustrating an example of a coefficient table. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] [Embodiment] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. Various features shown in the following embodiments can be combined with each other.
[0010] Incidentally, the program for realizing the software appearing in this embodiment may be provided as a non-transitory computer-readable recording medium, or may be provided so as to be downloadable from an external server, or may be provided so that the program is started on an external computer and its functions are realized on a client terminal (so-called cloud computing).
[0011] In this embodiment, the term "unit" may include, for example, a combination of hardware resources implemented by a circuit in the broad sense and software information processing that can be specifically realized by these hardware resources. In addition, this embodiment handles various information, which may be represented by, for example, physical values of signal values representing voltage and current, high and low signal values as a binary bit set consisting of 0 or 1, or quantum superposition (so-called quantum bits), and communication and calculation may be performed on a circuit in the broad sense.
[0012] In addition, a circuit in the broad sense is a circuit realized by at least appropriately combining a circuit, circuitry, a processor, and a memory, etc. In other words, it includes an application specific integrated circuit (ASIC), a programmable logic device (e.g., a simple programmable logic device (SPLD), a complex programmable logic device (CPLD), and a field programmable gate array (FPGA)), etc.
[0013] 1. Game Description Fig. 1 is a block diagram showing a hardware configuration of a game system 1 according to this embodiment. In the game system 1 shown in Fig. 1, a game management device 2 and a plurality of game devices 3 are communicably connected to each other via a communication network 11, and a game is executed on the game devices 3. Each device connected to the game system 1 is an information processing device, and the game system 1 is an information processing system including these information processing devices.
[0014] The game according to this embodiment is an online game executed by the game system 1. In this game, a user of the game device 3 causes one or more player characters to act in a virtual game space, and causes the player characters to fight against enemy characters that are non-player characters (NPCs). The characters are an example of objects.
[0015] The above-mentioned games are played using a game device 3, which is an electronic device such as a home game console such as PlayStation (registered trademark), a portable game console such as Nintendo Switch (registered trademark), or a personal computer, smartphone, or tablet terminal.
[0016] 2. Overview of Game System 1 As shown in FIG. 1, the game system 1 is composed of a game management device 2 and a plurality of game devices 3. The game management device 2 stores game programs and game data, and manages the game data of the game devices 3 (for each account information described below). The game management device 2 is composed of, for example, a server. Each of the plurality of game devices 3 has the same configuration. Note that in this embodiment, a system is made up of one or more devices or components. Therefore, for example, the game management device 2 or a game device 3 described below alone can be an example of the game system 1.
[0017] The game device 3 executes a predetermined game based on the user's operation. To this end, the game device 3 receives (specifically, downloads and installs) a game program and game data from the game management device 2 via the communication network 11. Each user is assigned account information including identification information and a password in association with the game device 3. This account information is transmitted from the game device 3 to the game management device 2 at the time of login, and is used for user authentication in the game management device 2.
[0018] After user authentication, mutual communication between the game management device 2 and the game device 3 becomes possible. After logging in, the game device 3 receives data required for game progress (data related to the game progress status) from the game management device 2, and progresses the game while outputting game images and sounds to the display 4a and the speaker 4b based on the user's operation.
[0019] 2.1 Hardware Configuration Hereinafter, each hardware component of the game system 1 will be described with reference to FIG.
[0020] <Game Management Device 2> 1, the game management device 2 has a communication unit 21, a storage unit 22, and a control unit 23. The communication unit 21 and the storage unit 22 are electrically connected to the control unit 23 via a communication bus 20.
[0021] The communication unit 21 is a so-called network interface that is communicatively connected to each game device 3 via a communication network 11 such as the Internet and a LAN. Main information that the game management device 2 receives via the communication unit 21 includes game program download request information, a gacha lottery request in response to a user's operation, a quest execution request, an autoplay execution / end request, account information, game data, etc. Main information that the game management device 2 transmits via the communication unit 21 includes information for confirming that the game device 3 has received the game program, information about the game media obtained by the gacha, etc.
[0022] The storage unit 22 is composed of a hard disk drive (HDD), a random access memory (RAM), a read only memory (ROM), a solid state drive (SSD), etc. The storage unit 22 stores various programs including a part of the game program according to this embodiment, various data related to the game, and the like.
[0023] Specifically, for example, the storage unit 22 stores a user DB, a lottery list, and the like. In the user DB, for each identification number of a user who plays a game, information such as a user name, a user rank, information on the status of a player character operated by the user, the amount of consumable media usable in the virtual game space, information on parameters, and the like are stored in association with each other. The lottery list is used for a lottery process generally called gacha, and includes a plurality of pieces of information on game media to be selected. In the lottery list, information on the game media (such as name, ability parameters, rarity, and level) is associated with a selection ratio by lottery. In addition, the ability parameters include, for example, fighting power, HP, attack power, defense power, intelligence, or speed when the game media is a player character.
[0024] The control unit 23 is composed of a microcomputer including a CPU and a semiconductor memory, and controls the operation of the game management device 2, which is the device itself. In particular, the control unit 23 realizes various functions related to the game management device 2, which is the device itself, by reading out a predetermined program stored in the storage unit 22. That is, information processing by the software stored in the storage unit 22 is specifically realized by the control unit 23, which is an example of hardware, so that each functional unit described below can be executed. Note that the control unit 23 is not limited to being single, and may be implemented by having multiple control units 23 for each function. Also, a combination of these may be used.
[0025] Examples of information processing executed by the control unit 23 include a charge settlement process, a user account authentication process, and a gacha lottery selection process. The charge settlement process is executed, for example, based on a request for a charge required to restore a predetermined amount of parameters during the game. The user account authentication process is executed, for example, using the user's identification information received from the game device 3. The gacha lottery selection process is a process in which, in response to a gacha lottery request, one or more game media are selected by lottery from a lottery list based on the selection probability for each game medium. According to the gacha lottery selection process, information on the selected game media and the identification information of the user who performed the operation that is the source of the lottery request are associated in the user DB, and the user is thereby granted the game media that he or she won as a result of drawing the gacha.
[0026] Here, to further supplement the above, the "game medium" is electronic data representing elements related to the game, including the name of the character used as the player character, items (weapons, armor, tools) used by the player character in the virtual game space, etc. The user can obtain the game medium by a lottery method called gacha, in addition to direct purchase by charging or clearing a quest. The obtained game medium is stored and managed in the user DB in association with the identification information of the user who has come to own the game medium. Furthermore, "gacha" is a method in which the game management device 2 selects any game medium by lottery from a lottery list based on a predetermined selection ratio. The selected any game medium is given to the game device 3 of the user. "Giving the game medium selected by gacha to the user / the user owns it" is synonymous with "associating / being associated with the game medium selected by the lottery process with the identification information indicating the user."
[0027] <Game device 3> A display 4a, a speaker 4b, and an input device 4c are externally connected or built into the game device 3. The game device 3 also has a communication unit 31, a storage unit 32, a control unit 33, a graphics processing unit 34a, an audio processing unit 34b, and an operation unit 34c. The communication unit 31, the storage unit 32, the graphics processing unit 34a, the audio processing unit 34b, and the operation unit 34c are electrically connected to the control unit 33 via a communication bus 30.
[0028] The communication unit 31 is a so-called network interface that is communicatively connected to the communication network 11 in order to transmit and receive various data between the game device 3 and the game management device 2. Main information that the game device 3 receives via the communication unit 31 includes account information, download request information for new game data, a gacha execution request, a quest execution request, etc. Main information that the game device 3 transmits via the communication unit 31 includes new game data sent from the game management device 2 in response to download request information, information on the game media selected by lottery processing, etc.
[0029] The storage unit 32 is composed of an HDD, SSD, RAM, ROM, etc. The storage unit 32 stores game data downloaded from the game management device 2, various programs including a part of the game program, account information of the game device 3 which is the device itself, user information, etc. The user information is at least a part of the information in a user DB stored in the storage unit 22 of the game management device 2. The user DB manages a master of the user information, and at least a part of the information in the master is distributed from the game management device 2 and stored in the storage unit 32 of the game device 3.
