Program and information processing device
The program and information processing apparatus simplify the decision for players in lottery games by determining if the content is specific and recommending whether to acquire it or re-lottery, addressing the challenge of content evaluation in existing systems.
Patent Information
- Application Number
- JP2024113033
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-07-16
- Publication Date
- 2025-06-17
AI Technical Summary
In lottery games, players face difficulty in determining whether to acquire selected content or perform a re-lottery, often requiring them to search for evaluations on external sites.
A program and information processing apparatus that function as lottery means, determination means, and display means to recommend either acquiring the winning content or making a re-lottery request based on whether the content is determined to be specific or not.
Enables players to easily decide on acquiring content by providing clear recommendations through the system, thereby simplifying the decision-making process.
Smart Images

Figure 2025090498000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a program and an information processing apparatus.
[0002] Conventionally, there has been known a lottery game in which a player consumes game currency owned by the player and acquires content selected with a predetermined lottery probability from a plurality of contents to be lottery targets (lottery target content group).
[0003] Regarding this, Patent Document 1 discloses a technique for automatically disposing of the selected content when the content designated by the player as unnecessary content (game card) in advance is selected.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] In such a lottery game, after the content is selected, the player determines whether the selected content is unnecessary. If it is determined to be unnecessary, the player may not acquire the content and may be able to perform a re-lottery (redraw). However, there are cases where the player cannot determine whether to acquire the selected content or perform a re-lottery. In such a case, the player has to search for the evaluation of the selected content on a walkthrough site or the like.
[0006] The present invention has been made in view of such problems, and an object thereof is to provide a program and an information processing apparatus capable of easily determining content to be acquired.
Means for Solving the Problems
[0007] In order to solve the above problems, the program according to the first aspect of the present invention causes a computer to function as lottery means for consuming the cost corresponding to the lottery request from a player and lotterying one winning content from a group of lottery target contents, determination means for determining whether the winning content is specific content, display means for displaying a first recommendation screen for recommending to make a re-lottery request without obtaining the winning content when the determination is negative, and displaying a second recommendation screen for recommending to obtain the winning content without making a re-lottery request when the determination is positive.
[0008] Also, the program according to the second aspect of the present invention causes a computer to function as lottery means for consuming the cost corresponding to the lottery request from a player and lotterying a plurality of winning contents from a group of lottery target contents, determination means for determining whether the number of specific contents included in the winning contents is equal to or more than a predetermined number, display means for displaying a first recommendation screen for recommending to make a re-lottery request without obtaining the winning content when the determination is negative, and displaying a second recommendation screen for recommending to obtain the winning content without making a re-lottery request when the determination is positive.
[0009] Also, in the third aspect of the present invention, when the determination is negative, the lottery means reduces the cost corresponding to the re-lottery request.
[0010] Also, in the fourth aspect of the present invention, when the determination is positive, the lottery means increases the cost corresponding to the re-lottery request.
[0011] Also, in the fifth aspect of the present invention, when the determination is positive, the lottery means prohibits the re-lottery request.
[0012] Further, in the sixth aspect of the present invention, the content can grow special parameters by synthesizing the same type of content as material content, and the specific content is the same type of content as the content owned by the player.
[0013] Further, in the seventh aspect of the present invention, the specific content is content that the player has never obtained by lottery.
[0014] Further, in the eighth aspect of the present invention, the specific content is material content that is pre-associated with the content owned by the player.
[0015] Moreover, the information processing apparatus according to the ninth aspect of the present invention includes lottery means for consuming a cost corresponding to the lottery request from the player and lotterying one winning content from a group of lottery target contents, determination means for determining whether the winning content is specific content, and display means for displaying a first recommendation screen for recommending a re-lottery request without obtaining the winning content when the determination is negative, and displaying a second recommendation screen for recommending obtaining the winning content without making a re-lottery request when the determination is positive.
[0016] Moreover, the information processing apparatus according to the tenth aspect of the present invention includes lottery means for consuming a cost corresponding to the lottery request from the player and lotterying a plurality of winning contents from a group of lottery target contents, determination means for determining whether the number of specific contents included in the winning contents is equal to or more than a predetermined number, and display means for displaying a first recommendation screen for recommending a re-lottery request without obtaining the winning contents when the determination is negative, and displaying a second recommendation screen for recommending obtaining the winning contents without making a re-lottery request when the determination is positive.
Advantages of the Invention
[0017] According to the present invention, it is possible to easily determine the content to be acquired.
Brief Description of the Drawings
[0018]
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Embodiments for Carrying Out the Invention
[0019] Hereinafter, embodiments of the present invention (hereinafter referred to as "the present embodiment") will be described with reference to the accompanying drawings. For ease of understanding of the description, the same reference numerals are given to the same components and steps in each drawing as much as possible, and duplicate descriptions are omitted.
[0020] <Overall Configuration> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to the present embodiment.
[0021] As shown in FIG. 1, the game system 1 includes a server device 10 and one or more terminal devices 12. These server device 10 and terminal devices 12 are communicably connected via a communication network NT such as an intranet, the Internet, or a telephone line.
[0022] The server device 10 is an information processing device that provides the execution result of a game obtained by executing a game program 14 or the game program 14 itself to the players of each terminal device 12 via the communication network NT. In the present embodiment, the server device 10 provides the game program 14 itself to the players of the terminal device 12.
[0023] Each terminal device 12 is an information processing device owned by each player, and after installing the game program 14 received from the server device 10, it provides a game to each player by executing it. Examples of these terminal devices 12 include various devices such as video game machines, arcade game machines, mobile phones, smartphones, tablets, and personal computers.
[0024] <Hardware Configuration> FIG. 2 is a diagram schematically showing an example of the hardware configuration of the server device 10.
