Computer system, game system, program, and lottery processing execution control method
The computer system addresses the monotony of conventional gacha systems by introducing a series of lottery processes with varying winning probabilities, enhancing player engagement and the gambling mentality.
Patent Information
- Application Number
- JP2025046464
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-03-21
- Publication Date
- 2025-06-12
- Estimated Expiration
- 2038-03-28
AI Technical Summary
Conventional gacha systems lack relevance between consecutive lottery processes, leading to monotonous gameplay and insufficient enhancement of the player's gambling mentality.
A computer system that determines different types of objects with varying roles and sets winning probabilities for first and second lotteries, allowing for a series of lottery processes that give relevance to consecutive draws and enhance player engagement.
The system enhances the player's gambling mentality by introducing an interesting and dynamic lottery process, making gameplay more engaging and interactive.
Smart Images

Figure 2025089389000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a computer system or the like that provides a user with objects that can be used in games.
Background Art
[0002] Conventionally, there has been known a game that employs a charging system called "item charging" that provides objects such as characters, weapons, and items that can be used in games for a fee. For example, Patent Document 1 discloses a game in which a predetermined currency can be consumed within the game to purchase items. In addition, the mode of item charging is not limited to a sales mode in which a player (user) can individually specify and purchase an object such as an item desired by the player, and there is also a mode in which an object selected by lottery is provided to the user (so-called "gacha").
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] By the way, in the conventional gacha, even when this is repeatedly executed a plurality of times, the lottery process is performed individually, so there is no relevance to each lottery result. Therefore, a player (user) of the game simply repeats an execution instruction operation of the gacha for the purpose of winning a desired object or the like, and the process is monotonous, and there is a problem that the user's gambling mentality cannot be enhanced enough.
[0005] Therefore, an object of the present invention is to provide a technology that can enhance the user's gambling mentality by giving relevance to consecutive lottery processes, or to provide a lottery process having an interestingness different from simply performing a plurality of lotteries.
Means for Solving the Problem
[0006] A first invention for solving the above problems is a computer system (e.g., the server system 1100 in FIG. 1) that selects an object available for a game from a group of objects based on a lottery execution instruction operation by a user who operates a user terminal (e.g., the user terminal 1500 in FIG. 1), and assigns the object selected by the lottery to the user. Among the objects, there are multiple types of objects with different roles. A lottery type determination means (e.g., the lottery order determination unit 233 in FIGS. 7 and 12) for determining a first type and a second type among the multiple types, a winning probability of each object when performing a first lottery from a group of first type objects that are the first type of objects, and a winning probability of each object when performing a second lottery from a group of second type objects that are the second type of objects, a probability setting means (e.g., the lottery probability setting unit 235 in FIGS. 7 and 12) for setting based on the determination of the lottery type determination means, a first lottery means (e.g., the first lottery processing unit 237 in FIGS. 7 and 12) for performing the first lottery based on the winning probability set by the probability setting means and selecting a first assigned object to be assigned to the user, and a second lottery means (e.g., the second lottery processing unit 257 in FIGS. 7 and 12) for performing the second lottery based on the winning probability set by the probability setting means and selecting a second assigned object to be assigned to the user. The lottery type determination means, the probability setting means, the first lottery means, and the second lottery means are a computer system that functions as a series of lottery processes.
[0007] As used herein, the "computer system" may refer to a system consisting of a single computer or a system in which a plurality of computers are communicably connected. According to the first invention, it is possible to determine the types of objects as the first type and the second type from among a plurality of types with different roles, and based on this determination, set the winning probability related to the first lottery and the winning probability related to the second lottery. Then, a first lottery for lottery-drawing a first type of object based on the determined winning probability related to the first lottery and a second lottery for lottery-drawing a second type of object based on the winning probability related to the second lottery can be executed as a series of lottery-drawing processes. According to this, it is possible to give relevance to the continuously performed lottery-drawing processes, enhance the player's gambling mentality, or realize a lottery-drawing process having an interesting nature different from simply performing the lottery a plurality of times.
[0008] Further, in the second invention, the probability setting means sets the winning probability of all or part of the objects of the same type to be different depending on whether they are determined as the first type or the second type by the lottery type determination means in the computer system of the first invention.
[0009] According to the second invention, when focusing on a certain type, it is possible to set the winning probability so that the winning probability of the object of that type is different between the case where it is the lottery target in the first lottery that executes the object of that type first and the case where it is the lottery target in the subsequent second lottery.
[0010] Furthermore, in the third invention, the object is provided with a parameter setting including at least a setting indicating rarity, and the probability setting means sets the winning probability of an object satisfying a predetermined high rarity condition indicating a high rarity to be higher in the first lottery than in the second lottery in the computer system of the first or second invention.
[0011] According to the third invention, when focusing on a certain type, the winning probability of an object that satisfies the high rarity condition among the objects of that type can be set such that it is higher when the object is selected in the first lottery than when the object is selected in the second lottery for that type.
[0012] Further, in the fourth invention, the object has a parameter setting including at least a setting indicating rarity, and the probability setting means sets the winning probability of an object that satisfies a predetermined high rarity condition indicating a high rarity based on the user's instruction operation as to whether to increase the probability in the first lottery or the second lottery. It is a computer system of the first or second invention.
[0013] According to the fourth invention, when focusing on a certain type, regarding the winning probability of an object that satisfies the high rarity condition among the objects of that type, it can be set based on the user's instruction operation whether it is higher when the object is selected in the first lottery or the second lottery for that type.
[0014] Further, the fifth invention is a computer system of the third or fourth invention, further comprising means for performing control to display information indicating which of the first lottery and the second lottery has a higher winning probability of an object that satisfies the high rarity condition on the user terminal.
[0015] According to the fifth invention, when focusing on a certain type, it is possible to present to the user which of the first lottery and the second lottery has a higher winning probability of an object that satisfies the high rarity condition among the objects of that type.
[0016] Also, in the sixth invention, the second lottery means is a probability changing means (for example, the second lottery probability changing unit 240 in FIGS. 7 and 12) that changes the winning probability set by the probability setting means for each object included in the second type object group based on the parameter setting set for the first given object, and performs the second lottery according to the winning probability changed by the probability changing means to lottery the second given object, which is a computer system of any one of the first to fifth inventions.
[0017] According to the sixth invention, based on the parameter setting of the first given object determined by lottery from the first type object group in the first lottery, the winning probability related to the second lottery set for the second type object can be changed.
[0018] Also, in the seventh invention, the probability changing means is a computer system of the sixth invention that changes the winning probability of an object having a parameter setting that satisfies a corresponding condition based on the parameter setting set for the first given object among the objects included in the second type object group.
[0019] According to the seventh invention, among the second type object group, the winning probability of an object whose parameter setting satisfies a corresponding condition with the parameter setting of the first given object can be changed.
[0020] Also, in the eighth invention, the probability changing means is a computer system of the seventh invention that has means for increasing the winning probability of an object having a parameter setting that satisfies the corresponding condition.
[0021] Also, in the ninth invention, the probability changing means is a computer system of the seventh invention that has means for reducing the winning probability of an object having a parameter setting that satisfies the corresponding condition.
[0022] According to the eighth or ninth invention, the winning probability of an object that satisfies the corresponding conditions among the second type of object group can be increased or decreased.
[0023] Moreover, the tenth invention is a computer system of any one of the seventh to ninth inventions, wherein the parameter setting includes at least a setting indicating rarity.
[0024] According to the tenth invention, among the second type of object group, the winning probability of an object whose rarity satisfies the corresponding conditions with the rarity of the first given object can be changed.
[0025] Moreover, the eleventh invention is a computer system of any one of the seventh to ninth inventions, wherein the parameter setting includes at least a setting regarding the combination compatibility of the first type and the second type of objects.
[0026] According to the eleventh invention, among the second type of object group, the winning probability of an object whose setting regarding the combination compatibility satisfies the corresponding conditions with the setting related to the first given object can be changed.
[0027] Moreover, the twelfth invention is a computer system of any one of the first to eleventh inventions, wherein the probability setting means sets the winning probability of each object when performing the first lottery and / or the winning probability of each object when performing the second lottery based on the determination of the lottery type determination means and the play history of the user.
[0028] According to the twelfth invention, the winning probability of each object when performing the first lottery and / or the winning probability of each object when performing the second lottery are set taking into account the play history of the user. For this reason, for example, depending on the frequency and amount of charging and item consumption, the objects that are likely to win in the first lottery and the objects that are likely to win in the second lottery can change.