[0030] The control unit 33 is composed of a microcomputer including a CPU and a semiconductor memory, and controls the operation of the game device 3, which is the device itself. In particular, the control unit 33 realizes various functions related to the game device 3, which is the device itself, by reading out a predetermined program stored in the storage unit 32. That is, information processing by the software stored in the storage unit 32 is specifically realized by the control unit 33, which is an example of hardware, so that each functional unit described below can be executed. Note that the control unit 33 is not limited to being single, and may be implemented with multiple control units 33 for each function. Also, a combination of these may be used.
[0031] In particular, the control unit 33 is configured to execute a game according to an input by a user of the game device 3 via the input device 4c. Specifically, the control unit 33 reads data such as virtual game space objects and textures included in the game data from the storage unit 32, or generates two-dimensional or three-dimensional game image information using data received from the game management device 2. The game image information is processed by the graphics processing unit 34a, and the processed game images are sequentially displayed on the display 4a. In other words, the control unit 33 is configured to perform display control of the display 4a and audio output control of the speaker 4b in response to operations by the user of the game device 3, which is the own device, when executing a game.
[0032] The graphics processing unit 34a renders game images including characters and various objects related to the virtual game space in a moving image format according to game image information output from the control unit 33. The graphics processing unit 34a is connected to the display 4a, which is, for example, a liquid crystal type, and the game images rendered in a moving image format are displayed on the display 4a as a game screen. The audio processing unit 34b is connected to the speaker 4b, and reproduces and synthesizes game sounds according to instructions from the control unit 33, and outputs the sounds from the speaker 4b. The operation unit 34c is connected to the input device 4c, and transmits and receives data related to operation inputs to and from the input device 4c. The user inputs operation signals to the game device 3 via the input device 4c. The input device 4c is a general term for a touch panel integrated with the display 4a, an external game pad, a mouse, a keyboard, and the like.
[0033] 2.2 Functional Configuration In this section, the functional configuration of the present embodiment will be described. As described above, information processing by software stored in the storage unit of each device is specifically realized by a control unit, which is an example of hardware, so that each functional unit included in the control unit can be executed.
[0034] 2 is a diagram showing the functional configuration of the control unit of each device. The control unit 23 of the game management device 2 includes a game processing unit 201, a rights processing unit 202, an evaluation value calculation unit 203, a progress update unit 204, a condition determination unit 205, and a benefit granting unit 206. The game device 3 includes a game processing unit 301 and an operation reception unit 302.
[0035] The game processing unit 201 of the game management device 2 executes game processing related to the game played by the user in response to an instruction from the user. In this embodiment, a game is played in which characters participate in quests and fight to progress the overall story. This game changes the in-game environment etc. every certain period (called a "season" in this embodiment) to prevent the player from getting bored.
[0036] The game processing unit 201 executes, as game processing, for example, character-related processing, quest-related processing, battle-related processing, and story progression processing. In the game of this embodiment, a right is provided that allows a plurality of privilege elements (also called rewards) to be granted to the user in sequence as the game progresses. This right is also called a "pass," and in this embodiment, a free "normal pass" and a paid "premium pass" are provided to the user.
[0037] The privilege elements given to the user by the pass include, for example, game media (skins, emotes, weapons, items, etc.) available in the game, virtual currency (free stones or paid stones, etc.) for purchasing game media, occurrence of events that advance the game (appearance of new quests, etc.), and execution of changes to game specifications to give various users an advantage in game progress. In the game of this embodiment, the game progresses by repeating seasons with a set period, and the game progress of each user is managed for each season, and the game performance and granting of rewards of each user are managed based on the progress for each season. Then, a normal pass and a premium pass are prepared for each season, and the privilege elements given to the user by the pass change for each season.
[0038] The rights processing unit 202 performs rights processing related to rights (normal pass and premium pass) that grant privilege elements according to the progress of the game. The rights processing unit 202 is an example of an association unit that performs a process (hereinafter referred to as "association process") of associating a normal pass or the like with a user as rights processing. The rights processing unit 202 is also an example of an association unit that performs a process (hereinafter referred to as "association process") of associating a user's progress in the game with a normal pass or the like as rights processing.
[0039] The progress update unit 204 is an example of an update unit that updates the progress based on the progress of the game by the user. The progress update unit 204 updates the progress based on the evaluation value calculated by the evaluation value calculation unit 203. The condition determination unit 205 is an example of a determination unit that determines whether or not a granting condition for granting any of a plurality of bonus elements is satisfied based on the progress updated by the progress update unit 204. The bonus granting unit 206 is an example of a granting unit that grants the bonus element for which the granting condition is satisfied to the user.
[0040] The game processing unit 301 of the game device 3 cooperates with the game processing unit 201 of the game management device 2 to execute processing related to the game. The operation receiving unit 302 receives operations by the user. The operations by the user are mainly operations performed when playing a game, and are operations to instruct actions (battle, movement, etc.) within the game.
[0041] 3. Operational flow of game system 1 This section describes the flow of operations of the above-mentioned game system 1. As an example of a preferred embodiment, the above-mentioned game (a game in which characters participate in quests and fight to progress the overall story) will be taken as an example.
[0042] 3.1 Overview of Information Processing The flow of information processing executed by the game system 1 will be outlined below with reference to Fig. 3. The game system 1 includes a processor capable of executing a program to perform each of the processing steps described below.
[0043] FIG. 3 is a flowchart showing the flow of information processing. In the game of this embodiment, a period called the above-mentioned season and a period called the resale period are defined. In a season, passes (normal passes and premium passes) corresponding to the season are sold, and these passes are used to grant bonus elements. The resale period is a period during which premium passes for each season are sold again, and bonus elements are granted by all purchased premium passes. Below, information processing in each season will first be described.
[0044] First, the game device 3 accepts the selection of a pass by the user through the operation acceptance unit 302 (A11). In this embodiment, when a new season starts, a normal pass for that season is automatically selected without user operation. After that, when the user purchases a premium pass for the current season, that premium pass is selected. In other words, when a game is started without a premium pass being purchased, the operation acceptance unit 302 accepts the selection of a normal pass as the user's selection, and when a game is started with a premium pass being purchased, the operation acceptance unit 302 accepts the selection of both a normal pass and a premium pass as the user's selection.
[0045] The operation reception unit 302 transmits selection data indicating the path selected by the user in association with the user to the game management device 2. The game management device 2 executes association processing by the rights processing unit 202 to associate the path indicated by the transmitted selection data with the user indicated by the selection data (A12: association step). The association processing is performed before the game is started. In this embodiment, the "game" referred to here refers to the part where players participate in quests and fight.
[0046] Next, the game device 3 receives an operation to start a game by the user through the operation receiving unit 302 (A21). The operation receiving unit 302 transmits instruction data instructing the user to start a game to the game management device 2. The game management device 2 executes an association process through the rights processing unit 202 to associate the progress of the game by the user indicated by the transmitted instruction data with the path selected by the user (A22: association step).
[0047] After the game starts, when the user plays the game, the game management device 2 and the game device 3 execute game processing through cooperation between the game processing unit 201, the game processing unit 301, and the operation receiving unit 302 (A23). More specifically, the game processing unit 201 generates screen data showing a game screen that changes as the game progresses, and transmits it to the game device 3. The game device 3 displays the game screen shown by the received screen data through the game processing unit 301. The game device 3 receives, through the operation receiving unit 302, game operations performed by the user while viewing the displayed game screen.
[0048] In this embodiment, when the quest is completed, the game management device 2 ends the game through the game processing unit 201 (A24). After ending the game, the game management device 2 then calculates an evaluation value for the user through the evaluation value calculation unit 203 (A31: calculation step). The evaluation value is a value that evaluates the game play by the user, and for example, the larger the evaluation value, the better the user has played the game.