[0025] As shown in FIG. 2, the server device 10 includes a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly configured to include a CPU (Central Processing Unit) 22 and a memory 24.
[0026] In the control device 20, the CPU 22 functions as various functional means by executing a predetermined program stored in the memory 24 or the storage device 28 or the like. Details of this functional means will be described later.
[0027] The communication device 26 is composed of a communication interface or the like for communicating with an external device. The communication device 26 transmits and receives various information to and from, for example, the terminal device 12.
[0028] The storage device 28 is composed of a hard disk or the like. This storage device 28 stores various programs, various information, and information on processing results necessary for the execution of processing in the control device 20, including the game program 14.
[0029] Note that the server device 10 can be realized using an information processing device such as a dedicated or general-purpose server computer. Also, the server device 10 may be composed of a single information processing device or may be composed of a plurality of information processing devices distributed on the communication network NT. Further, FIG. 2 only shows a part of the main hardware configuration of the server device 10, and the server device 10 can include other configurations generally provided in a server. Also, the hardware configurations of the plurality of terminal devices 12 can have the same configuration as the server device 10, except that they include, for example, operating means, a display device, and a sound output device.
[0030] FIG. 3 is a diagram showing an example of the hardware configuration of a smartphone as the terminal device 12 shown in FIG. 1.
[0031] As shown in FIG. 3, the terminal device 12 includes a main control unit 30, a touch panel (touch screen) 32, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42.
[0032] The main control unit 30 is configured to include a CPU, a memory, and the like. The main control unit 30 is connected to a touch panel 32 as a display input device, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42. And the main control unit 30 has a function of controlling these connection destinations.
[0033] The touch panel 32 has both a display function and an input function, and is composed of a display 32A responsible for the display function and a touch sensor 32B responsible for the input function. In this embodiment, the display 32A can display a game image including operation input images such as button images, cross key images, and joystick images. The touch sensor 32B can detect the input position of the player with respect to the game image.
[0034] The camera 34 has a function of taking a still image and / or a moving image and storing it in the storage unit 40.
[0035] The mobile communication unit 36 is connected to a mobile communication network via an antenna 36A and has a function of communicating with other communication devices connected to the mobile communication network.
[0036] The wireless LAN communication unit 38 is connected to a communication network NT via an antenna 38A and has a function of communicating with other devices such as a server device 10 connected to the communication network NT.
[0037] The storage unit 40 stores various programs and various data such as a game program 14 and play data indicating the progress status of the game of the game program 14 and player information. Note that the play data may be stored in the server device 10.
[0038] The speaker 42 has a function of outputting game sounds and the like.
[0039] <Game overview> The game (game genre) according to this embodiment includes a lottery game, a quest, a breeding game, and the like. The lottery game may be referred to as gacha, fukubiki, summoning, etc. The quest may be referred to as a battle game, a dungeon, an exploration, a mission, a scenario, etc.
[0040] The lottery game according to this embodiment is a game that provides (allows the player to obtain) one or more contents selected (randomly selected) from a group of lottery target contents that are the lottery targets to the player according to an execution request (instruction) to execute the lottery game from the player. The main content of this is a character. This lottery game is executed based on the consumption of game currency owned by the player. Examples of this game currency include paid items (e.g., paid stones), free items (e.g., free stones), coins, points, etc. The paid item is a paid item given to the player based on payment by money, prepaid card, electronic money, credit card, cryptocurrency, etc. Also, the free item is a free item given to the player in the game. This free item may have the same value as the paid item, for example, or may have a lower value than the paid item. For example, in a certain lottery game, paid items and free items can be consumed without distinction. Note that in another lottery game, only paid items may be consumable. Coins and points are, for example, in-game currency given to the player together with the selected content when the lottery game is executed.
[0041] The quest according to this embodiment is a game aimed at satisfying predetermined clear conditions (tasks). For example, this quest is a game that uses a deck composed of a predetermined number (for example, 1, 3, or 5) or fewer characters owned by the player based on an instruction (request) for the player to select one quest from the quest menu. The deck may sometimes be referred to as a party or a team. Also, as a case where the clear conditions (tasks) are satisfied, for example, the characters compiled in the deck have defeated all the enemy characters that appear in each stage (for example, reducing the hit points to 0 or less), etc. can be cited. Also, as a case where the clear conditions are not satisfied (when the clear fails), the case where the characters compiled in the deck are all destroyed (for example, the hit points of all characters become 0 or less) can be cited.
[0042] Also, in the quest according to this embodiment, when the player satisfies the clear conditions, a clear reward is given to the player. Examples of this clear reward include in-game currency (for example, non-paying items, coins, points, etc.), various contents (for example, characters), player experience points, etc. Also, in this embodiment, when the player clears a quest (satisfies the clear conditions), a new quest (the next quest) is opened (made playable) for the player. This new quest, for example, has a higher difficulty level than the quest cleared by the player, while the amount of the clear reward increases or the quality of the clear reward becomes higher. For example, in the compilation menu for pre-compiling the deck used for the quest, the player can compile the deck used for the quest by arbitrarily selecting one or more characters from the owned characters.
[0043] Also, in the breeding game according to this embodiment, by synthesizing (consuming) the materials (material contents) associated in advance with the designated source character for synthesis among the characters owned by the player, various parameters of the source character for synthesis are changed to be advantageous for the player.