[0029] Further, the 13th invention is a game system (for example, the game system 1000 in FIG. 1) configured such that a user terminal and a computer system of any one of the 1st to 12th inventions can be communicatively connected.
[0030] According to the 13th invention, a game system having the same effect as that of the 1st invention can be realized.
[0031] Further, the 14th invention is a program (for example, the game program 504 in FIG. 12) for causing a user terminal (for example, the user terminal 1500A in FIG. 12) to execute a process of selecting an object available for a game from among a group of objects based on a lottery execution instruction operation of a user and assigning the object selected by the lottery to the user. Among the objects, there are a plurality of types of objects having different roles. A lottery type determination means for determining a type to be the 1st type and a type to be the 2nd type among the plurality of types, a winning probability of each object when performing a first lottery from among a first type object group which is the first type of object, and a winning probability of each object when performing a second lottery from among a second type object group which is the second type of object, a probability setting means for setting based on the determination of the lottery type determination means, a first lottery means for performing the first lottery based on the winning probability set by the probability setting means and selecting a first assigned object to be assigned to the user, a second lottery means for performing the second lottery based on the winning probability set by the probability setting means and selecting a second assigned object to be assigned to the user, causing the user terminal to function as, and causing the lottery type determination means, the probability setting means, the first lottery means, and the second lottery means to be executed as a series of lottery processes.
[0032] According to the 14th invention, a program having the same effect as that of the 1st invention can be realized.
Brief Description of the Drawings
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Mode for Carrying Out the Invention
[0034] Hereinafter, with reference to the drawings, preferred embodiments of the present invention will be described. Note that the present invention is not limited by the embodiments described below, and the applicable forms of the present invention are not limited to the following embodiments. Also, in the description of the drawings, the same reference numerals are given to the same parts.
[0035] FIG. 1 is a diagram showing an example of the overall configuration of a game system 1000 in the present embodiment. As shown in FIG. 1, the game system 1000 includes a server system 1100 which is a computer system, and a user terminal 1500 possessed by a user who is a player 2 of the game in the present embodiment. These are connected to be capable of mutually performing data communication via a communication line 9.
[0036] Communication line 9 means a communication path capable of data communication. That is, the communication line 9 includes, in addition to a dedicated line (dedicated cable) for direct connection and a LAN (Local Area Network) such as Ethernet (registered trademark), communication networks such as a telephone communication network, a cable network, and the Internet, and also includes wired / wireless communication methods.
[0037] The server system 1100 includes a main body device 1101, a keyboard 1106, a touch panel 1108, and a storage 1140. The main body device 1101 incorporates a control board 1150 on which various microprocessors such as a CPU (Central Processing Unit) 1151, a GPU (Graphics Processing Unit), and a DSP (Digital Signal Processor), various IC memories 1152 such as VRAM, RAM, and ROM, and electronic components such as a communication device 1153 are mounted. Note that part or all of the control board 1150 may be realized by an ASIC (Application Specific Integrated Circuit), an FPGA (field-programmable gate array), or a SoC (System on a Chip).
[0038] This server system 1100 realizes a user management function related to user registration and the like, and a game management function that provides data necessary for playing a game on the user terminal 1500 and manages the execution control of the game on the user terminal 1500 by the CPU 1151 and the like performing arithmetic processing based on a predetermined program and data. That is, the game in this embodiment is realized as a kind of client-server type online game. The player 2 accesses the server system 1100 with his / her own user terminal 1500, logs in with the issued account, and enjoys the game of this embodiment.
[0039] In addition, the server system 1100 cooperates with an external electronic payment server operated by an electronic payment provider or the like to perform a purchase procedure (billing process) for virtual currency equivalent points (hereinafter simply referred to as "points"). In the billing process, the electronic payment server responds to an inquiry from the server system 1100 and performs a process of settling the purchase amount of points with the credit card, prepaid card, etc. of player 2. Then, the server system 1100 grants points equivalent to the purchase amount settled by the electronic payment server to player 2.
[0040] Note that the server system 1100 is not limited to the single configuration shown in FIG. 1, and may have a configuration in which a plurality of blade servers that share each function are installed and connected to each other via an internal bus so as to be capable of data communication. Alternatively, a configuration in which a plurality of independent servers installed at separate locations are data-communicated via the communication line 9 so as to function as the server system 1100 as a whole may also be adopted.
[0041] The user terminal 1500 is a computer system that undertakes the function of a man-machine interface, and is connected to the communication line 9 via a mobile phone base station, a wireless communication base station, etc., and can perform data communication with the server system 1100. This user terminal 1500 can take forms such as, for example, a smartphone, a mobile phone, a portable game device, a stationary home game device, a controller of a stationary home game device, a business game device, a personal computer, a tablet computer, a wearable computer, etc.
[0042] FIG. 2 is a diagram showing an example of the device configuration of a smartphone which is an example of the user terminal 1500. As shown in FIG. 2, the user terminal 1500 includes a direction input key 1502, a home key 1504, a touch panel 1506 that functions as an image display device and a contact position input device, a built-in battery 1509, a speaker 1510, a microphone 1512, a control board 1550, and a memory card reader 1542 that can read and write data to and from a memory card 1540 which is a computer-readable storage medium. In addition, a power button, a volume adjustment button, etc. (not shown) are provided.
[0043] The control board 1550 is equipped with various microprocessors such as a CPU 1551, a GPU, and a DSP, various IC memories 1552 such as VRAM, RAM, and ROM, a wireless communication module 1553 for wireless communication with a mobile phone base station, a wireless LAN base station, etc. connected to the communication line 9, an interface circuit 1557, etc. Further, the control board 1550 is equipped with a circuit for receiving signals from the direction input key 1502 and the home key 1504, a driver circuit for the touch panel 1506, an output amplifier circuit for outputting an audio signal to the speaker 1510, an audio signal generation circuit for generating a signal of the audio collected by the microphone 1512, a signal input / output circuit to the memory card reader 1542, etc., so-called I / F circuits (interface circuits) 1557, etc. Each element mounted on these control boards 1550 is electrically connected via a bus circuit or the like, and is connected so as to enable reading and writing of data and transmission and reception of signals. Note that part or all of the control board 1550 may be configured by an ASIC, an FPGA, or a SoC.
[0044] In this control board 1550, the IC memory 1552 stores a game client program and various setting data necessary for executing this game client program. The game client program etc. are downloaded from the server system 1100 at an appropriate timing. Note that it may be configured to read from a storage medium such as a separately obtained memory card 1540. Then, the CPU 1551 etc. execute the game client program to execute arithmetic processing, and control each part of the user terminal 1500 according to operation inputs to the touch panel 1506, the direction input key 1502, and the home key 1504, thereby enabling the player 2 to play the game.
[0045] [Overview] In the game of this embodiment, Player 2 can perform a lottery (gacha) of objects available in the game in exchange for consuming a predetermined amount of points. Objects that can be awarded in the gacha include, for example, characters that can be selected as player characters, weapons and armor that can be equipped or used by player characters, various items such as bullets and medicines, vehicles of player characters, summoned beasts, additional abilities that can be added to player characters such as magic and skills, the right to open new game stages and maps, the right to draw lots, and so on. In this embodiment, a plurality of objects that can be classified into three categories of "weapons", "characters", and "items" with different roles are prepared in advance as lottery targets. Note that the consideration consumed in the gacha is not limited to points and may be real-world currency (money).
[0046] More specifically, in this embodiment, two types of gacha menus, "single gacha" and "continuous gacha", are prepared. In the single gacha, for example, upon receiving a category selection operation by Player 2, any one of the categories of weapons, characters, and items (types of objects with different roles) is selected, and a single lottery process is performed for the selected category, and the winning object is awarded to Player 2.