[0049] The evaluation value calculation unit 203 calculates an evaluation value for a user in response to, for example, the user progressing through content included in a game until the user reaches a predetermined state. A content is, for example, a component indicating a division in game progress, and is called variously, such as a quest, stage, mission, event, round, scenario, episode, or chapter. Each content may have a hierarchical structure, and in the game of this embodiment, a mission (such as defeating a predetermined number of enemies) is performed during a quest.
[0050] The evaluation value calculation unit 203 calculates the evaluation value, for example, by considering the completion of a quest and the accomplishment of a mission as a predetermined state. For example, the evaluation value calculation unit 203 adds points PT1 when a quest is completed and points PT2 when a mission is completed, and calculates an evaluation value according to the total points. For example, when a quest including three missions is played and all of them are completed, the evaluation value calculation unit 203 calculates (PT1+3×PT2)×α=evaluation value ev1 (α is an arbitrary coefficient). Note that this calculation method is one example, and the method of calculating the evaluation value is not limited to this.
[0051] Next, the game management device 2 updates the progress of the game by the progress updating unit 204 (A32: updating step). The progress updating unit 204 updates the progress based on, for example, the evaluation value calculated by the evaluation value calculation unit 203. For example, in season 1, when evaluation values ev11, ev12, ev13, and ev14 are calculated for each game play, the progress updating unit 204 updates the progress by calculating an experience value EX1 (ev11+ev12+ev13+ev14=), which is an accumulated value of these evaluation values, as a value indicating the progress of the game in season 1. Note that the value indicating the progress is not limited to the experience value, and may be called a level, a score, or the like.
[0052] Furthermore, when evaluation value ev5 is calculated in the next game play, the progress updating unit 204 updates the experience value EX1 (=ev11+ev12+ev13+ev14+ev15) as a value indicating the game progress in season 1. When evaluation values ev21, ev22, and ev23 are calculated in each game play in season 2, the progress updating unit 204 updates the experience value EX2 (=ev21+ev22+ev23), which is a cumulative value of these evaluation values, as a value indicating the game progress in season 2.
[0053] Next, the game management device 2 causes the progress update unit 204 to accumulate the progress in association with the current period (A33). For example, if the current season is season 1, the progress update unit 204 accumulates the progress (experience value EX1 in the above example) in association with season 1. The accumulated progress indicates the experience value accumulated up to that point, and is therefore used when the progress update unit 204 updates the progress in A32 after the next game play. The progress update unit 204 accumulates the progress (experience value EX1 in the above example) in association with season 1 until the end of season 1, and when season 2 starts, thereafter accumulates the progress (experience value EX2 in the above example) in association with season 2 during the period of season 2.
[0054] In this way, when the game is played in each of seasons 1, 2, 3, and 4, the progress updating unit 204 accumulates the progress updated by playing each season in association with the respective season. As a result, the progress updating unit 204 accumulates, for example, experience value EX1 in association with season 1, experience value EX2 in association with season 2, experience value EX3 in association with season 3, and experience value EX4 in association with season 4. The accumulation of these progress degrees (experience values) is performed regardless of whether or not a premium pass is purchased.
[0055] Next, the game management device 2 determines whether or not a granting condition for granting any of a plurality of privilege elements is satisfied, based on the degree of progress updated by the degree of progress update unit 204, by the condition determination unit 205 (A34: determination step). The condition determination unit 205 determines the granting condition for the normal pass of the current season and the premium pass if one has been purchased. For example, the condition determination unit 205 determines that a threshold value corresponding to each privilege element is set, and when the updated degree of progress exceeds the threshold value, the granting condition of the component corresponding to the threshold value is determined to be satisfied. These threshold values may be set for each pass (normal pass and premium pass) of each season, or may be common to some or all of these passes.
[0056] When the game management device 2 determines that the granting condition of the component is satisfied, the granting unit 206 grants the user a bonus element (A35: granting step). For example, when the bonus element is a game medium or virtual currency that can be used in the game, the bonus granting unit 206 executes a process of associating the bonus element with the user, thereby enabling the user to use the bonus element in the game. Also, when the bonus element is the occurrence of a specific event, the bonus granting unit 206 grants the user the bonus element by executing a process of enabling the user to participate in the event.
[0057] After A35, if the user purchases a new premium pass, the game management device 2 returns to A12 (matching step) and executes processing, and if the user starts the next game without purchasing a premium pass or has already purchased a premium pass, the game management device 2 returns to A22 (association step) and executes processing.
[0058] When a user purchases a premium pass in the middle of a season, the game management device 2 updates the progress degree based on the progress degree accumulated up to that point in association with the season and the newly calculated evaluation value by the progress degree update unit 204 (A32), and determines the granting condition based on the updated progress degree by the condition determination unit 205 (A34). For example, when an experience value EX1 is calculated as ev11+ev12+ev13=EXP in season 1, and then a premium pass for season 1 is purchased and a new evaluation value of ev14 is calculated, the progress degree update unit 204 updates the experience value EX1 to ev11+ev12+ev13+ev14=EXP, and the condition determination unit 205 determines the granting condition based on the updated experience value EX1.
[0059] When the granting condition is determined in this way, the privilege granting unit 206 grants to the user all the privilege elements that would satisfy the granting condition with the current experience value EX1 but that have not been granted because the premium pass has not been purchased. In this way, even if the premium pass is purchased midway through a season, the progress accumulated up to that point is not wasted and is used to determine whether to grant the premium pass privilege elements.
[0060] In addition, for both the normal pass and the premium pass, after all the eligible privilege elements have been granted to the user, there are no more privilege elements to be granted, so the condition determination unit 205 will not perform the process of determining the granting conditions and the privilege granting unit 206 will not perform the process of granting the privilege until the end of the season.
[0061] Next, information processing during the resale period will be described. During the resale period, premium passes that were sold in past seasons are sold again. In other words, a user can purchase premium passes that were not purchased during the season during the resale period. Note that a user cannot purchase premium passes purchased during the season during the resale period, since the user already owns the premium passes. Below, for example, a case will be described in which a user purchased a premium pass for Season 1 during the season, but did not purchase a premium pass for Season 2, so purchases one during the resale period.
[0062] In this case, first, the game device 3 accepts the selection of the premium pass of season 2 through the operation acceptance unit 302 (A11). Next, the game management device 2 executes an association process by the rights processing unit 202 to associate the premium pass of season 2 with the user (A12). Note that the premium pass of season 1 has already been associated with the user through the association process performed during the season. Next, when the game is started, the game management device 2 executes an association process by the rights processing unit 202 to associate the premium pass of season 1 and the premium pass of season 2 with the progress of the game by the user (A22).
[0063] Next, game processing is executed (A23), and when the game ends (A24), the game management device 2 calculates an evaluation value for the user by the evaluation value calculation unit 203 (A31). Then, the game management device 2 updates the progress of the game based on the calculated evaluation value by the progress update unit 204 (A32). The progress update unit 204 updates each of the progress degrees (in the above example, the experience values EX1, EX2, EX3, and EX4) accumulated in association with each season in the past A33.
[0064] For example, when ev51 is calculated as a new evaluation value and a value of ev11+ev12+ev13+ev14+ev15 has been accumulated as the experience value EX1 of season 1, the progress updating unit 204 updates the experience value EX1 (ev11+ev12+ev13+ev14+ev15+ev51=) as a value indicating the progress associated with the premium pass of season 1. In addition, when a value of ev21+ev22+ev23 has been accumulated as the experience value EX2 of season 2, the progress updating unit 204 updates the experience value EX2 (ev21+ev22+ev23+ev51=) as a value indicating the progress associated with the premium pass of season 2.
[0065] The progress update unit 204 similarly updates EX3 and EX4 as values indicating the progress associated with the premium passes of seasons 3 and 4. Regardless of whether a premium pass has been purchased, the progress update unit 204 updates the experience points EX1, EX2, EX3, and EX4 as the progress associated with the premium passes of each season. Next, the game management device 2 causes the progress update unit 204 to accumulate the progress associated with each season (A33).