[0044] For example, in a breeding game, it is possible to perform an enhancement synthesis (breeding) that changes the normal parameters of a synthesis source character to be bred by synthesizing enhancement materials (material contents) associated in advance with the synthesis source character to be bred. Examples of such normal parameters include level, attack power, defense power, skill activation turn count, and the like. For example, in enhancement synthesis, the level of the synthesis source character to be bred is increased by synthesizing a quantity (number) of enhancement materials (for example, enhancement material characters) associated in advance for each level of the synthesis source character to be bred. Also, for example, in enhancement synthesis, the skill activation turn count of the synthesis source character to be bred is decreased by synthesizing a quantity (number) of enhancement materials associated in advance for each skill activation turn count of the synthesis source character to be bred. In the present embodiment, when the level of a character increases by 1, the hit points, attack power, defense power, etc. of the character increase by a predetermined value each. The higher the values of the hit points, attack power, and defense power, the more advantageous it is for the progress of the game (for example, a quest). The skill activation turn count includes the number of turns required for the character to activate a skill. The lower the value of this skill activation turn count, the more advantageous it is for the progress of the game (for example, a quest). For example, the skill is activated automatically or by the player's operation (manual) when the same number of turns as the skill activation turn count of the character has elapsed in a quest. For example, the player can set a single character as the synthesis source character (enhancement target character) for enhancement synthesis by designating the character from the list screen of owned characters in the enhancement menu.
[0045] Also, for example, in evolutionary synthesis, by synthesizing (consuming) evolution materials (material contents) pre-associated with the source character (source content) to be cultivated, it is possible to perform evolutionary synthesis (cultivation) that changes the special parameters of the source character. Examples of such special parameters include, for example, luck, the upper limit value of the level, the lower limit value of the skill activation turn count, rarity, and the like. Luck is, for example, a parameter that increases the number of obtained clear rewards and their quality when the character is used in a quest. Examples of such pre-associated evolution materials include characters of the same type as the source character and evolution material characters. In this embodiment, the source character (character) to be cultivated can be cultivated to increase the upper limit value of the level of the source character by synthesizing a character of the same type as the source character as an evolution material. For example, the player can advantageously advance the progress of the quest (game) because the level can be increased as the upper limit value of the level increases. Also, the source character (character) to be cultivated can be cultivated to decrease the lower limit value of the skill activation turn count of the source character by synthesizing a character of the same type as the source character as an evolution material. For example, the player can advantageously advance the progress of the quest (game) because the skill activation turn count can be decreased as the lower limit value of the skill activation turn count decreases. Note that in this embodiment, the character can be evolved (cultivated) until the special parameter reaches a limit value (for example, the maximum value of the upper limit value of the level, the minimum value of the lower limit value of the skill activation turn count, the maximum value of luck). For example, the player can set a certain character as the source character (evolution target character) for evolutionary synthesis by specifying the character from the list screen of the owned characters in the evolution menu.
[0046] <Functional means> (Specific example 1) FIG. 4 is a block diagram schematically showing an example of the functional means of the server device 10.
[0047] As shown in FIG. 4, the server device 10 includes, as a functional configuration, a storage unit 50, a lottery unit 52, a determination unit 54, and a display unit 56. The storage unit 50 is realized by one or a plurality of storage devices 28. The functional units other than the storage unit 50 are realized by the control device 20 executing a game program 14 stored in the storage device 28 or the like. Note that all or part of these functional configurations may be provided in the terminal device 12.
[0048] The storage unit 50 has a function of storing player information 50A, character information 50B, lottery game information 50C, quest information 50D, and the like.
[0049] The player information 50A is stored in association with the player ID of each player. This player information 50A includes, for example, the player's name, age, player rank, owned character information, owned game currency information, formation deck information, quest progress information, lottery history information, and the like.
[0050] The player rank, for example, increases when the player acquires player experience points.
[0051] The owned character information includes information about the characters owned by the player.
[0052] For example, the owned character information is stored in association with the owned character ID for each character owned by the player. This owned character ID is assigned, for example, when the player acquires a character or evolves a character. For example, the owned character information includes the character ID of the character and the current parameters. The current parameters include the current values of the normal parameters and the special parameters.
[0053] All game currency information is stored in association with the character ID of the game currency for each game currency (such as paid items, free items, coins, points, etc.) owned by the player. The owned game currency information includes, for example, the quantity owned by the player.
[0054] The formation deck information includes information regarding the player's formation deck. This formation deck information includes, for example, the owned character IDs of characters (such as 5 or fewer) specified in advance by the player, and the arrangement of each of the specified characters (for example, the order from the left). This deck is used, for example, when executing quests.
[0055] The quest progress information includes, for example, the quest IDs of quests cleared by the player and the quest IDs of playable quests.
[0056] The lottery history information includes information (such as character IDs) for identifying characters (winning characters) that have been lottery-drawn (redrawn) in the past in response to a lottery request or redraw request by the player, and information (such as an acquisition flag) for identifying that the player has acquired the character.
[0057] The character information 50B includes information regarding the character.
[0058] For example, the character information 50B is stored in association with the character ID for each character. The character information 50B includes, for example, name, image, ability information, rarity, enhancement information, evolution information, etc.
[0059] The ability information includes normal parameter information, special parameter information, and skills. The normal parameter information includes the range (minimum value and maximum value) of normal parameters (such as level and number of skill activation turns). The special parameter information includes the range (minimum value and maximum value) of special parameters (such as the upper limit of level and the lower limit of the number of skill activation turns) for each evolution count. Skills include, for example, the ability to recover the hit points of ally characters (such as other characters in the deck), strengthen the attack power or defense power of ally characters, or damage enemy characters in quests.
[0060] The rarity includes, for example, numerical values from 1 to 6. This numerical value may be indicated by, for example, the number of stars. Here, for characters with a high rarity, parameters (normal parameters and special parameters) and skills that are advantageous for the progress of the game (such as quests) are set. Also, for example, characters with a high rarity have a high upper limit value (special parameter) of level set.