[0047] On the one hand, when the multi-draw gacha is selected, the lottery process is performed multiple times, and the selected objects are collectively given to Player 2. In this embodiment, lotteries are conducted from among the object groups of each category for weapons, characters, and items. As the processing procedure, first, a lottery execution instruction operation is received. For example, Player 2 performs a lottery execution instruction operation by selecting the multi-draw gacha menu from the gacha menu. Then, if the lottery execution instruction operation is received, subsequently, the lottery order selection operation of Player 2 is received to determine the execution order (lottery order) of the lottery for each category. After that, a weapon lottery for selecting a weapon to be given to Player 2 from among the object group of the weapon category (the weapon group prepared as the lottery target), a character lottery for selecting a character to be given to Player 2 from among the object group of the character category (the character group prepared as the lottery target), and an item lottery for selecting an item to be given to Player 2 from among the object group of the item category (the item group prepared as the lottery target) are executed in the determined lottery order to perform a series of lottery processes. After that, the three objects of the selected weapon, character, and item are given to Player 2, and the execution of the multi-draw gacha is terminated.
[0048] Here, a rarity is defined for each object prepared as the lottery target. The rarity is, for example, in descending order of highness, "super rare", "rare", "common". Of course, the number of rarity levels may be four or more, or may be two. Also, for each rare object of super rare and rare among them, separate winning probabilities are predetermined for single-draw gacha and multi-draw gacha. The winning probability for single-draw gacha is a value corresponding to its rarity, and the higher the rarity of the object, the lower the winning probability, and it becomes more difficult to win. For example, super rare is 0.3% and rare is 0.9%. The winning probability for multi-draw gacha will be described later.
[0049] Then, the lottery process for single-draw gacha is performed using the winning probability for single-draw gacha. When a rare object is not won as a result of the lottery, one non-rare object with a common rarity is selected from among the objects to be drawn and given. On the other hand, when performing consecutive-draw gacha, the winning probability is set and changed based on the specified value for consecutive-draw gacha and used for the lottery process.
[0050] [Principle] 1. Lottery Probability Setting Process The lottery probability setting process is performed prior to the execution of consecutive-draw gacha (a series of lottery processes), and the winning probability for the lottery of each category is set according to whether it is to be performed as the first draw (where the lottery order of that category is earlier) or the second draw (where the lottery order is later). Fig. 3 is a diagram for explaining the principle of the lottery probability setting process and shows a series of lottery processes (a) and (b) performed in different orders. In Fig. 3(a), when focusing on the first two draws in the upper two rows, the first draw, which is the first draw, is the character draw, and the second draw, which is the second draw, is the weapon draw. That is, the first type is the character and the second type is the weapon. Conversely, in Fig. 3(b), the first draw is the weapon draw and the second draw is the character draw (the first type is the weapon and the second type is the character).
[0051] In this embodiment, the winning probabilities set by the lottery probability setting process differ between the case (a) where character lottery is performed in the previous lottery order and the case (b) where character lottery is performed in the subsequent lottery order. Specifically, when the lottery order of character lottery is set to be earlier, among the character group, the winning probability of a "high rarity" character whose rarity satisfies a predetermined high rarity condition is set high, and the winning probability of a "non - rarity" character is set low (Fig. 3(a)). On the contrary, when the lottery order of character lottery is set to be later, the winning probability of a high rarity character is made lower compared to the case of Fig. 3(a), and accordingly, the winning probability of a non - rarity character becomes higher (b). Also, although not shown, when the lottery order of character lottery is set to be the last, the winning probability of a high rarity character becomes even lower than the case of Fig. 3(b), and the winning probability of a non - rarity character also further increases. The high rarity condition can be, for example, "the rarity is super rare or rare", but it may also be set such that only super rare objects satisfy the high rarity condition. The same applies when focusing on weapon lottery. If the lottery order of weapon lottery is earlier, high rarity weapons are more likely to win (Fig. 3(a)), and if the lottery order is later, high rarity weapons are less likely to win (Fig. 3(b)). The same also applies when focusing on item lottery.
[0052] That is, in this embodiment, when the lottery order is earlier, the winning probability is set such that a rare object is more likely to win in that lottery, while when the lottery order is later, the winning probability is set such that a rare object is less likely to win in that lottery.
[0053] To achieve this, in the lottery probability setting process, first, a lottery order selection operation is accepted together with a lottery execution instruction operation, and a category of objects of the first type and a category of objects of the second type are determined. In this embodiment, an operation for designating the lottery order of each lottery of weapons, characters, and items in a series of lottery processes is accepted as the lottery order selection operation.
[0054] FIG. 4(a) is a diagram for explaining the lottery order selection operation, and shows an example screen of the lottery order selection screen displayed on the touch panel 1506 after the lottery execution instruction operation. As shown in FIG. 4(a), on the lottery order selection screen, three display bodies A11, A13, and A15 indicating weapon lottery, character lottery, and item lottery performed in a series of lottery processes are displayed on the left side of the screen, and three lottery order designation positions B11, B13, and B15 of "first", "second", and "last" are displayed on the right side of the screen. On this lottery order selection screen, if the player 2 wants to execute the character lottery first, for example, the player touches the display body A13 indicating the character lottery and performs a drag-and-drop operation to move it to the lottery order designation position B11. FIG. 4(b) shows an example in which the three display bodies A11, A13, and A15 are each moved to the desired lottery order designation positions B11, B13, and B15 in the same manner.
[0055] Here, on the lottery order selection screen, near the lottery order designation positions B11, B13, and B15, the high and low winning probabilities of rare objects when lottery is performed in the corresponding lottery order are displayed. In this embodiment, since the winning probability of rare objects increases as the lottery order is earlier, it is displayed and presented to the player 2 that the winning probability of rare objects is high in the first lottery, slightly high in the second lottery, and low in the last lottery. Therefore, the player 2 designates the lottery order, for example, by designating the character lottery in the first lottery if the player wants to obtain a character with a high rarity while referring to the display.
[0056] If the lottery order selection operation is received as described above, the order related to the operation is determined as the lottery order. Then, based on the determined lottery order, the winning probability for each lottery is set. For the setting, the winning probability for the continuous gacha described above is used. FIG. 5 is a diagram showing an example of the data configuration of the winning probability definition data that defines the winning probability for the continuous gacha. As shown in FIG. 5, the winning probability definition data for the continuous gacha (continuous winning probability definition data) stores, for each rare object, the winning probability when the lottery order of its category is the first, second, and last order in a series of lottery processes. And in FIG. 5, for example, focusing on the character category, if the lottery order is the first, the specified values of the winning probability surrounded by the dashed line are set as the winning probabilities of the corresponding rare objects. On the other hand, when the lottery order is the last, the specified values of the winning probability surrounded by the double-dashed line are set as the winning probabilities of the corresponding rare objects.
[0057] Basically, the winning probability of each rare object is set to the highest value when the lottery order is the first, and is set to lower values step by step in the second and last orders. However, it is not necessary for the winning probabilities of all rare objects to be different values depending on the lottery order, and it may include objects for which the winning probabilities in each lottery order are the same. In other words, it is also possible that the winning probabilities of some rare objects change depending on the lottery order.
[0058] According to the lottery probability setting process described above, in a series of lottery processes that sequentially perform lotteries for different categories, the winning probability of rare objects can be set higher for the category with the earlier lottery order. Therefore, for example, if Player 2 specifies the lottery order with the earlier order for the character lottery, it becomes easier for a character with a high rarity to win in the character lottery. Instead, in the weapon lottery and item lottery with the later lottery order, it becomes more difficult for weapons and items with a high rarity to win.
[0059] 2. Second lottery probability change process In this embodiment, after setting the winning probability as described above, a series of lottery processes are started, and the lottery for each category is performed based on the set winning probability in the determined order. However, after the lottery for one category is completed, a second lottery probability change process is performed before the next lottery to change the winning probability related to the next lottery.
[0060] The change is made by adjusting the winning probability of the object (rare object) to be the second lottery target set in the lottery probability setting process. At this time, the parameter settings of the object (first awarded object) that won in the previous first lottery are used. Hereinafter, taking the case where the lottery order is weapon lottery, character lottery, and item lottery in this order as an example, the second lottery probability change process will be described.
[0061] 2-1. Combination Compatibility FIG. 6 is a diagram for explaining the principle of the second lottery probability change process, focusing on the character lottery and the weapon lottery. In the character lottery, which is the first lottery in this case, a lottery is performed from among the character group, which is the first type of object group. Here, for each character to be the lottery target, character types such as "Type A", "Type B", and "Type C" are preset as parameter settings. Therefore, as shown in FIG. 6, each character can be grouped into groups G211, G213, G215,... for each character type.