[0066] Next, the game management device 2 determines whether the granting condition is satisfied based on the updated progress level by the condition determination unit 205 (A34). The condition determination unit 205 determines whether the granting condition is satisfied for the premium passes purchased in each season and the premium passes purchased during the resale period. The condition determination unit 205 determines whether the granting condition is satisfied for the premium passes of each season based on the progress level (experience points EX1, EX2, EX3, EX4) of each season. Then, the game management device 2 causes the bonus granting unit 206 to grant to the user a bonus element corresponding to the satisfied granting condition for the passes for which the bonus condition is satisfied (A35).
[0067] After A35, if the user purchases a new premium pass, the game management device 2 returns to A12 (association step) and executes the process. If the user purchases a premium pass during the resale period, the game management device 2 updates the degree of progress based on the degree of progress accumulated during the resale period up to that point and the degree of progress accumulated in the season corresponding to the premium pass (A32) using the progress update unit 204, and determines the granting conditions based on the degree of progress thus updated (A34) using the condition determination unit 205.
[0068] For example, suppose that evaluation value ev11+ev12+ev13=experience value EX1 is accumulated in season 1, and evaluation value ev51+ev52 is newly accumulated during the resale period, and then a premium pass for season 1 is purchased. Then, if evaluation value ev53 is calculated in subsequent gameplay, the progress update unit 204 updates the evaluation value ev11+ev12+ev13+ev51+ev52+ev53=experience value EX1 as a value indicating the progress, and the condition determination unit 205 determines the granting condition based on the updated progress (experience value EX1).
[0069] When the granting condition is determined in this way, the privilege granting unit 206 grants to the user all the privilege elements that would satisfy the granting condition at the current progress level but that have not been granted because the premium pass has not been purchased. In this way, even if the premium pass is purchased during the resale period, the progress level accumulated in the corresponding season and the resale period up to that point is not wasted and is used to determine whether to grant the privilege elements of the premium pass.
[0070] To summarize the above, in the game system 1 of this embodiment, the rights processing unit 202 (association unit) associates with the user a first right (Season 1 Premium Pass) to which multiple first privilege elements (game media or specific events, etc.) are to be granted and a second right (Season 2 Premium Pass) to which multiple second privilege elements (game media or specific events, etc.) are to be granted, based on the user's selection (here, selection of Season 1 or 2 Premium Pass), as rights to which privilege elements are granted according to the progress of the game.
[0071] Furthermore, the rights processing unit 202 (association unit) associates the first degree of progress with the first rights (premium pass for season 1) and the second degree of progress with the second rights (premium pass for season 2) as the user's degree of progress in the game. The first degree of progress is indicated by experience points EX1 updated in season 1 and the re-sale period. The second degree of progress is indicated by experience points EX2 updated in season 2 and the re-sale period. The progress degree update unit 204 (update unit) updates the first degree of progress (experience points EX1) and the second degree of progress (experience points EX2), respectively, based on the progress of the game during the re-sale period.
[0072] The condition determination unit 205 (determination unit) determines whether or not a first granting condition for granting any one of a plurality of first bonus elements is satisfied based on the first progress degree (experience value EX1) updated by the progress degree update unit 204. The bonus granting unit 206 (granting unit) grants the first bonus element for which the first granting condition is satisfied to the user. In addition, the condition determination unit 205 (determination unit) determines whether or not a second granting condition for granting any one of a plurality of second bonus elements is satisfied based on the second progress degree (experience value EX2) updated by the progress degree update unit 204. The bonus granting unit 206 (granting unit) grants the second bonus element for which the second granting condition is satisfied to the user.
[0073] According to such an embodiment, as the game progresses, both the first progress level and the second progress level are updated, and a bonus element is awarded when each of the granting conditions is met. This provides the user with more opportunities to acquire bonus elements than if bonus elements were only awarded with one premium pass (a right selected by the user's operation) as the game progressed, thereby providing a technology that can increase the user's motivation to play.
[0074] Furthermore, the evaluation value calculation unit 203 (calculation unit) calculates an evaluation value for the user in accordance with the progress of the user in the content (quests, missions, etc.) included in the game until the user reaches a predetermined state. The progress update unit 204 (update unit) updates the first progress degree (experience value EX1) and the second progress degree (experience value EX2) based on the evaluation value calculated by the evaluation value calculation unit 203 (evaluation values ev51 and ev52 during the resale period, etc.).
[0075] According to such an embodiment, a clear guideline is provided in which, in order to increase the level of progress, content such as quests and missions must be progressed until a specified state is reached, making it easier to set play goals for acquiring bonus elements compared to a case in which such a guideline is not provided.
[0076] Moreover, the rights processing unit 202 (association unit) associates a third right (regular pass) to which multiple third privilege elements (game media or specific events, etc.) are to be granted to the user, regardless of the user's selection. Moreover, the rights processing unit 202 (association unit) associates a third progress level with the third right (regular pass) as the progress level of the user's game.
[0077] Furthermore, the progress update unit 204 (update unit) updates the third progress degree based on the progress of the user in the game, and the third progress degree is common to the first progress degree. For example, in the case of a normal pass for Season 1, the conditions for granting are determined by the first progress degree (experience value EX1) used in the premium pass for Season 1. In addition, in the case of a normal pass for Season 2, the conditions for granting are determined by the first progress degree (experience value EX2) used in the premium pass for Season 2.
[0078] Furthermore, the condition determination unit 205 (determination unit) determines whether or not a third granting condition for granting any one of a plurality of third privilege elements is satisfied based on the updated third progress level (for example, EX1 in the case of the normal pass of season 1). The privilege granting unit 206 (granting unit) grants the third privilege element for which the third granting condition is satisfied to the user. According to this embodiment, it is not necessary to progress through different contents with the normal pass and the premium pass, and it is possible to focus on progressing through the same content, i.e., one progress level.
[0079] 3.2 Details of data processing Next, the details of the information processing outlined above will be described.
[0080] The transition of the game screen in this embodiment will be described with reference to FIG. Fig. 4 is a diagram showing an example of a game screen. A gacha button B1, a formation button B2, a quest button B3, an item button B4, and a charge button B5 are displayed on a game menu screen G1 shown in Fig. 4.
[0081] When the gacha button B1 is operated, a game screen for conducting a gacha lottery is displayed. When the organization button B2 is operated, a game screen for organizing characters is displayed. When the quest button B3 is operated, a game screen showing a list of quests that the user can currently participate in is displayed. When the item button B4 is operated, a game screen for determining the items possessed or for using items is displayed. When the charge button B5 is operated, a game screen for making payments for items that require payment such as virtual currency is displayed.
[0082] The game screen when the charge button B5 is operated will be described with reference to FIG. Fig. 5 is a diagram showing an example of a game screen showing a list of chargeable objects. An item button B11 and a premium pass button B12 are displayed on the chargeable object list screen G2 shown in Fig. 5. When the item button B11 is operated, a game screen for purchasing an item is displayed. When the premium pass button B12 is operated, a premium pass purchase screen is displayed. In the following, it is assumed that the premium pass button B12 is operated during a season.
[0083] Fig. 6 is a diagram showing an example of a premium pass purchase screen for a season. On the premium pass purchase screen G3 shown in Fig. 6, a season 1 premium pass button B21, a season 2 premium pass button B22, a season 3 premium pass button B23, and a season 4 premium pass button B24 are displayed as buttons for purchasing premium passes for each season. In the example of Fig. 6, "Now on Sale" is written in association with the season 2 premium pass button B22, indicating that the current season is season 2 and that the premium pass for season 2 is available for purchase.
[0084] Additionally, "Purchased" is written in association with the Premium Pass button B21 for Season 1, indicating that the Premium Pass for Season 1 has already been purchased. Additionally, "Out of Sale Period" is written in association with the Premium Pass buttons B23 and B24 for Seasons 3 and 4, indicating that they are not currently on sale. In the example of FIG. 6, the buttons for premium passes that are currently unavailable for purchase are grayed out and cannot be operated. Note that the buttons for premium passes that are currently unavailable for purchase may be displayed in a different manner from the buttons for premium passes that are available for purchase, and may not even be displayed.