[0061] The enhancement information includes information on the enhancement materials required to enhance a character (the source character for synthesis). For example, the enhancement information includes identification information (such as the character ID of the enhancement material character) that identifies the enhancement materials pre-associated with the character, and the quantity of the enhancement materials. For example, the enhancement materials required to raise (enhance) the normal parameter (such as level) of "Character X" as the source character for synthesis (the character to be enhanced) from 69 to 70 are 2 units of "Enhancement Material Character Y". Note that the enhancement materials required to raise this normal parameter (such as level) by 1 may vary depending on the normal parameter (such as level) of the source character.
[0062] Evolution information includes the evolution materials necessary to evolve a character (the source character) and information about the evolved character. For example, the evolution information includes identification information (e.g., the character ID of the evolution material character) that identifies the evolution materials pre-associated with the character, the quantity of the evolution materials, and identification information (e.g., the character ID after evolution) that identifies the evolved character. For example, the evolution materials required to raise (evolve) the special parameter (e.g., the upper limit value of the level) of "Character X" as the source character (the character to be evolved) from 100 to 105 are two "Character X"s of the same type as the source character. Note that the evolution materials required to raise this special parameter (e.g., the upper limit value of the level) may vary for each special parameter (e.g., the upper limit value of the level) of the source character.
[0063] The lottery game information 50C is stored in association with the lottery game ID of each lottery game. The lottery game information 50C includes the name of the lottery game, price information, lottery target information, etc.
[0064] The price information includes, for example, the lottery price required to first draw one character and the re-lottery price required to conduct a re-lottery without obtaining the drawn character. For example, the lottery price of a certain lottery game is 5 paid items or free items. Also, for example, the re-lottery price of a certain lottery game is 1 paid item or free item. For example, the lottery price of another lottery game is 10 paid items. Also, for example, the re-lottery price of another lottery game is 0 paid items. Note that the re-lottery price may decrease or increase each time a re-lottery is conducted.
[0065] The lottery target information includes the identification information (e.g., character ID or item ID) of each character that constitutes the lottery target character group (lottery target content group) which is the lottery target of the lottery game, and the appearance frequency (weight) associated with the identification information. The appearance frequency includes, for example, any numerical value from 1 to 10. For the appearance frequency, a lower numerical value is set for characters with a high rarity, and a higher numerical value is set for characters with a low rarity. Note that the appearance frequency may have different numerical values even among characters with the same rarity (e.g., rarity 6). Here, the lottery probability of a single character is the value obtained by dividing the appearance frequency set for the single character by the total value of the appearance frequencies set for each character that constitutes the lottery target character group. Specifically, if the appearance frequency set for a single character is 2 and the total value of the appearance frequencies set for each character that constitutes the lottery target character group is 400, the lottery probability of the single character is 2 / 400 (0.5%).
[0066] Quest information 50D is stored in association with the quest ID for each quest. Quest information 50D includes the name of the quest, enemy character information, and clear reward information.
[0067] Enemy character information includes the enemy character ID and ability parameters of each enemy character that appears in the quest.
[0068] Clear reward information stores information regarding the clear rewards that can be obtained by the player when the quest is cleared. Examples of such clear rewards include in-game currency (e.g., non-paying items, coins, points, etc.), characters, player experience points, etc. Clear reward information includes the identification information, acquisition quantity, and drop rate of in-game currency and characters. The drop rate is, for example, the probability of allowing the player to obtain in-game currency or characters. The drop rate includes, for example, a higher probability for quests with a higher difficulty level.
[0069] The lottery means 52 is a functional means for lottery - selecting one character (content). In the present embodiment, the lottery means 52, in response to a lottery request from the player, consumes the cost corresponding to the lottery request, and lottery - selects one character from the lottery - target character group (lottery - target content group) as the winning character (winning content). This cost is, for example, the lottery consideration in the consideration information in the lottery game information 50C.
[0070] Also, in the present embodiment, when there is an acquisition request from the player to acquire the winning character, the lottery means 52 causes the player to acquire the winning character and ends the lottery game. On the other hand, when there is a re - lottery request from the player to conduct a lottery again, the lottery means 52 consumes the cost corresponding to the re - lottery request, and without causing the player to acquire the winning character, lottery - selects one character from the same lottery - target character group as the lottery request, and updates the winning character. This cost is, for example, the re - lottery consideration in the consideration information in the lottery game information 50C.
[0071] Then, when there is an acquisition request from the player to acquire the updated winning character, the lottery means 52 causes the player to acquire the winning character and ends the lottery game. On the other hand, when there is a re - lottery request from the player to conduct a lottery again, the lottery means 52 consumes the cost corresponding to the re - lottery request, and without causing the player to acquire the updated winning character, lottery - selects one character from the same lottery - target character group as the lottery request, and updates the winning character. Note that the lottery means 52 may limit this re - lottery request (update of the winning character) to less than a predetermined number of times, or may make it infinite.
[0072] For example, when the determination by the determination means 54 regarding a specific character is negated, the lottery means 52 reduces the cost corresponding to the re - lottery request. Specifically, when it is determined that the winning character (one character) is not a specific character, the lottery means 52 reduces the cost corresponding to the re - lottery request by 40%.
[0073] Also, for example, when the determination regarding the specific character is affirmed, the lottery means 52 increases the cost corresponding to the re-lottery request. Specifically, when it is determined that the winning character (one character) is the specific character, the lottery means 52 increases the cost corresponding to the re-lottery request by 20%.
[0074] Also, for example, when the determination regarding the specific character is affirmed, the lottery means 52 prohibits the re-lottery request. Specifically, when it is determined that the winning character (one character) is the specific character, the lottery means 52 does not accept the re-lottery request from the player. In this case, the display means 56 causes, for example, the second recommendation screen to display that the re-lottery request is impossible.
[0075] The determination means 54 is a functional means for performing various determinations. In the present embodiment, as the determination regarding the specific character, the determination means 54 determines whether or not the winning character (one character) selected by the lottery means 52 is the specific character. This specific character is, for example, a character with a rarity of 5 or more.