[0062] Then, in the second lottery probability change process after the character lottery, first, the combination compatibility is determined from the character type of the first awarded object. For example, when the character O11 of Type B wins, based on this Type B, a weapon that matches the combination compatibility with the character O11 is determined from among the weapon group, which is the second type of object group. In this embodiment, a weapon with parameter settings that satisfy a predetermined corresponding condition with Type B is defined as a weapon with matching combination compatibility.
[0063] Here, for each weapon, as a parameter setting, the character type of the character who can equip that weapon is preset. Therefore, as shown in FIG. 6, each weapon can be grouped into groups G221, G223, G225, ··· for each character type. For example, the weapons belonging to group G221 are weapons that can be equipped by characters of type A and type B. On the other hand, the weapons belonging to group G225 are weapons that can be equipped only by characters of type C. In addition, as another parameter setting for the weapon, a weapon type is set as appropriate. For example, weapon types such as "long-range attack", "medium-range attack", and "close-range attack" can be set.
[0064] And the corresponding conditions related to the character are, for example, "the same character type as the first granted object is set as the parameter setting". Therefore, in the example of FIG. 6, the weapons belonging to groups G221 and G223 are determined to be weapons with matching combination compatibility in relation to character O11.
[0065] After that, the reference value adjustment process is performed on the weapons in groups G221 and G223 with matching combination compatibility as the target objects, and the winning probability of each is changed once. The reference value adjustment process is defined, for example, as a process of adding a predetermined value (for example, +0.3) to the winning probability (winning probability setting value) set for the target object to increase the winning probability. A process of multiplying the winning probability setting value of the target object by a predetermined value (for example, ×1.2) may also be used. By the process here, in the example of FIG. 6, it is possible to make it easier for character O11 to win in the second lottery for weapons that can be equipped and have a super rare or rare rarity. When a rare object is not selected, for example, it is advisable to select the object to be granted from among non-rare objects with matching combination compatibility (weapons with a common rarity belonging to groups G221 and G223).
[0066] In addition to the character types with limited equipability as exemplified, the weapon group may include "common" weapons without such limitations. And the common weapons may be targeted for changing the winning probability in the second lottery probability change process.
[0067] Alternatively, instead of increasing the winning probability of objects with matching combination compatibility, the winning probability of objects with non-matching combination compatibility (weapons belonging to group G225 in the example of FIG. 6) may be lowered. In this case, the reference value adjustment process is performed on the target object, which is a rare object with non-matching combination compatibility. And the reference value adjustment process is defined as a process of lowering the winning probability of the target object, such as subtracting a predetermined value from the winning probability setting value.
[0068] Or, the winning probability of objects with non-matching combination compatibility may be set to zero. For example, this can be achieved by excluding objects with non-matching combination compatibility from the lottery targets of the second lottery. In the case of the example of FIG. 6, the weapons winning in the second lottery will necessarily be weapons that character O11 can equip. That is, in the second lottery, it is possible to prevent weapons that character O11 elected in the first lottery cannot equip from winning.
[0069] 2-2. Rarity In the second lottery probability change process of the present embodiment, after the winning probability is primarily changed based on the combination compatibility as described above, when the first given object is a rare object, objects for the second lottery that satisfy a predetermined corresponding condition with the rarity of the first given object are selected. And for the selected objects, the winning probability is secondarily changed.
[0070] The corresponding condition related to rarity is, for example, "the same rarity as the first given object is set as the parameter setting".
[0071] Specifically, in the example of FIG. 6, since the rarity of the character O11 selected in the first lottery is super rare, among the weapons of groups G221 and G223 determined to have matching combination compatibilities in the first change, the winning probabilities of weapons of the same super rare, such as weapons O13 and O21, are secondarily changed. The secondary change is performed, for example, by adding a predetermined value (e.g., +0.1) to the winning probabilities of the weapons O13, O21, etc. that have been first changed, thereby increasing the winning probability. According to this, objects of the same rarity as those selected in the first lottery can be made more likely to be selected in the second lottery.
[0072] Regarding the secondary change as well, in the same manner as the first change, the winning probability of a rare object with a rarity different from that of the first given object may be lowered or the winning probability may be set to zero.
[0073] If the second lottery probability change process is performed for the weapon lottery as described above, a lottery is conducted from among the weapon group, which is the second type of object group, based on the changed winning probability, and the weapon to be given to the user is determined. After that, prior to the next item lottery, the second lottery probability change process is performed in the same manner, and the winning probability related to the item lottery will be changed.
[0074] Specifically, the item group is composed of, for example, various items such as ammunition for filling weapons, repair items for characters and weapons, and their fuels, and includes dedicated items for which the usable characters and weapons are limited. And for each item, as parameter settings, the character type and weapon type for which the item can be used are preset.
[0075] Note that the item group may include, in addition to those with limited usable character types and weapon types as exemplified, common items without such restrictions. And the common items may be the targets of the change in the winning probability in the second lottery probability change process.
[0076] Also, in the second lottery probability change process related to item lottery, similar to the weapon lottery, the character lottery can be set as the first lottery, and the selected character (character O11 in FIG. 6) can be used as the first awarded object. Or, the previous weapon lottery can be regarded as the first lottery, and the selected weapon (weapon O13 in FIG. 6) can be used as the first awarded object, and its parameter settings can be used. Alternatively, both character O11 and weapon O13 can be used as the first awarded objects, and the winning probabilities related to the item group can be changed using their parameter settings as OR conditions.
[0077] As described above, according to the second lottery probability change process, the weapon that can be equipped by the character selected in the first character lottery will surely win or be more likely to win in the next weapon lottery. Also, dedicated items, etc. for the character selected in the character lottery or the weapon selected in the weapon lottery will surely win or be more likely to win in the last item lottery. Therefore, for example, if the first lottery is a character lottery and the second lottery is a weapon lottery, according to the lottery probability setting process described above, a character with a high rarity is more likely to win in the character lottery. And according to the second lottery probability change process, in the subsequent weapon lottery, the weapon that can be equipped by the character selected in the character lottery will surely win or be more likely to win.
[0078] Now, in the continuous gacha of this embodiment, the lottery processes of weapon lottery, character lottery, and item lottery are performed as a series of lottery processes. However, in this embodiment, for each lottery, a cancel instruction operation to cancel the next lottery is accepted. And when player 2 performs the cancel instruction operation and chooses to stop the continuous gacha halfway, the series of lottery processes is terminated.
[0079] In the case of this mid - cancellation, the point consumption amount is reduced by a predetermined amount and the charging process is performed. For example, when the point consumption amount for a single consecutive gacha is 300 points, it is reduced to 210 points for cancellation before the second draw, and to 240 points for cancellation before the third (last) draw, and so on.
[0080] Also, when accepting the cancellation instruction operation, information regarding the previous draw result (that is, the first awarded object) and information indicating the winning probability related to the second draw changed based on the said draw result (that is, the result of the second draw probability change process) are displayed and presented to Player 2.
[0081] First, the display of information regarding the draw result (display of information regarding the draw result during the process before all consecutive gachas end) is performed by displaying information indicating a hint of the first awarded object that won. For example, it may display the silhouette of the first awarded object, or it may display the character type or weapon type of the first awarded object. According to this, Player 2 can, for example, predict the first awarded object that won from the silhouette and proceed to the next draw, or conversely, perform a cancellation instruction operation to make a choice of mid - cancellation. Also, as a basis for judgment at that time, the winning probability related to the next draw can be referred to. Therefore, it is possible to execute the next draw while increasing Player 2's sense of expectation for the draw result between draws. Note that not limited to the display of information indicating a hint, information indicating the first awarded object such as the character name or weapon name of the first awarded object may be displayed.
[0082] [Functional Configuration] 1. Server System FIG. 7 is a block diagram showing an example of the functional configuration of the server system 1100. As shown in FIG. 7, the server system 1100 includes an operation input unit 100s, a server processing unit 200s, an image display unit 390s, a sound output unit 392s, a communication unit 394s, and a server storage unit 500s.
[0083] The operation input unit 100s is for inputting various operations for system management, maintenance, etc., and can be realized by, for example, a keyboard, a mouse, a touch panel, etc. In FIG. 1, the keyboard 1106 and the touch panel 1108 correspond to this.
[0084] The server processing unit 200s can be realized by a processor which is an arithmetic circuit such as a CPU, a GPU, an ASIC, an FPGA, etc., and electronic components such as an IC memory, and performs input / output control of data with each part of the device including the operation input unit 100s and the server storage unit 500s. Then, it performs various arithmetic processes based on a predetermined program, data, an operation input signal from the operation input unit 100s, data received from the user terminal 1500, etc., and comprehensively controls the operation of the server system 1100. In FIG. 1, the control board 1150 and its CPU 1151 correspond to this.