[0085] Pressing the Season 2 Premium Pass button B22 will display information about the Season 2 Premium Pass. Fig. 7 is a diagram showing an example of a game screen showing information about a premium pass. The pass information screen G4 shown in Fig. 7 shows a display field C1 for the type of premium pass selected by the user (Season 2 in the example of Fig. 7), a display field C2 for the presence or absence of a premium pass, and a display field C3 for the season progress (EX2=1200). The season progress is the accumulated game progress in the current season.
[0086] Furthermore, the pass information screen G4 shows eight bonus elements te11, te12, ..., te18 included in the normal pass P1 of Season 2, and eight bonus elements te21, te22, ..., te28 included in the premium pass P2 of Season 2. Furthermore, the normal pass P1 and the premium pass P2 show bonus elements of the normal pass that have already been acquired based on the current progress level (EX2) (te11-te15 in the example of FIG. 7) and bonus elements that can be acquired if a premium pass is purchased (te21-te25 in the example of FIG. 7).
[0087] This user playing Season 2 has acquired experience points EX2 of 1200 as the game progress, and the experience points EX2 have granted the bonus elements te11 to te15 of the normal pass P1. The pass information screen G4 shows the purchase button B31. Since this user has not purchased the premium pass for Season 2, the premium pass is purchased by operating the purchase button B31. Then, this user is granted bonus elements te21 to te25 of the premium pass P2, the granting conditions of which are satisfied by the experience points EX2. In this way, the game progress is used in common for the normal pass and the premium pass. In the example of FIG. 7, the experience points EX2 are used as a value indicating the common game progress.
[0088] When the quest button B3 shown in FIG. 4 is operated, the user participates in a quest that the user can participate in and plays the game. Fig. 8 is a diagram showing an example of a game screen. In the game screen G5 shown in Fig. 8, a character string "Quest Clear!", a character CH1, a mission image M1 showing a completed mission, and an evaluation value image EV1 showing an acquired evaluation value (ev25 in the example of Fig. 8) are displayed. Fig. 9 shows the information of the premium pass when the progress of the game is updated by calculating a new evaluation value in this way.
[0089] FIG. 9 is a diagram showing an example of a game screen showing information on a premium pass. In the example of FIG. 9, a premium pass has already been purchased, and the purchase button B31 is grayed out and cannot be pressed. In the pass information screen G6 shown in FIG. 9, the display field C2 shows "Premium pass available," and the season progress degree (EX2) in the display field C3 shows "1350," in comparison with the pass information screen G4 shown in FIG. 7. The bonus elements of the normal pass that have already been acquired based on the current progress degree (EX2) are te11 to te16, and the bonus elements of the premium pass that have already been acquired are te21 to te26. Both te16 and te26 are bonus elements whose granting conditions are satisfied when the progress degree (EX2), which is used in common with the normal pass and the premium pass, becomes 1200 to 1350.
[0090] Next, the purchase screen for the Premium Pass during the resale period will be explained. Fig. 10 is a diagram showing an example of a premium pass purchase screen during the resale period. The premium pass purchase screen G7 shown in Fig. 10 displays a season 1 premium pass button B51, a season 2 premium pass button B52, a season 3 premium pass button B53, a season 4 premium pass button B54, and a premium pass status display button B55. In the example of Fig. 10, "Purchased" is written for seasons 1 and 2, and "On Sale" is written for seasons 3 and 4. Since it is the resale period, multiple premium passes are on sale.
[0091] When the premium pass status display button B55 is operated on the premium pass purchase screen G7, the status of the premium pass for each season is displayed. Fig. 11 is a diagram showing an example of a game screen showing the status of the premium pass. In the example of Fig. 11, season areas Q11, Q12, Q13, and Q14 showing the status of the premium pass from season 1 to season 4, and a resale period area Q15 showing the status of the premium pass during the resale period are shown.
[0092] The season area Q11 displays a validity period image R11 indicating the validity period of the premium pass for season 1. The validity period image R11 indicates the degree of progress accumulated in season 1 (experience points EX1=900 in the example of FIG. 11). The season area Q12 displays a validity period image R12 indicating the validity period of the premium pass for season 2. The validity period image R12 indicates the degree of progress accumulated in season 2 (experience points EX2=MAX in the example of FIG. 11). MAX means the degree of progress at which all bonus elements are granted.
[0093] The season area Q13 displays a validity period image R13 indicating the validity period of the Premium Pass for Season 3. The validity period image R13 displays the degree of progress accumulated in Season 3 (experience points EX3=1200 in the example of FIG. 11). The season area Q14 displays a validity period image R14 indicating the validity period of the Premium Pass for Season 4. The validity period image R14 displays the degree of progress accumulated in Season 4 (experience points EX1=700 in the example of FIG. 11).
[0094] Among the validity period images for each season, those shown with solid lines indicate premium passes that have already been purchased, and those shown with dashed lines indicate premium passes that have not yet been purchased for that season. In the resale period area Q15, validity period images R21, R22, R23, and R24 for each season are shown. In the example of FIG. 11, a premium pass for season 3 was purchased after the resale period began, and the validity period image R23 is shown with a solid line.
[0095] Moreover, for valid period images R11, R13, and R14, excluding valid period image R12, which has the maximum degree of progress, the degree of progress (EX1=900+200 in the case of season 1) is the sum of the degree of progress accumulated in each season (EX1=900 in the case of season 1) and the evaluation value calculated during the resale period (200 in the example of FIG. 11). In this way, the progress degree update unit 204 commonly updates the first degree of progress (e.g., experience value EX1) and the second degree of progress (e.g., experience value EX3) by only a value based on the evaluation value calculated by the evaluation value calculation unit 203.
[0096] According to this aspect, the first and second privilege elements can be acquired by progressing through the content in the same way. Note that the conditions for granting are determined for each premium pass, and the degree of progress accumulated in each season is usually different, so even if the first and second degrees of progress are updated in common, the timing at which the conditions for granting are met is usually different. In addition, in the case where the degree of progress has reached the maximum value, such as in season 2, the evaluation value calculated during the resale period is not utilized in this embodiment.
[0097] The rights processing unit 202 (association unit) associates the first rights (premium pass of season 1) with the first period (season 1) and the third period (resale period), and associates the second rights (premium pass of season 2) with the second period (season 2) and the third period (resale period). The progress update unit 204 (update unit) updates the first progress degree (experience value EX1) but does not update the second progress degree (experience value EX2) in the progress of the game in the first period (season 1), updates the second progress degree (EX2) but does not update the first progress degree (EX1) in the progress of the game in the second period (season 2), and updates the first progress degree (experience value EX1) and the second progress degree (experience value EX2) in the progress of the game in the third period (resale period).
[0098] According to this embodiment, bonus elements that were available during a different period (e.g., Season 1, Season 2) (bonus elements of the Premium Pass for Season 1 and bonus elements of the Premium Pass for Season 2) can be acquired during the same period known as the resale period.
[0099] In addition, after Seasons 1 to 4 and the resale period, for example, Seasons 5 to 8 and the resale period may follow. In that case, in the second resale period, only the premium passes for Seasons 5 to 8 may be resold, or the premium passes for Seasons 1 to 8 may be resold. In addition, at that time, sales may be stopped for a season in which a certain percentage or more of users have completed the experience points.
[0100] Furthermore, the progress update unit 204 (update unit) carries over the first progress (e.g., experience value EX1) updated in the first period (e.g., season 1) and the second progress (e.g., experience value EX2) updated in the second period (e.g., season 2) to a third period (resale period), and further updates the first progress (experience value EX1) and the second progress (experience value EX2) from their current state based on the progress of the game in the third period. According to this embodiment, it is possible to prevent past plays made in each season from going to waste.
[0101] The progress update unit 204 is not limited to carrying over all of the first and second progress levels, and may carry over at least a part of the first and second progress levels to the third period (resale period). For example, during the resale period, the progress update unit 204 carries over a value obtained by multiplying the progress level accumulated in the past season by a predetermined coefficient γ (1≧γ>0). In this case, the progress update unit 204 may increase the coefficient γ as the progress level decreases, so that more progress level can be carried over. In either case, it is possible to prevent past play from being wasted.