[0076] For example, the specific character is a character of the same type as the character owned by the player. For example, the determination means 54 refers to the owned character information in the player information 50A, and when any of the character IDs included in the owned character information matches the character ID of the winning character (one character), the determination is affirmed.
[0077] Also, for example, the specific character is a character that the player has never obtained by lottery. For example, the determination means 54 refers to the lottery history information of the player information 50A, and when none of the character IDs included in the lottery history information matches the character ID of the winning character (one character), the determination is affirmed.
[0078] Also, for example, a specific character is material content that is pre-associated with the characters owned by the player. For example, the determination means 54 refers to the owned character information in the player information 50A and the enhancement information or evolution information of the character information 50B, and determines whether any of the identification information (for example, character ID) for identifying the enhancement material or evolution material of the character included in the owned character information matches the character ID of the selected character (one character). If they match, the determination is affirmative.
[0079] The display means 56 is a functional means for displaying an image on the touch panel 32. In the present embodiment, when the determination by the determination means 54 is negative, the display means 56 displays a first recommendation screen recommending that a re-drawing request be made without acquiring the selected character. For example, when the determination means 54 determines that the selected character (one character) is not the specific character, the display means 56 displays a first recommendation screen recommending that a re-drawing request be made. Also, in the present embodiment, when the determination by the determination means 54 is affirmative, the display means 56 displays a second recommendation screen recommending that the selected character be acquired without making a re-drawing request. For example, when the determination means 54 determines that the selected character (one character) is the specific character, the display means 56 displays a second recommendation screen recommending that the selected character be acquired.
[0080] <Flow of processing> FIG. 5 is a flowchart showing an example (specific example 1) of the flow of processing performed by each functional means shown in FIG. 4 in the game system 1 according to the present embodiment. Also, the processing of the following steps is started, for example, at the timing when the player selects one lottery game from the lottery game menu. Note that the order and content of the following steps can be changed as appropriate.
[0081] (Step SP10) The display means 56 causes the touch panel 32 to display a lottery game screen showing the one lottery game selected by the player.
[0082] FIG. 6 is a diagram showing an example (specific example 1) of the lottery game screen 60 in the present embodiment.
[0083] As shown in FIG. 6, the lottery game screen 60 is provided with a provision ratio button 62, a lottery target information area 64, a lottery execution button 66, and a return button 68. The provision ratio button 62 is a button (instruction area) for giving an instruction to transition to a screen showing the name, rarity, and lottery probability of each character constituting the lottery target character group. In the lottery target information area 64, an image of a character that is the main attraction (for example, a character with a high rarity or a picked-up character, etc.) among the lottery target character group is shown. Note that, in the lottery target information area 64, images of some or all of the specific characters may be shown. The lottery execution button 66 is a button (instruction area) for giving a lottery request (lottery instruction) to draw one character. The return button 68 is a button (instruction area) for giving an instruction to close the lottery game screen 60 and return to the lottery game menu.
[0084] Returning to FIG. 5, the process proceeds to the process of step SP12.
[0085] (Step SP12) The determination means 54 determines whether or not there is a lottery request from the player. For example, when the lottery execution button is instructed on the lottery game screen, the determination means 54 makes an affirmative determination for this determination. And when the determination is an affirmative determination, the process proceeds to the process of step SP14. On the other hand, when the determination is a negative determination, that is, when the return button is instructed on the lottery game screen, the process ends the series of processes shown in FIG. 5.
[0086] (Step SP14) The lottery means 52 consumes the cost corresponding to the lottery request or the re-lottery request. For example, when there is a lottery request in step SP12, the lottery means 52 refers to the price information in the lottery game information 50C and consumes (subtracts) the lottery price of one lottery game from the owned game currency information of the player information 50A. Also, when there is a re-lottery request in step SP24 described later, the lottery means 52 refers to the price information in the lottery game information 50C and consumes (subtracts) the re-lottery price of one lottery game from the owned game currency information of the player information 50A. Then, the process proceeds to the process of step SP16.
[0087] (Step SP16) The lottery means 52 refers to the lottery target information of the lottery game in the lottery game information 50C and draws one character as the winning character based on the lottery probability of each character constituting the lottery target character group. Also, the lottery means 52 stores information (for example, character ID) for specifying the winning character in the lottery history information of the player information 50A. Then, the process proceeds to the process of step SP18.
[0088] (Step SP18) The determination means 54 determines whether or not the winning character (one character) drawn in step SP16 is a specific character as a determination regarding the specific character. For example, the specific character is a character owned by the player and has a rarity of 5 or more. When the determination is an affirmative determination, the process proceeds to the process of step SP22. On the other hand, when the determination is a negative determination, the process proceeds to the process of step SP20.
[0089] (Step SP20) The display means 56 causes the touch panel 32 to display a first recommendation screen recommending to make a re-lottery request.
[0090] FIG. 7 is a diagram showing an example (specific example 1) of the first recommendation screen 70 in the present embodiment.
[0091] As shown in FIG. 7, the first recommended screen 70 is provided with a lottery result information area 72, a first recommended information area 74, a re-lottery execution button 76, and an acquisition button 78. In the lottery result information area 72, an image showing the winning character (one character) selected in step SP16 is represented. For example, in the lottery result information area 72, when the winning character is a character that the player has not acquired by lottery, a mark M is attached to the image showing the winning character and represented. In the first recommended information area 74, information recommending to make a re-lottery request without acquiring the selected winning character (one character) is represented. The re-lottery execution button 76 is a button (instruction area) for making a re-lottery request (lottery instruction) without acquiring the selected winning character (one character). The acquisition button 78 is a button (instruction area) for acquiring the selected winning character (one character) and giving an instruction to end the lottery game.