[0085] This server processing unit 200s includes a user management unit 210, a charging processing unit 220, a game management unit 230, a timing unit 280s, an image generation unit 290s, a sound generation unit 292s, and a communication control unit 294s.
[0086] The user management unit 210 performs processing related to user registration and management of data of each registered user (player 2) associated with an account. For example, it can execute processing for granting a unique account to a registered user, registration information management processing for registering and managing personal information for each account, usage history management processing for managing login and logout histories, etc. Of course, other data management processing associated with these user accounts can also be appropriately included.
[0087] The charging processing unit 220 performs a charging process in response to a point purchase operation by the player 2, and grants points equivalent to the purchase amount to the player 2.
[0088] The game management unit 230 performs various processes related to the execution management of the game. Since the game of this embodiment is a client-server type online game, the game management unit 230 controls the provision of data necessary for game play while communicating with the user terminal 1500. This game management unit 230 includes a game progress control unit 231, a lottery order determination unit 233, a lottery probability setting unit 235, a first lottery processing unit 237, a second lottery probability change unit 240, a lottery result hint display control unit 251, a second lottery probability display control unit 253, a cancellation processing unit 255, and a second lottery processing unit 257.
[0089] The game progress control unit 231 communicates with the user terminal 1500 at any time, controls the progress of the game play on the user terminal 1500, and performs processing related to the reflection of the play result.
[0090] The lottery order determination unit 233 is a functional unit that performs lottery probability setting processing in the above-described manner together with the lottery probability setting unit 235 when executing a series of lottery processes when a lottery execution instruction operation is received (when the continuous gacha menu is selected), and receives a lottery order selection operation to determine the lottery order for each category of weapons, characters, and items.
[0091] The lottery probability setting unit 235 sets the winning probability related to the lottery for each category based on the determination of the lottery order by the lottery order determination unit 233.
[0092] The first lottery processing unit 237 performs a lottery from among the first type of object group based on the winning probability set by the lottery probability setting unit 235, and determines the first granted object to be granted to the player 2.
[0093] The second lottery probability change unit 240 performs the second lottery probability change process in the above-described manner, and changes the winning probability related to the second lottery by adjusting the winning probability setting value set in the lottery probability setting process for the objects (rare objects) of the second type object group to be lottery targets in the second lottery. In the present embodiment, the primary change using the combination compatibility and the secondary change using the rarity are sequentially performed. This second lottery probability change unit 240 includes a combination compatibility determination unit 241. The combination compatibility determination unit 241 determines the combination compatibility with the first given object for the objects of the second type object group according to the corresponding conditions.
[0094] After the first lottery and before the execution of the second lottery, the lottery result hint display control unit 251 causes the hint of the object that won in the immediately previous lottery to be displayed on the image display unit 390 in the user terminal 1500.
[0095] After the first lottery and before the execution of the second lottery, the second lottery probability display control unit 253 causes the winning probability related to the second lottery after being changed by the second lottery probability change unit 240 to be displayed on the image display unit 390 in the user terminal 1500.
[0096] After the first lottery and before the execution of the second lottery, the cancel processing unit 255 receives a cancel instruction operation for the second lottery. Then, upon receiving the cancel instruction operation of the player 2, the execution of the second lottery is canceled, and a series of lottery processes are terminated.
[0097] The second lottery processing unit 257 performs a lottery from among the second object group based on the winning probability after being changed by the second lottery probability change unit 240, and determines the second given object to be given to the player 2.
[0098] The timing unit 280s uses the system clock to perform timing of the current date and time, the time limit, and the like.
[0099] The image generation unit 290s generates an image related to the system management of the server system 1100 and outputs it to the image display unit 390s.
[0100] The sound generation unit 292s is realized by executing an IC or software for generating and decoding voice data, and generates or decodes voice data such as operation sounds related to system management and video distribution of the server system 1100, BGM, etc. The voice signal related to system management is output to the sound output unit 392s.
[0101] The communication control unit 294s performs communication connection and data processing for data communication with an external device (for example, the user terminal 1500) via the communication unit 394s, and realizes the exchange of data with the external device.
[0102] The image display unit 390s displays various screens for system management and the like based on the image signal input from the image generation unit 290s. For example, it can be realized by an image display device such as a flat panel display, a cathode ray tube (CRT), a projector, or a head-mounted display. In FIG. 1, the touch panel 1108 corresponds to this.
[0103] The sound output unit 392s emits the voice signal input from the sound generation unit 292s. In FIG. 1, the speakers (not shown) provided in the main body device 1101 and the touch panel 1108 correspond to this.
[0104] The communication unit 394s connects to the communication line 9 to realize communication. For example, it can be realized by a wireless communication device, a modem, a TA (terminal adapter), a jack of a wired communication cable, a control circuit, etc. In FIG. 1, the communication device 1153 corresponds to this.
[0105] In the server storage unit 500s, programs for operating the server system 1100 and realizing various functions provided by the server system 1100, data used during the execution of this program, etc. are stored in advance, or temporarily stored each time processing is performed. For example, it can be realized by an IC memory such as a RAM or ROM, a magnetic disk such as a hard disk, an optical disk such as a CD-ROM or DVD. In FIG. 1, the IC memory 1152 and the storage 1140 correspond to this.
[0106] In addition, the server storage unit 500s stores a server program 501, a game client program 503 for distribution, user management data 510, game initial setting data 520, play data 560, and the current date and time 800. In addition, other necessary data such as a timer, a counter, and various flags are appropriately stored.
[0107] The server program 501 is a program for causing the server processing unit 200s to function as a user management unit 210, a charging processing unit 220, and a game management unit 230. Note that a program for causing the image generation unit 290s, the sound generation unit 292s, and the communication control unit 294s to function can also be appropriately included therein.
[0108] The game client program 503 for distribution is the original of the game client program 502 (see FIG. 10) downloaded to the user terminal 1500.
[0109] The user management data 510 stores information regarding the registered user who is Player 2. FIG. 8 is a diagram showing an example of the data configuration of one user management data 510. As shown in FIG. 8, the user management data 510 includes an account 511 of the corresponding Player 2, settlement medium ledger data 512, a list of possessed objects 513, a player level 514, and a play history 515 such as play date and time, play time, and number of plays.
[0110] The settlement medium ledger data 512 stores information on the income and expenditure of the electronic settlement medium (virtual currency equivalent points in this embodiment) associated with the corresponding Player 2, for example, the history of the purchase date and time and purchase quantity (charging amount) of points, the history of the consumption date and time and consumption quantity of points, and the like.
[0111] The list of possessed objects 513 stores a list of objects such as characters, weapons, and items that Player 2 has obtained and currently possesses during the game process.
[0112] Returning to FIG. 7, the game initial setting data 520 stores various initial setting data for executing the game of the present embodiment. The game initial setting data 520 stores game object data 530, single-draw winning probability definition data 540, and continuous-draw winning probability definition data 550.
[0113] The game object data 530 is prepared for each object such as weapons, characters, and items that can be given to Player 2 during the game process. FIG. 9 is a diagram showing an example of the data configuration of one game object data 530. As shown in FIG. 9, the game object data 530 stores an object name 531 of the corresponding object, a category (weapon / character / item) 532 to which the object is classified, and parameter settings 533 of the object. In addition, for example, if it is a character, its model data, motion data used for its motion control, and initial values of various ability values such as attack power and defense power are stored.
[0114] The parameter settings 533 include a character type 534 and a rarity 535. If the corresponding object is a character, its character type is set in the character type 534. If it is a weapon, the character type of the character that can equip it is set. If it is an item, the character type of the character that can use it is set.
[0115] Returning to FIG. 7, the single-draw winning probability definition data 540 stores the winning probabilities of each rare object used in the single-draw gacha. The winning probability of a non-rare object is determined by dividing the remaining probability obtained by subtracting the sum of the winning probabilities of each rare object from 1 by the number of non-rare objects. As a lottery process, it may be a step-by-step lottery in which a lottery based on the total probability of non-rare objects is performed, and when a non-rare object wins, a lottery is performed to select a non-rare object to be the winner from among the non-rare objects.