[0102] In addition, when only a part of the progress is carried over, the granting condition of the privilege element already granted to the user may be satisfied again. In this case, the privilege granting unit 206 may not grant the privilege element to the user, or may grant the privilege element already granted to the user again. In addition, the privilege granting unit 206 may grant a different privilege element (for example, a privilege element not included in the original premium pass) to the user.
[0103] [others] In the embodiment, the progress degree update unit 204 commonly updates the first progress degree and the second progress degree by a value based on the calculated evaluation value, but this is not limited thereto. The progress degree update unit 204 may update the first progress degree and the second progress degree by allocating the calculated evaluation value.
[0104] Fig. 12 is a diagram showing an example of the allocation of evaluation values. In the example of Fig. 12, valid period images R31, R32, R33, and R34 in the resale period area Q15 and an evaluation value ev11 of "600" are shown. The progress update unit 204 divides the evaluation value ev11 into four equal parts and adds "150" to the progress of each season. In other words, the progress update unit 204 updates the first progress degree and the second progress degree by equally allocating the calculated evaluation value.
[0105] Fig. 13 is a diagram showing another example of the allocation of evaluation values. In the example of Fig. 13, the progress update unit 204 adds 100 to the progress of seasons 1 and 2 (experience values EX1 and EX2) and adds 200 to the progress of seasons 3 and 4 (experience values EX3 and EX4) for the evaluation value ev11 of "600" as in Fig. 12. In other words, the progress update unit 204 updates the first progress and the second progress by allocating the calculated evaluation value at a set ratio (in the example of Fig. 13, the allocation to EX3 and EX4 is twice that of EX1 and EX2).
[0106] Fig. 14 is a diagram showing another example of the allocation of evaluation values. In the example of Fig. 14, the progress update unit 204 assigns and adds a larger value to the evaluation value ev11 of "600" as the progress degree decreases. Specifically, 100 is added to season 3 (experience value EX3 = 1200) which has the highest progress degree, and 150, 200, and 250 are added to the progress degrees of seasons 1, 4, and 2 (experience value EX1 = 900, EX4 = 700, EX2 = 500), respectively. In other words, the progress update unit 204 updates the first progress degree and the second progress degree by allocating a smaller proportion of the calculated evaluation value as the accumulated progress degree increases.
[0107] FIG. 15 is a diagram showing another example of the allocation of evaluation values. The evaluation value is calculated according to the progress of the user through the content included in the game until it reaches a predetermined state, and this predetermined state includes a completed state (a state where the progress degree is maximum) where the update of the first progress degree is completed. The completed state is, for example, a maximum value determined for the experience value of each season, and is a value indicating the progress degree when the last of the multiple bonus elements is granted. In the example of FIG. 15, the experience value EX1 of season 1 is in the completed state (MAX).
[0108] 15, the progress update unit 204 divides the evaluation value ev11 into four and adds "150" to the progress of each season, but does not add any part to season 1 whose progress is in the completed state. In other words, the progress update unit 204 allocates the calculated evaluation values evenly, updates the first and second progress levels that are not in the completed state based on the allocated evaluation values, and discards the allocated evaluation values for the ones that are in the completed state, so that no update is performed.
[0109] FIG. 16 is a diagram showing another example of the allocation of evaluation values. In the example of FIG. 16, similarly to the example of FIG. 15, the experience value EX1 of season 1 is in a completed state (MAX). In the example of FIG. 16, the progress update unit 204 first divides the evaluation value ev11 into four equal parts, each of which is 150. Next, the progress update unit 204 adds the four divided evaluation values to the progress of each season, but does not add the evaluation value to season 1, whose progress is in a completed state, and distributes the evaluation value to the progress of the other seasons. In the example of FIG. 16, 150 for season 1 is distributed to seasons 2 to 4 in the amount of 50 each.
[0110] In other words, after the evaluation value indicating that the game has progressed to the completion state is calculated, the progress update unit 204 updates the first progress level by allocating the evaluation value allocated to the first progress level to the second progress level. According to this embodiment, it is possible to prevent the play results from going to waste even after the bonus elements are completed.
[0111] The progress updating unit 204 may allocate an evaluation value to a purchased premium pass and may not allocate an evaluation value to an unpurchased premium pass. The progress updating unit 204 may also allocate different rates of allocation between a purchased premium pass and an unpurchased premium pass. For example, the progress updating unit 204 may allocate twice the evaluation value to a purchased premium pass as to an unpurchased premium pass.
[0112] Furthermore, the progress degree updating unit 204 may vary the first progress degree and the second progress degree, which are updated based on the evaluation value calculated by the evaluation value calculation unit 203, depending on the type of content (quests, missions, etc.) included in the game. The progress degree updating unit 204 varies the progress degree, for example, by multiplying the evaluation value by a coefficient according to the type of content. The progress degree updating unit 204 uses, for example, a coefficient table that associates the type of content, the premium pass, and the coefficient.
[0113] Fig. 17 is a diagram showing an example of a coefficient table. In the coefficient table TB1 shown in Fig. 17, "quests on maps used in Season 1", "Season 1", and "β1" are associated as content types, premium passes, and coefficients. Also, "quests on maps used in Season 1", "other than Season 1", and "β2" are associated as content types, premium passes, and coefficients (β1>β2>0).
[0114] Assume that during the resale period, an evaluation value of ev51 is calculated by completing a quest on a map used in Season 1. In this case, the progress update unit 204 updates the progress of the Premium Pass for Season 1 to, for example, ev11+ev12+ev13+β1×ev51=EXP1. On the other hand, the progress update unit 204 updates the progress of the Premium Pass for Season 2 to, for example, ev21+ev22+β2×ev51=EXP2.
[0115] In addition, in the coefficient table TB1, "Mission with NPCs who joined your allies in Season 2", "Season 2", and "β3" are associated as content types, premium passes, and coefficients. In addition, "Mission with NPCs who joined your allies in Season 2", "Other than Season 2", and "β4" are associated as content types, premium passes, and coefficients (β3>β4>0).
[0116] During the resale period, suppose that an evaluation value of ev52 is calculated by completing a mission with an NPC who joined in Season 2. In this case, the progress update unit 204 calculates the progress of the Premium Pass for Season 2 as, for example, ev21+ev22+β3×ev52=EXP2. On the other hand, the progress update unit 204 calculates the progress of the Premium Pass for Season 1 as, for example, ev11+ev12+ev13+β4×ev52=EXP1.
[0117] According to such an embodiment, for example, during the resale period, it is possible to encourage play of specific content, such as encouraging users who have a Season 1 Premium Pass to play quests on maps used in Season 1, and encouraging users who have a Season 2 Premium Pass to play Season 2 missions.
[0118] Also, in the embodiment, the evaluation value calculation unit 203 (calculation unit) calculates an evaluation value for a user in response to the user progressing through content included in a game until the user reaches a predetermined state. The progress update unit 204 (update unit) updates a first progress degree (e.g., experience value EX1) based on the evaluation value calculated by the evaluation value calculation unit 203, and may reduce the update amount of the first progress degree based on the evaluation value in the third period (resale period) compared to the first period (e.g., season 1).
[0119] In the embodiment, during the resale period, as shown in FIG. 11, the first progress degree (e.g., EX1 experience value) and the second progress degree (e.g., EX3 experience value) are commonly updated by a value based on the calculated evaluation value. Therefore, compared to a normal season, even if the same amount of games are played, the progress degree increases by more than twice, which can be said to be too advantageous. Therefore, by reducing the update amount of the first progress degree as described above, it is possible to prevent the third period (resale period) from becoming too advantageous compared to the case where the update amount is not changed.