[0092] Returning to FIG. 5, the process proceeds to the process of step SP24.
[0093] (Step SP22) The display means 56 causes the touch panel 32 to display a second recommended screen recommending to acquire the winning character.
[0094] FIG. 8 is a diagram showing an example (specific example 1) of the second recommended screen 80 in the present embodiment.
[0095] As shown in FIG. 8, the second recommended screen 80 is provided with a lottery result information area 82, a second recommended information area 84, an acquisition button 86, and a re-lottery execution button 88. In the lottery result information area 82, an image showing the winning character (one character) selected in step SP16 is represented. In the second recommended information area 84, information recommending to acquire the selected winning character (one character) without making a re-lottery request is represented. The acquisition button 86 is a button (instruction area) for acquiring the selected winning character (one character) and instructing the end of the lottery game. The re-drawing execution button 88 is a button (instruction area) for making a re-drawing request (lottery instruction) without acquiring the selected winning character (one character).
[0096] Returning to FIG. 5, the process proceeds to the process of step SP24.
[0097] (Step SP24) The determination means 54 determines whether there is a re-drawing request from the player. For example, when the re-drawing execution button is instructed on the first recommended screen or the second recommended screen, the determination means 54 makes an affirmative determination. And when the determination is an affirmative determination, the process proceeds to the process of step SP14. On the other hand, when the determination is a negative determination, that is, when the acquisition button is instructed on the first recommended screen or the second recommended screen, the process proceeds to the process of step SP26.
[0098] (Step SP26) The lottery means 52 gives (acquires) the winning character (one character) selected in the most recent step SP12 to the player. For example, the lottery means 52 adds the winning character to the owned character information of the player information 50A. Also, the lottery means 52 stores information (for example, acquisition flag) specifying that the player has acquired the winning character in association with information (for example, character ID) specifying the winning character (one character) stored in step SP16 in the lottery history information of the player information 50A. And the process ends a series of processes shown in FIG. 5.
[0099] (Specific Example 2) In the above-described specific example 1, the lottery means 52 has been described as lottery-selecting one character as the winning character, but it may also be configured to lottery-select a plurality of characters (contents). For example, in response to a lottery request from the player, the lottery means 52 consumes the cost corresponding to the lottery request and lottery-selects a certain number of 2 or more characters from the group of lottery target characters (group of lottery target contents) as the winning characters (winning contents). Examples of this certain number include 3, 5, 10, etc. This cost is, for example, the number obtained by multiplying the lottery consideration of the consideration information in the lottery game information 50C by a certain number (the number of characters to be lottery-selected).
[0100] Also, when there is a re-lottery request for the lottery means 52 to conduct a lottery again, the lottery means 52 consumes the cost corresponding to the re-lottery request and re-lottery-selects the certain number of characters from the same group of lottery target characters as the lottery request as the re-winning characters without allowing the player to acquire the winning characters (certain number of characters). This cost is, for example, the number obtained by multiplying the re-lottery consideration of the consideration information in the lottery game information 50C by a certain number (the number of characters to be re-lottery-selected).
[0101] Also, the determination means 54 determines whether or not the number of specific characters included in the winning characters (certain number of characters) lottery-selected by the lottery means 52 is equal to or greater than a predetermined number. Examples of this predetermined number include 20% (1 / 5), 25% (1 / 4), 50% (1 / 2), etc. of the number of lottery-selected characters (certain number).
[0102] For example, the specific character is a character owned by the player. For example, the determination means 54 refers to the owned character information in the player information 50A and affirms the determination when the number of matches between any of the character IDs included in the owned character information and the character IDs of each of the winning characters (certain number of characters) is equal to or greater than the predetermined number.
[0103] Also, for example, the specific character is a character that the player has never obtained by lottery. For example, the determination means 54 refers to the lottery history information of the player information 50A, and if the number of matches between any of the character IDs included in the lottery history information and the character IDs of each of the winning characters (a certain number of characters) is less than a predetermined number, the determination is affirmative.
[0104] Also, for example, the specific character is material content that is pre-associated with the characters owned by the player. For example, the determination means 54 refers to the owned character information in the player information 50A and the enhancement information and evolution information of the character information 50B, and if the number of matches between any of the identification information (for example, character ID) for identifying the enhancement material or evolution material of the character included in the owned character information and the character IDs of each of the winning characters (a certain number of characters) is equal to or more than a predetermined number, the determination is affirmative.
[0105] <Flow of processing> FIG. 9 is a flowchart showing an example (specific example 2) of the flow of processing performed by each functional means in the game system 1 according to the present embodiment. Also, the processing of the following steps is started, for example, at the timing when the player selects a certain lottery game from the lottery game menu. Note that the order and content of the following steps can be changed as appropriate.
[0106] (Step SP30) The display means 56 causes the touch panel 32 to display a lottery game screen indicating a certain lottery game selected by the player.
[0107] FIG. 10 is a diagram showing an example (specific example 2) of the lottery game screen 100 in the present embodiment.
[0108] As shown in FIG. 10, the lottery game screen 100 is provided with a provision ratio button 102, a lottery target information area 104, a lottery execution button 106, and a return button 108. The provision ratio button 102 is a button (instruction area) for giving an instruction to transition to a screen showing the names, rarities, and lottery probabilities of each character constituting the group of characters to be lottery-selected. In the lottery target information area 104, an image of a character that is the highlight (for example, a character with a high rarity or a picked-up character, etc.) among the group of characters to be lottery-selected is shown. Note that in the lottery target information area 104, images of some or all of the specific characters may be shown. The lottery execution button 106 is a button (instruction area) for giving a lottery request (lottery instruction) to lottery-select a certain number (for example, 10) of characters. The back button 108 is a button (instruction area) for giving an instruction to close the lottery game screen 100 and return to the lottery game menu.