[0116] The consecutive draw winning probability definition data 550 stores the winning probability for each draw order of each rare object used in the consecutive draw gacha (see FIG. 5). The winning probability of non-rare objects is determined by dividing the remaining probability obtained by subtracting the sum of the winning probabilities of each rare object from 1 by the number of non-rare objects. As a lottery process, it may also be a step-by-step lottery in which a lottery based on the total probability of non-rare objects is conducted, and when a non-rare object wins, a lottery is conducted to select a non-rare object to be considered a win from among the non-rare objects.
[0117] The play data 560 is prepared for each player 2 playing the game (that is, for each user terminal 1500 connected to the server system 1100) and describes the play status (progress status) of the game.
[0118] 2. User Terminal FIG. 10 is a block diagram showing an example of the functional configuration of the user terminal 1500. As shown in FIG. 10, the user terminal 1500 includes an operation input unit 100, a terminal processing unit 200, an image display unit 390, a sound output unit 392, a communication unit 394, and a terminal storage unit 500.
[0119] The operation input unit 100 is for the user to input various operations and can be realized, for example, by a button switch, a joystick, a touch pad, a trackball, an acceleration sensor, an angular velocity sensor, a CCD module, etc. In FIG. 2, the direction input key 1502, the home key 1504, and the touch panel 1506 correspond to this.
[0120] The terminal processing unit 200 can be realized by a processor such as an arithmetic circuit like a CPU, GPU, ASIC, FPGA, etc., and electronic components such as an IC memory, and performs input / output control of data with each part of the device including the operation input unit 100 and the terminal storage unit 500. Then, it performs various arithmetic processes based on a predetermined program, data, an operation input signal from the operation input unit 100, data received from the server system 1100, etc., and comprehensively controls the operation of the user terminal 1500. In FIG. 2, the control board 1550 and its CPU 1551 correspond to this. And the terminal processing unit 200 in the present embodiment includes a user terminal arithmetic unit 270, a timing unit 280, an image generation unit 290, a sound generation unit 292, and a communication control unit 294.
[0121] The user terminal arithmetic unit 270 executes various arithmetic processes for making the user terminal 30 function as a terminal for the game play of player 2. For example, the user terminal arithmetic unit 270 includes an operation signal transmission control unit 271 and a game screen display control unit 273.
[0122] The operation signal transmission control unit 271 performs processes for transmitting various data and request information to the server system 1100 in response to an operation input to the operation input unit 100.
[0123] The game screen display control unit 273 performs control for displaying a game screen based on various data received from the server system 1100. For example, if the online game of the present embodiment is realized as a web game, web technologies that actively control the screen display using Java (registered trademark) and CSS (Cascading Style Sheets) together with HTML based on a web browser, or can be realized using a plugin such as Adobe (registered trademark) Flash. Of course, other methods are also acceptable. Also, in the configuration of the present embodiment, the game space image (for example, 3DCG, etc.) that is the basis of the game screen is generated by the server system 10, but a configuration in which the game space image is generated by the user terminal 1500 is also possible. In that case, the game screen display control unit 273 will perform control of the objects arranged in the virtual three-dimensional space for generating 3DCG.
[0124] The image generation unit 290, in cooperation with the game screen display control unit 273, generates an image signal for displaying one game screen per frame time (e.g., 1 / 60 second) based on various data received from the server system 1100, and outputs the generated image signal to the image display unit 390. For example, it can be realized by a processor such as a GPU or a digital signal processor (DSP), a program such as a video signal IC or a video codec, and a drawing frame IC memory such as a frame buffer.
[0125] The sound generation unit 292 is realized, for example, by a processor such as a digital signal processor (DSP) or a voice synthesis IC, and an audio codec for playing back voice files, etc. It generates voice signals for game sound effects, BGM, and various operation sounds and outputs them to the sound output unit 392.
[0126] The communication control unit 294 performs communication connection and data processing for data communication with an external device (e.g., the server system 1100) via the communication unit 394, and realizes data exchange with the external device.
[0127] The image display unit 390 displays various screens such as game screens based on the image signal input from the image generation unit 290. For example, it can be realized by an image display device such as a flat panel display, a projector, or a head-mounted display. In FIG. 2, the touch panel 1506 corresponds to this.
[0128] The sound output unit 392 emits sound effects, BGM, etc. related to the game based on the voice signal input from the sound generation unit 292. In FIG. 2, the speaker 1510 corresponds to this.
[0129] The communication unit 394 connects to the communication line 9 to realize communication. For example, it can be realized by a wireless communication device, a modem, a TA, a jack and a control circuit for a wired communication cable, etc. In FIG. 2, the wireless communication module 1553 corresponds to this.
[0130] The terminal memory unit 500 stores in advance programs for operating the user terminal 1500 and realizing the functions of the user terminal 1500, data used during the execution of these programs, etc., or temporarily stores them each time processing is performed. For example, it can be realized by IC memories such as RAM and ROM, magnetic disks such as hard disks, optical disks such as CD-ROMs and DVDs. In FIG. 2, the IC memory 1552 and the memory card 1540 correspond to this.
[0131] Also, a game client program 502 is stored in the terminal memory unit 500. The game client program 502 is a program for causing the terminal processing unit 200 to function as the user terminal arithmetic unit 270. This game client program 502 may be a dedicated client program according to the technical method for realizing an online game, or may be configured by a web browser program and a plugin for realizing interactive image display, etc. In this embodiment, it is a copy of the distribution game client program 503 (see FIG. 7) provided from the server system 1100.
[0132] [Processing flow] FIG. 11 is a flowchart for explaining the processing flow related to the execution of consecutive gacha in the server system 1100. The processing described here is realized by the server processing unit 200s reading and executing the server program 501. It should be noted that the user terminal 1500 is assumed to have already completed the login procedure separately.
[0133] As shown in FIG. 11, in the server system 1100, when detecting a lottery execution instruction operation on the user terminal 1500 (step S11: YES), a lottery probability setting process is performed (steps S12 to S14). That is, first, the lottery order determination unit 233 controls the display of the lottery order selection screen to accept a lottery order selection operation (step S12), and determines the lottery order for each category of weapons, characters, and items (step S13). Then, the lottery probability setting unit 235 refers to the consecutive draw winning probability definition data 550 based on the lottery order of each category determined in step S13, and reads and sets the winning probability corresponding to the lottery order of that category for each rare object (step S14).
[0134] Subsequently, the first lottery processing unit 237 performs a first lottery (character lottery) (step S15). Here, a lottery is performed from the first type of object group based on the winning probability set in step S14 to determine the object to be given to player 2.
[0135] If the first lottery is completed, the second lottery probability change unit 240 performs a second lottery probability change process (steps S17 to S23). First, the combination compatibility determination unit 241 determines the combination compatibility (step S17). In this embodiment, based on the character type of the first given object (for example, the character won in the character lottery), an object whose combination compatibility matches the first given object is determined from the second type of object group. The corresponding conditions related to the character type are used for the determination.
[0136] Then, the second lottery probability change unit 240 increases the winning probability of the object determined to have a matching combination compatibility in step S17 among the second type of object group, and performs a primary change of the winning probability (step S19).
[0137] Subsequently, the second lottery probability changing unit 240 selects an object that satisfies the corresponding conditions related to the rarity from the second type object group based on the rarity of the first given object (step S21), and secondarily changes its winning probability (step S23). For example, among the objects that are compatible with the first given object in terms of combination compatibility, the winning probability of the objects with the same rarity as the first given object is increased.
[0138] When the second lottery probability changing process is completed, the process proceeds to step S25. In step S25, the lottery result hint display control unit 251 performs display control of the hint of the object that won in the immediately previous lottery. Also, the second lottery probability display control unit 253 performs display control of the winning probability related to the second lottery (the next lottery to be conducted) after the change in steps S19 and S23 (step S27). Then, the cancel processing unit 255 accepts a cancel instruction operation for the second lottery. And when the cancel processing unit 255 detects a cancel instruction operation on the user terminal 1500 (step S29: YES), it cancels the execution of the second lottery and terminates the series of lottery processes (step S31). And the object that won in the series of lottery processes before the cancel is given to player 2 (step S33). Thereafter, the charging processing unit 220 subtracts the amount corresponding to the cancel from the predetermined amount of points determined as the price of the consecutive gacha and performs the charging process (step S35), and ends this process.