[0120] Also, there are cases where the first content included in the game is progressed in the first period, and the first content is not progressed in the second period. The first content here is, for example, a time-limited quest in Season 1 (an example of the first period) or a time-limited mission in Season 2 (an example of the first period). In that case, the progress update unit 204 (update unit) may make the update amount of the first progress degree (for example, experience value EX1) larger than the update amount of the second progress degree (for example, experience value EX2) when the first content (for example, a time-limited quest in Season 1) is progressed in the third period (resale period). The progress update unit 204 uses, for example, a coefficient table in which the type of content, the premium pass, and the coefficient are associated with each other.
[0121] Fig. 18 is a diagram showing an example of a coefficient table. In the coefficient table TB2 shown in Fig. 18, "season 1 time-limited quest", "season 1", and "β11" are associated as the type of content, the premium pass, and the coefficient. In addition, in the coefficient table TB2, "season 1 time-limited quest", "other than season 1", and "β12" are associated as the type of content, the premium pass, and the coefficient (β11>β12>0).
[0122] During the resale period, a limited-time quest conducted in Season 1 may be conducted again. It is assumed that an evaluation value of ev53 is calculated by completing the limited-time quest. In this case, the progress update unit 204 calculates the progress of the Premium Pass of Season 1 as, for example, ev11+ev12+ev13+β11×ev53=experience value EX1 using the coefficient β11 associated with the Premium Pass of Season 1 in the coefficient table TB2. On the other hand, the progress update unit 204 calculates the progress of the Premium Pass of Season 2 as, for example, ev21+ev22+β12×ev53=experience value EX2 using the coefficient β12 associated with the Premium Pass other than Season 1 in the coefficient table TB2.
[0123] In addition, in the coefficient table TB1, "season 2 limited time mission", "season 2", and "β13" are associated as content types, premium passes, and coefficients. In addition, "season 2 limited time mission", "other than season 2", and "β14" are associated as content types, premium passes, and coefficients (β13>β14>0).
[0124] During the resale period, the time-limited missions carried out in Season 2 may be carried out again. It is assumed that an evaluation value of ev54 is calculated by completing the time-limited mission. In this case, the progress update unit 204 calculates the progress of the Premium Pass for Season 2 as, for example, ev21+ev22+β13×ev54=experience value EX2 using the coefficient β13 associated with the Premium Pass for Season 2 in the coefficient table TB2. On the other hand, the progress update unit 204 calculates the progress of the Premium Pass for Season 1 as, for example, ev11+ev12+ev13+β14×ev54=experience value EX1 using the coefficient β14 associated with the Premium Pass other than Season 2 in the coefficient table TB2.
[0125] According to this embodiment, for example, during the resale period, if you want the bonus elements of the Premium Pass for Season 1, you can prioritize playing the limited-time quests for Season 1, and if you want the bonus elements of the Premium Pass for Season 2, you can prioritize playing the limited-time missions for Season 2, allowing you to acquire the bonus elements for the intended period more quickly.
[0126] Furthermore, when the game is progressed during the third period (resale period) using the first bonus element (e.g., game media such as weapons, armor, or items) granted during the first period (e.g., season 1), the progress update unit 204 (update unit) makes the update amount of the first progress (e.g., experience value EX1) larger than the update amount of the second progress (e.g., experience value EX2). The progress update unit 204 uses, for example, a coefficient table that associates bonus elements, premium passes, and coefficients.
[0127] Fig. 19 is a diagram showing an example of a coefficient table. In the coefficient table TB3 shown in Fig. 19, "weapons granted by the premium pass of Season 1", "Season 1", and "β21" are associated as bonus elements, premium passes, and coefficients. In addition, "weapons granted by the premium pass of Season 1", "other than Season 1", and "β22" are associated as content types, premium passes, and coefficients (β21>β22>0).
[0128] Assume that an evaluation value of ev51 is calculated by completing a quest using a weapon provided in the Premium Pass of Season 1 during the resale period. In this case, the progress update unit 204 updates the progress of the Premium Pass of Season 1 to, for example, ev11+ev12+ev13+β21×ev51=EXP1. On the other hand, the progress update unit 204 updates the progress of the Premium Pass of Season 2 to, for example, ev21+ev22+β21×ev51=EXP2.
[0129] In addition, in the coefficient table TB1, "Armor granted by the Premium Pass of Season 2," "Season 2," and "β23" are associated as content types, premium passes, and coefficients. In addition, "Armor granted by the Premium Pass of Season 2," "Other than Season 2," and "β24" are associated as content types, premium passes, and coefficients (β23>β24>0).
[0130] Assume that an evaluation value of ev52 is calculated by completing a mission using armor provided in the Premium Pass of Season 2 during the resale period. In this case, the progress update unit 204 calculates the progress of the Premium Pass of Season 2 as, for example, ev21+ev22+β23×ev52=EXP2. On the other hand, the progress update unit 204 calculates the progress of the Premium Pass of Season 1 as, for example, ev11+ev12+ev13+β24×ev52=EXP1.
[0131] According to this embodiment, for example, during the resale period, a user who desires the bonus elements of the Premium Pass for Season 1 can play using the bonus elements already granted with the Premium Pass for Season 1, and a user who desires the bonus elements of the Premium Pass for Season 2 can play using the bonus elements already granted with the Premium Pass for Season 2, thereby enabling them to acquire the bonus elements for the intended period more quickly.
[0132] Furthermore, the premium passes provided to the user are not limited to those mentioned above. Fig. 20 is a diagram showing another example of a premium pass purchase screen. In the premium pass purchase screen G8 shown in Fig. 20, in addition to the buttons for purchasing premium passes for each season shown in Fig. 6, premium pass buttons B25 and B26 are displayed. Both of these are buttons for purchasing premium passes that are on sale. In other words, in the example of Fig. 20, multiple premium passes (three types of premium passes in the example of Fig. 20) can be purchased in one season (season 2 in this example).
[0133] The premium pass button B25 is a button for purchasing a premium pass PP1 which provides a bonus element with an emphasis on skins. The premium pass button B26 is a button for purchasing a premium pass PP2 which provides a bonus element with an emphasis on emotes. When these premium passes are purchased, the rights processing unit 202 executes a matching process for matching the purchased premium pass with the user (A12), and executes a matching process for matching the user's progress in the game with the purchased premium pass (A22).
[0134] The rights processing unit 202 associates a common progress level with the game progress level associated with the premium pass of Season 2 with the premium passes PP1 and PP2, for example, as in the example of multiple premium passes during the resale period described in FIG. 11. The progress update unit 204 updates the common progress level for each premium pass. This makes it possible to focus on progressing through the same content, i.e., one progress level, without the need to progress through different content with each premium pass, as with a normal pass.
[0135] The rights processing unit 202 may associate different game progress degrees with each premium pass. In this way, it is possible to allow the user to play various contents according to the privilege elements desired by the user. In addition, in the game system 1, the game progress degree is updated by playing the contents, but the progress degree update unit 204 may update the progress degree to different degrees depending on the type of premium pass even when the same content is played. For example, when a quest (a skin acquisition support quest) in which the user fights NPCs with various skins is played, the game progress degree of the premium pass that emphasizes skins is updated more. In addition, the progress degree update unit 204 may allocate the updated game progress degree to each premium pass and update it, as in the examples of Figs. 12 to 16.
[0136] The progress update unit 204 updates the game progress associated with the premium passes PP1 and PP2, for example, not only for the season in which those premium passes were purchased, but also for subsequent seasons. By doing so, it is possible to allow play aimed at the privilege elements of the premium passes PP1 and PP2 to be performed over a plurality of seasons. Note that the progress update unit 204 may update the game progress associated with the premium passes PP1 and PP2 only for the season in which those premium passes were purchased. In that case, play in that season can be promoted.
[0137] Unlike the premium passes of each season, the premium passes PP1 and PP2 may not be resold during the resale period. In this case, the progress update unit 204 does not update the game progress associated with the premium passes PP1 and PP2 during the resale period. Note that, since the premium passes PP1 and PP2 may become available for purchase in the future due to game operation reasons, the progress update unit 204 may update the game progress associated with the premium passes PP1 and PP2 during the resale period as well. As described above, the sale of the premium passes and the update of the game progress may be carried out at various periods due to game operation reasons.