[0109] Returning to FIG. 9, the process proceeds to the process of step SP32.
[0110] (Step SP32) The determination means 54 determines whether or not there is a lottery request from the player. For example, when the lottery execution button is instructed on the lottery game screen, the determination means 54 makes an affirmative determination for this determination. And when the determination is an affirmative determination, the process proceeds to the process of step SP34. On the other hand, when the determination is a negative determination, that is, when the back button is instructed on the lottery game screen, the process ends the series of processes shown in FIG. 9.
[0111] (Step SP34) The lottery means 52 consumes the cost corresponding to the lottery request or the re-lottery request. For example, when there is a lottery request in step SP32, the lottery means 52 refers to the price information in the lottery game information 50C, and consumes (subtracts) a certain number (for example, 10) of game currencies from the owned game currency information of the player information 50A by multiplying the lottery price of a certain lottery game. Also, when there is a re-lottery request in step SP44, the lottery means 52 refers to the price information in the lottery game information 50C, and consumes (subtracts) a certain number (for example, 10) of game currencies from the owned game currency information of the player information 50A by multiplying the re-lottery price of a certain lottery game. Then, the process proceeds to the process of step SP36.
[0112] (Step SP36) The lottery means 52 refers to the lottery target information of the lottery game in the lottery game information 50C, and draws a certain number (for example, 10) of characters as the winning characters based on the lottery probability of each character constituting the lottery target character group. Also, the lottery means 52 stores information (for example, character ID) for specifying each of the winning characters (a certain number of characters) in the lottery history information of the player information 50A. Then, the process proceeds to the process of step SP38.
[0113] (Step SP38) The determination means 54 determines, as a determination regarding a specific character, whether or not the number of specific characters included in the winning characters (a certain number of characters) drawn in step SP36 is equal to or more than a predetermined number (for example, 2). For example, the specific character is a character that the player does not own and has a rarity of 5 or more. When the determination is an affirmative determination, the process proceeds to the process of step SP42. On the other hand, when the determination is a negative determination, the process proceeds to the process of step SP40.
[0114] (Step SP40) The display means 56 causes the touch panel 32 to display a first recommendation screen recommending to make a re-lottery request.
[0115] FIG. 11 is a diagram showing an example (specific example 2) of the first recommendation screen 110 in the present embodiment.
[0116] As shown in FIG. 11, the first recommendation screen 110 is provided with a lottery result information area 112, a first recommendation information area 114, a re-lottery execution button 116, and an acquisition button 118. In the lottery result information area 112, an image showing the winning characters (a certain number of characters) selected in step SP36 is represented. For example, in the lottery result information area 112, a mark M is attached to an image showing a character that the player has not acquired by lottery among the winning characters and is represented. In the first recommendation information area 114, information recommending to make a re-lottery request without acquiring the selected winning characters (a certain number of characters) is represented. The re-lottery execution button 116 is a button (instruction area) for making a re-lottery request (lottery instruction) without acquiring the selected winning characters (a certain number of characters). The acquisition button 118 is a button (instruction area) for acquiring the selected winning characters (a certain number of characters) and giving an instruction to end the lottery game.
[0117] Returning to FIG. 9, the process proceeds to the process of step SP44.
[0118] (Step SP42) The display means 56 causes the touch panel 32 to display a second recommendation screen recommending to acquire the winning characters.
[0119] FIG. 12 is a diagram showing an example (specific example 2) of the second recommendation screen 120 in the present embodiment.
[0120] As shown in FIG. 12, the second recommendation screen 120 is provided with a lottery result information area 122, a second recommendation information area 124, an acquisition button 126, and a re-lottery execution button 128. In the lottery result information area 122, an image indicating the winning characters (a certain number of characters) selected in step SP36 is shown. In the second recommended information area 124, information recommending to acquire the winning characters (a certain number of characters) selected without making a re-lottery request is shown. The acquisition button 126 is a button (instruction area) for giving an instruction to acquire the selected winning characters (a certain number of characters) and end the lottery game. The re-lottery execution button 128 is a button (instruction area) for making a re-lottery request (lottery instruction) without acquiring the selected winning characters (a certain number of characters).
[0121] Returning to FIG. 9, the process proceeds to the process of step SP44.
[0122] (Step SP44) The determination means 54 determines whether there is a re-lottery request from the player. For example, when the re-lottery execution button is instructed on the first recommended screen or the second recommended screen, the determination means 54 makes an affirmative determination. And when the determination is an affirmative determination, the process proceeds to the process of step SP34. On the other hand, when the determination is a negative determination, that is, when the acquisition button is instructed on the first recommended screen or the second recommended screen, the process proceeds to the process of step SP46.
[0123] (Step SP46) The lottery means 52 gives (causes to acquire) the winning characters (a certain number of characters) selected in the most recent step SP32 to the player. For example, the lottery means 52 adds the winning characters (a certain number of characters) to the owned character information of the player information 50A. Also, the lottery means 52 stores information (for example, acquisition flag) specifying that the player has acquired the winning characters in association with information (for example, character ID) specifying each of the winning characters stored in step SP36 in the lottery history information of the player information 50A. And the process ends the series of processes shown in FIG. 9. <Effect>
[0124] As described above, in this embodiment, the computer functions as a lottery means 52 that consumes the cost corresponding to the lottery request from the player and draws one winning content from the lottery target content group, a determination means 54 that determines whether the winning content is specific content, and a display means 56 that displays a first recommendation screen for recommending to make a re-lottery request without obtaining the winning content when the determination is negative, and displays a second recommendation screen for recommending to obtain the winning content without making a re-lottery request when the determination is positive.
[0125] According to this configuration, when the winning content is not specific content, a first recommendation screen for recommending to make a re-lottery request can be displayed, and when the winning content is specific content, a second recommendation screen for recommending to obtain the winning content can be displayed, thereby enabling the player to easily determine the content to be obtained.