[0139] On the other hand, if no cancel instruction operation is received (step S29: NO), subsequently the second lottery processing unit 257 conducts the second lottery (step S37). Here, a lottery is conducted from the second type object group based on the winning probability after the change in steps S19 and S23 to determine the object to be given to player 2.
[0140] After that, if there is a next lottery (step S39: YES), return to step S17, and repeat the above process with the next lottery as the second lottery. When the last lottery is executed in step S37 (step S39: NO), the objects won in the series of lottery processes (in this embodiment, three objects: weapons, characters, and items) are given to Player 2 (step S41). The given objects are added to the list 513 of the objects held by Player 2. Then, the charging processing unit 220 performs charging processing for the full amount of a predetermined amount of points determined as the price of the continuous gacha (step S43), and ends this process.
[0141] As described above, according to this embodiment, the winning probability of rare objects in the lottery earlier in the lottery order can be set higher than the winning probability of rare objects in the lottery later, and then a series of lottery processes can be performed. Therefore, the winning probability of rare objects can be increased for the category earlier in the lottery order, and when the lottery order is later even for the same category, the winning probability of that rare object can be decreased. Also, between each lottery, based on the parameter setting of the first given object won in the first lottery, the winning probability of the object in the first lottery can be changed. Specifically, among the second type of object group, changes can be made to increase the winning probability of objects that match the combination compatibility with the first given object or objects of the same rarity. Therefore, it is possible to give relevance to the continuously performed lottery processes, enhance the gambling mentality of Player 2, or realize a lottery process with an interesting nature different from simply performing the lottery multiple times.
[0142] Note that the applicable forms of the present invention are not limited to the above-described embodiments, and components can be added, omitted, or changed as appropriate.
[0143] [Modification Example 1] For example, in the above embodiment, the server system 1100 is described as the processing entity for game management. However, the configuration may be such that the user terminal is the processing entity, or the processing related to the game management may be distributed and executed by the server system and the user terminal. For example, when the user terminal is the processing entity, the functional configuration example of the user terminal 1500A is as shown in FIG. 12. In this case, the user terminal 1500A becomes a computer system. In FIG. 12, the same components as those in the above embodiment are denoted by the same reference numerals.
[0144] As shown in FIG. 12, in the user terminal 1500A of this modified example, the terminal processing unit 200 has a game management unit 230, and the game screen display control unit 273 is omitted. That is, the user terminal 1500A of this modified example does not acquire data for displaying the image of the game screen from the server system 1100, but rather its own game management unit 230 executes the processing related to game management to control the progress of the game and generate the image of the game screen. In the storage unit 500 of this user terminal 1500A, a game program 504 for causing the terminal processing unit 200 to function as a user terminal arithmetic unit 270 and a game management unit 230 is stored, and user management data 510 and play data 560 related to player 2 of the user terminal 1500A, and game initial setting data 520 are stored. The processing flow of the user terminal 1500A of this modified example is basically the same as the flowchart shown in FIG. 11, and it may be read as if each step is executed by the game management unit 230 of the user terminal 1500A.
[0145] [Modified Example 2] Also, in the above embodiment, when focusing on the type (category) of a certain object, it is set that the winning probability related to the lottery of the category is increased in the first lottery with an earlier lottery order than in the second lottery with a later lottery order. However, conversely, it may be set that the winning probability is increased in the second lottery with a later lottery order.
[0146] Also, with regard to which of the first lottery and the second lottery has a higher winning probability, it may be configured to receive an instruction operation from Player 2. In this case, for example, during the lottery order selection operation, an instruction operation for instructing the lottery order with a higher winning probability of the rare object is received. And, for example, if the second lottery order is instructed as the lottery order with the highest winning probability, for the rare object in the category with the second lottery order, the winning probability surrounded by the dashed line with a high rare winning probability in the continuous winning probability definition data illustrated in FIG. 5 is applied. Next, for the lottery order with a higher winning probability and the lottery order with the lowest winning probability as well, an instruction operation is similarly received, and the winning probability of the corresponding continuous winning probability definition data is assigned to the rare object in the category of the corresponding lottery order.
[0147] Note that the instruction operation in this modified example can also be received in exchange for the consumption of a given consideration (points). Also, the consumption of the consideration is not limited to the consumption of points, and it may be the consumption of items. For example, it can be realized by preparing items that increase the winning probability for each lottery order. Also, when a consideration is collected from Player 2 to increase the winning probability of the first lottery or the second lottery, and a rare object actually wins as a result of the lottery, as a service, a change may be made to increase the winning probability of an object of the same rarity in the next lottery.
[0148] [Modified Example 3] Also, in the above-described embodiment, based on the parameter setting of the first given object that won in the first lottery performed earlier, among the objects to be lottery-selected in the subsequent second lottery, the winning probabilities of the objects with matching combination compatibility or the same rarity are increased. On the contrary, the winning probabilities of those objects may be decreased. In this case, the reference value adjustment process may be defined as a process for decreasing the winning probability, such as subtracting a predetermined value from the winning probability reference value of the target object.
[0149] According to this modification example, for example, when the lottery order is in the order of character lottery, weapon lottery, and item lottery, in the weapon lottery conducted the second time, it becomes possible to make it difficult to win a weapon that can be equipped by the character who won in the first character lottery. Or, when the character who won in the first lottery is, for example, a super rare character, it becomes possible to make it difficult to win a super rare weapon in the weapon lottery.
[0150] Also, the process of changing the winning probabilities of objects with matching combination compatibilities or objects of the same rarity itself may be deleted. In this case, the second lottery probability change unit 240 becomes unnecessary, and the second lottery probability change process in steps S17 to S23 of FIG. 11 becomes unnecessary.
[0151] [Modification Example 4] In the above embodiment, three types, namely weapons, characters, and items, are exemplified as lottery categories. However, lotteries may be conducted for types of objects different from these. Also, the number is not limited to three types, and may be two types, or four types or more.
[0152] [Modification Example 5] Also, prior to the first lottery (the first draw), a group based on the combination compatibility to be the lottery target (character type in the above embodiment) may be selected. In this case, for example, first, a lottery is conducted among character types (types A, B, C, ···) to select the character type to be the lottery target. Subsequently, objects of character types other than the selected character type (selected type) are excluded from the lottery target, and their winning probabilities are set to zero. Then, on top of that, the first lottery is conducted, and an object of the selected type is given to player 2.
[0153] Note that it is not limited to the configuration of setting the winning probabilities of objects other than the selected type to zero, and it may also be changed to be lower than the winning probability of the object of the selected type. For example, a predetermined value is subtracted from the winning probability setting value for objects other than the selected type to reduce the winning probability.
[0154] Also, the group to be selected (character type; selection type) may be made selectable by Player 2. In this case, for example, a group selection operation is accepted in combination with the lottery execution instruction operation. The group selection operation can also be accepted in exchange for the consumption of a given value.
[0155] [Modification Example 6] Also, in exchange for the consumption of a given value, a change instruction operation of Player 2 may be accepted, and the winning probability (winning probability setting value) related to the first lottery (first lottery) set in the lottery probability setting process may be changed based on an adjustment value corresponding to the value. The change instruction operation can be accepted in combination with the lottery execution instruction operation. Also, the value can be a predetermined number of points set in advance, and it may be set in advance together with the adjustment value of the winning probability. The adjustment value can be a magnification factor, an addition value, or a subtraction value that multiplies the winning probability. Then, when the change instruction operation is accepted, the adjustment value is used to change the winning probability setting value of the first type of object group.
[0156] Note that in the case of the change instruction operation here, in the same manner as in Modification Example 4, the group (character type) for which the winning probability is to be changed may be selected by lottery, or may be made selectable by Player 2. Then, for example, the winning probability of the character of the selection type may be increased, or the winning probability of the character of the character type other than the selection type may be reduced to change the winning probability. Furthermore, the consumption of the value is not limited to the consumption of points, and may be the consumption of items. For example, it can be realized by preparing items that increase the winning probability for characters with a specific character type set as a parameter setting, or for rare objects of a specific rarity (e.g., super rare).
[0157] [Modification Example 7] Further, in exchange for the consumption of a given consideration, upon receiving a change instruction operation from Player 2, the winning probability changed in the second lottery probability change process may be further changed based on an adjustment value corresponding to the consideration. The consideration can be a predetermined number of points set in advance, and it may be set in advance together with the adjustment value of the winning probability. The adjustment value can be a magnification factor, an addition value, or a subtraction value that multiplies the winning probability. When a change instruction operation is received before the execution of the second lottery, the adjustment value is used, and for objects with a combination compatibility that matches the first given object or objects of the same rarity, the changed winning probability is further increased and changed, for example.