[0138] The configuration shown in FIG. 1 and the like is an example, and other aspects may be adopted as long as there is no inconvenience in implementation. For example, one device may be distributed to two or more devices, or may be replaced by a cloud computing system. Furthermore, the functions of one device may be distributed and realized to two or more devices, or the functions of two or more devices may be concentrated and realized by one device. Furthermore, the operation performed by one function may be distributed to two or more functions, or two or more functions may be integrated into one function. In short, as long as each function required by the entire information processing system 100 is realized, the devices that realize those functions may have any configuration.
[0139] The output destination of information or data (hereinafter referred to as "information, etc.") may be another device, a display, a memory unit (including a built-in memory unit and an external memory unit), etc. Acquisition of information, etc. includes acquiring information, etc. generated by the device itself, in addition to acquiring information, etc. transmitted from another device. The table in which parameters are associated is not limited to the table shown in the figure, and the number of parameters may be reduced or increased. Also, information, etc. corresponding to parameters may be obtained by a formula, a conditional formula, etc. without using a table.
[0140] The above-described embodiment may be an information processing device. The information processing device includes each unit of an information processing system such as the game system 1. The above-described embodiment may be an information processing method. The information processing method includes each unit of a similar information processing system. The above-described embodiment may be a program. The program causes a computer to execute each step of the information processing system.
[0141] <Additional Notes> Furthermore, it may be provided in the following aspects:
[0142] (1) An information processing system comprising a processor capable of executing a program to perform each of the following steps: in a matching step, a first right to be granted which is a plurality of first bonus elements and a second right to be granted which is a plurality of second bonus elements are associated with the user as rights to be granted bonus elements in accordance with progress of a game based on a user's selection; in a linking step, a first progress degree is associated with the first right and a second progress degree is associated with the second right as a progress degree of the game by the user; in an updating step, the first progress degree and the second progress degree are updated based on the progress of the game by the user; in a determining step, based on the updated first progress degree, whether a first granting condition for granting any of the plurality of first bonus elements is satisfied, and based on the updated second progress degree, whether a second granting condition for granting any of the plurality of second bonus elements is satisfied; and in a granting step, the first bonus element for which the first granting condition is satisfied is granted to the user, and the second bonus element for which the second granting condition is satisfied is granted to the user.
[0143] According to this embodiment, it is possible to provide a technique that can increase the user's motivation to play.
[0144] (2) In the information processing system described in (1) above, in the calculation step, an evaluation value for the user is calculated in accordance with the user's progress through content included in the game until a predetermined state is reached, and in the update step, the first progress degree and the second progress degree are updated based on the calculated evaluation value.
[0145] According to this embodiment, it is possible to easily set a play goal for acquiring a bonus element.
[0146] (3) In the information processing system described above in (2), in the updating step, the first progress degree and the second progress degree are commonly updated by a value based on the calculated evaluation value.
[0147] According to this embodiment, the first bonus element and the second bonus element can be acquired by progressing through the content in the same manner.
[0148] (4) In the information processing system described in (2) or (3) above, the state includes a completion state in which updating of the first progress level is completed, and in the updating step, the first progress level and the second progress level are updated by allocating the calculated evaluation value, and after the evaluation value indicating progress to the completion state is calculated, the evaluation value allocated to the first progress level is allocated to the second progress level to update.
[0149] According to this embodiment, even after the bonus elements are completed, the play results are not wasted.
[0150] (5) In the information processing system described in (2) above, in the update step, the first progress degree and the second progress degree, which are updated based on the calculated evaluation value, are made different depending on the type of the content.
[0151] According to this embodiment, it is possible to promote the play of a particular content.
[0152] (6) In the information processing system described in any one of (1) to (5) above, in the matching step, a third right to which multiple third privilege elements are to be granted is associated with the user regardless of the user's selection, in the associating step, a third progress degree is associated with the third right as a progress degree of the game by the user, in the updating step, the third progress degree is updated based on the progress of the game by the user, the third progress degree being common to the first progress degree, in the determining step, it is determined based on the updated third progress degree whether a third granting condition for granting any of the multiple third privilege elements is satisfied, and in the granting step, the third privilege element for which the third granting condition is satisfied is granted to the user.
[0153] According to this embodiment, it is possible to concentrate on one level of progress.
[0154] (7) An information processing system according to any one of (1) to (6) above, wherein in the matching step, the first right is matched with a first period and a third period, and the second right is matched with a second period and the third period, and in the updating step, the first progress degree is updated but the second progress degree is not updated in accordance with the progress of the game in the first period, the second progress degree is updated but the first progress degree is not updated in accordance with the progress of the game in the second period, and the first progress degree and the second progress degree are updated in accordance with the progress of the game in the third period.
[0155] According to this embodiment, a bonus element that could have been acquired in a different period can be acquired in the same period.
[0156] (8) In the information processing system described in (7) above, in the update step, at least a portion of the first progress degree updated in the first period and the second progress degree updated in the second period are carried over to the third period, and the first progress degree and the second progress degree are further updated from the above state based on the progress of the game in the third period.
[0157] According to this embodiment, it is possible to prevent past plays from going to waste.
[0158] (9) In the information processing system described in (7) or (8) above, in the calculation step, an evaluation value for the user is calculated in accordance with the user progressing through content included in the game until a predetermined state is reached, and in the update step, the first progress degree is updated based on the calculated evaluation value, and in the third period, the update amount of the first progress degree based on the evaluation value is reduced compared to the first period.
[0159] According to this embodiment, it is possible to prevent the third period from becoming too advantageous.
[0160] (10) In the information processing system described in any one of (7) to (9) above, a first content included in the game is progressed during the first period and the first content is not progressed during the second period, and in the update step, if the first content is progressed during the third period, the update amount of the first progress degree is made larger than the update amount of the second progress degree.
[0161] According to this embodiment, the bonus elements for the intended period can be acquired more quickly.
[0162] (11) In the information processing system described in any one of (7) to (10) above, in the update step, if the game is progressed in the third period using the first bonus element granted in the first period, the update amount of the first progress degree is made larger than the update amount of the second progress degree.
[0163] According to this embodiment, the bonus elements for the intended period can be acquired more quickly.
[0164] (12) An information processing device configured to execute each step of the information processing system according to any one of (1) to (11) above.
[0165] (13) A program causing a computer to execute each step of the information processing system according to any one of (1) to (11) above. Of course, this is not the case. Furthermore, the above-described embodiments and modifications may be combined in any desired manner.
[0166] Finally, although various embodiments according to the present disclosure have been described, these are presented as examples and are not intended to limit the scope of the disclosure. The new embodiments can be implemented in various other forms, and various omissions, substitutions, and modifications can be made without departing from the gist of the disclosure. The embodiments and their modifications are within the scope and gist of the disclosure, and are included in the disclosure and its equivalents described in the claims. [Explanation of symbols]
[0167] 1: Game System 2: Game management device 3: Game device 23: Control section 33: Control section 100: Information processing systems 201: Game processing section 202: Rights Department 203: Evaluation value calculation unit 204: Progress update section 205: Condition judgment section 206: Benefits Granting Department 301: Game processing section 302: Operation reception section
Claims
[Claim 1] An information processing system, A processor capable of executing a program to perform the following steps: In the associating step, a first right to which a plurality of first privilege elements are to be granted and a second right to which a plurality of second privilege elements are to be granted are associated with the user as rights to which privilege elements are granted according to progress of a game based on a selection by the user; In the associating step, a first progress degree is associated with the first right and a second progress degree is associated with the second right as a progress degree of the game by the user; In the updating step, the first progress degree and the second progress degree are updated based on a progress of the game by the user, In the determination step, it is determined whether or not a first grant condition for granting any one of the plurality of first privilege elements is satisfied based on the updated first progress level, and it is determined whether or not a second grant condition for granting any one of the plurality of second privilege elements is satisfied based on the updated second progress level; In the granting step, the first privilege element is granted to the user when the first granting condition is satisfied, and the second privilege element is granted to the user when the second granting condition is satisfied. Information processing system.
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