[0158] Note that instead of increasing the winning probability for objects with matching combination compatibility, etc., a configuration may be adopted in which the winning probability is reduced for objects with non-matching combination compatibility or objects of different rarities. Also, the consumption of the consideration is not limited to the consumption of points, and it may be the consumption of items. For example, it can be realized by preparing items, etc., that increase the winning probability for objects with matching combination compatibility or objects of the same rarity.
[0159] [Modification Example 8] Further, in the second lottery probability change process of the above-described embodiment, the winning probability related to the second lottery was changed based on the setting of two parameters, the character type and the rarity. In contrast, the winning probability related to the second lottery may be changed using only the rarity of the first given object. According to this, when a super-rare object is won in the first lottery, it becomes possible to make it easier or, conversely, more difficult to win a super-rare object in the second lottery.
[0160] [Modification Example 9] In the above-described embodiment, character type and rarity were exemplified as parameter settings. However, it is also possible to narrow down the object of increasing or decreasing the winning probability using other parameter settings. For example, in a series of lottery processes where the first lottery is a character lottery and the second lottery is a weapon lottery as in the above-described embodiment, among the weapons with compatible combination compatibility, it is possible to increase the winning probability of a weapon of a specific weapon type (for example, a weapon with a long-range attack weapon type). Which weapon type's winning probability is increased can be realized, for example, by accepting the selection operation of Player 2 in exchange for the consumption of the price.
[0161] [Modification Example 10] In the above-described embodiment, a continuous gacha lottery that performs multiple lotteries in exchange for the consumption of a predetermined amount of points was described. However, the charging process may be performed with the price of each lottery being a separate price. Also, in that case, the price of the subsequent lottery may be changed according to the result of the previously conducted lottery. In this case, the point consumption amount of the second lottery is variably set according to the first given object. For example, the higher the rarity of the first given object, the higher the point consumption amount, and the lower the rarity, the lower the point consumption amount is determined. According to this, the point consumption amount required for the second lottery can be reduced based on the lottery result of the first lottery.
[0162] [Modification Example 11] Regarding non-rare objects with a common rarity, it is also possible to configure the winning probability. However, in that case, the winning probability changed in the second lottery probability change process is appropriately corrected so that the total value of the winning probabilities of all objects to be lottery is 100.
[0163] [Modification Example 12] Also, the lottery probability setting unit 235 was to set the winning probability for the lottery of each category based on the determination of the lottery order by the lottery order determination unit 233. However, it may also be possible to set the winning probability based on the play history 515 of player 2. For example, the higher (or greater) the amount of past charges (including point consumption), the frequency of charges during a past predetermined period, the quantity of past item consumption, the frequency of item consumption during a past predetermined period, etc., the higher the winning probability of rare objects may be set. Also, as another example, it may be possible to set the winning probability of rare objects to change based on the number of past plays or the frequency of play during a past predetermined period.
Explanation of Signs
[0164] 1000…Game system 1100…Server system 100s…Operation input unit 200s…Server processing unit 210…User management unit 220…Billing processing unit 230…Game management unit 233…Lottery order determination unit 235…Lottery probability setting unit 237…First lottery processing unit 240…Second lottery probability setting unit 241…Combination compatibility determination unit 251…Lottery result hint display control unit 253…Second lottery probability display control unit 255…Cancel processing unit 257…Second lottery processing unit 290s…Image generation unit 292s…Sound generation unit 294s…Communication control unit 390s…Image display unit 392s…Sound output unit 394s…Communication unit 500s…Server storage unit 501…Server program 503…Distribution game client program 510…User management data 520… Game initial setting data 530… Game object data 533… Parameter setting 540… Single-shot winning probability definition data 550… Multi-shot winning probability definition data 540… Play data 1500, 1500A… User terminal 100… Operation input unit 200… Terminal processing unit 270… Game terminal arithmetic unit 271… Operation signal transmission control unit 273… Game screen display control unit 290… Image generation unit 292… Sound generation unit 294… Communication control unit 390… Image display unit 392… Sound output unit 394… Communication unit 500… Terminal memory unit 502… Game client program 504… Game program 9… Communication line 2… Player
Claims
1. A computer system that draws an object available for a game from among a group of objects based on a lottery execution instruction operation by a user operating a user terminal, and grants the object selected by the lottery to the user, The object includes a plurality of types of objects each having a different role. a lottery type determination means for determining a first type and a second type from among the plurality of types; a probability setting means for setting a winning probability of each object when a first lottery is conducted from among a first type object group, which are the first type objects, and a winning probability of each object when a second lottery is conducted from among a second type object group, which are the second type objects, based on a determination by the lottery type determination means; a first selection means for selecting a first grant object to be granted to the user by performing the first selection based on the winning probability set by the probability setting means; a second selection means for selecting a second object to be awarded to the user by performing the second selection based on the winning probability set by the probability setting means; wherein the lottery type determination means, the probability setting means, the first lottery means, and the second lottery means function as a series of lottery processes.
2. the probability setting means sets a winning probability of all or a part of the objects of the same type to be different depending on whether the object is determined to be the first type or the second type by the lottery type determination means, even if the object is the same type.
2. The computer system of claim 1.
3. The object has parameters set including at least a setting indicating a rarity, the probability setting means sets a winning probability of an object satisfying a predetermined high rarity condition indicating that the rarity is high so that the winning probability of the object is higher in the first lottery than in the second lottery.
3. A computer system according to claim 1 or 2.
4. The object has parameters set including at least a setting indicating a rarity, The probability setting means sets whether the probability of winning an object satisfying a predetermined high rarity condition indicating that the rarity is high should be higher in the first lottery or in the second lottery based on an instruction operation of the user.
3. A computer system according to claim 1 or 2.
5. A control means for controlling the display on the user terminal of information indicating which of the first and second lotteries has a higher probability of winning an object that satisfies the high rarity condition; 5. The computer system according to claim 3 or 4, further comprising:
6. The second lottery means is a probability changing means for changing the winning probability set by the probability setting means for each object included in the second type object group based on a parameter setting set in the first grant object; and performing the second selection in accordance with the winning probability changed by the probability changing means to select the second grant object. A computer system according to any one of claims 1 to 5.
7. the probability changing means changes a winning probability of an object having a parameter setting that satisfies a corresponding condition based on the parameter setting set in the first grant object, among the objects included in the second type object group; 7. The computer system of claim 6.
8. The probability changing means has a means for increasing the winning probability of an object having a parameter setting that satisfies the corresponding condition.
8. The computer system of claim 7.
9. The probability changing means has a means for reducing the probability of winning an object having a parameter setting that satisfies the corresponding condition.
8. The computer system of claim 7.
10. The parameter setting includes at least a setting indicating rarity. A computer system according to any one of claims 7 to 9.
11. The parameter settings include at least a setting regarding a combination compatibility between the first type and the second type of object. A computer system according to any one of claims 7 to 9.
12. the probability setting means sets a winning probability of each object when the first lottery is conducted and / or a winning probability of each object when the second lottery is conducted based on the determination by the lottery type determination means and a play history of the user; A computer system according to any one of claims 1 to 11.
13. A game system configured so that a user terminal and the computer system according to any one of claims 1 to 12 can be communicatively connected.
14. A program for causing a user terminal to execute a process of drawing a lottery for an object available for a game from among a group of objects based on a lottery execution instruction operation by a user, and granting the object selected by the lottery to the user, The object includes a plurality of types of objects each having a different role. a lottery type determination means for determining a first type and a second type from among the plurality of types; a probability setting means for setting a winning probability of each object when a first lottery is conducted from among a first type object group, which are the first type objects, and a winning probability of each object when a second lottery is conducted from among a second type object group, which are the second type objects, based on a determination by the lottery type determination means; a first selection means for selecting a first grant object to be granted to the user by conducting the first selection based on the winning probability set by the probability setting means; a second selection means for selecting a second grant object to be granted to the user by conducting the second selection based on the winning probability set by the probability setting means; and causing the user terminal to function as a lottery type determination means, the probability setting means, the first lottery means, and the second lottery means as a series of lottery processes.
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