[0126] Also, in this embodiment, the computer functions as a lottery means 52 that consumes the cost corresponding to the lottery request from the player and draws a plurality of winning contents from the lottery target content group, a determination means 54 that determines whether the number of specific contents included in the winning contents is equal to or more than a predetermined number, and a display means 56 that displays a first recommendation screen for recommending to make a re-lottery request without obtaining the winning content when the determination is negative, and displays a second recommendation screen for recommending to obtain the winning content without making a re-lottery request when the determination is positive.
[0127] According to this configuration, when the number of specific contents included in the winning contents is less than the predetermined number, a first recommendation screen for recommending to make a re-lottery request can be displayed, and when it is equal to or more than the predetermined number, a second recommendation screen for recommending to obtain the winning content can be displayed, thereby enabling the player to easily determine the content to be obtained.
[0128] Also, in this embodiment, the lottery means 52 reduces the cost corresponding to the re-lottery request when the determination is negative.
[0129] According to this configuration, in order to reduce the cost corresponding to the re-lottery request, the player can be made to judge to make a re-lottery request.
[0130] Also, in this embodiment, the lottery means 52 increases the cost corresponding to the re-lottery request when the determination is affirmative.
[0131] According to this configuration, in order to increase the cost corresponding to the re-lottery request, the player can be made to judge to obtain the winning content.
[0132] Also, in this embodiment, the lottery means 52 prohibits the re-lottery request when the determination is affirmative.
[0133] According to this configuration, in order to prohibit the re-lottery request, the player can be forced to obtain the winning content.
[0134] Also, in this embodiment, the content can grow special parameters by synthesizing the same type of content as the material content, and the specific content is the same type of content as the content owned by the player.
[0135] According to this configuration, since the player can grow the special parameters of the content he owns, the player can be made to judge to obtain the same type of content as the content.
[0136] Also, in this embodiment, the specific content is content that the player has never obtained by lottery.
[0137] According to this configuration, the player can be made to judge to obtain content that he has never obtained by lottery.
[0138] In addition, in this embodiment, the specific content is material content that is pre-associated with the content owned by the player.
[0139] According to this configuration, since the player can grow the owned content, it is possible to make the player determine to acquire the material content pre-associated with the owned content.
[0140] ---Modification Example--- Note that the present invention is not limited to the above specific examples. That is, those obtained by appropriately making design changes to the above specific examples by those skilled in the art are also included in the scope of the present invention as long as they have the features of the present invention. In addition, each element included in the above-described embodiment and the modification examples described below can be combined as much as technically possible, and those obtained by combining these are also included in the scope of the present invention as long as they include the features of the present invention.
[0141] For example, in this embodiment, the lottery means 52 has been described as reducing the cost corresponding to the re-lottery request when the determination by the determination means 54 regarding the specific character is negative, but the cost may be increased.
[0142] In addition, in this embodiment, the lottery means 52 has been described as increasing the cost corresponding to the re-lottery request when the determination by the determination means 54 regarding the specific character is positive, but the cost may be reduced.
[0143] In addition, in this embodiment, the determination means 54 has been described as determining whether or not the number of specific characters included in the winning characters (a certain number of characters) drawn by the lottery means 52 is equal to or greater than a predetermined number, but different predetermined numbers may be used according to the rarity, attributes, etc. of the specific characters. For example, the determination means 54 makes an affirmative determination when the number of specific characters with a rarity of 5 or more included in the winning characters (a certain number of characters) is equal to or greater than a first predetermined number (for example, 3), and when the number of specific characters with a rarity of 6 is equal to or greater than a second predetermined number (for example, 2) that is less than the first predetermined number.
[0144] Also, in this embodiment, the display means 56 has been described as displaying the first recommended screen and the second recommended screen provided with the re-drawing execution button and the acquisition button. However, a first acquisition button corresponding to the winning character in the past (for example, the previous time), a second acquisition button corresponding to the most recent winning character, and a re-drawing execution button may be provided on the first recommended screen and the second recommended screen. In this case, for example, when the first acquisition button is instructed, the lottery means 52 gives the player the winning character in the past. That is, the lottery means 52 does not give the player the most recent winning character. On the other hand, when the second acquisition button is instructed, the lottery means 52 gives the player the most recent winning character. That is, the lottery means 52 does not give the player the winning character in the past.
[0145] Also, in this embodiment, the display means 56 has been described as displaying the first recommended screen and the second recommended screen provided with a lottery result information area in which a mark M is attached to an image showing a character that the player has not obtained by lottery. However, for the image showing the selected winning character, the specific character and the characters other than the specific character may be displayed in different manners. For example, the display means 56 attaches a mark to the image showing the selected winning character that is a specific character, and does not attach a mark to the image showing the characters other than the specific character.
[0146] Also, in this embodiment, the specific character has been described as being the same type of character as the character owned by the player. However, it may be a character having a predetermined relationship with the character owned by the player. Examples of this predetermined relationship include a relationship in which various parameters (for example, attack power, defense power, hit points, skill activation turn number, etc.) and the effects of skills are advantageously changed by being both compiled in a deck (for example, a cooperative relationship). In addition, the specific character may be determined based on statistical information of a plurality of players. Examples of the plurality of players include the player's friend players, players whose player rank is equal to or higher than a predetermined value, players who play the game on the same server as the player, and all players who play the game. Examples of the statistical information include statistics regarding the characters obtained in the lottery history information of the player information 50A corresponding to each of the plurality of players. Specifically, the specific character is a character (for example, the top 10 characters) with a high number of times (frequency) obtained by the plurality of players in the lottery game.
[0147] In addition, the specific character may be a character predetermined by the game operator. Examples of such characters include characters that the game operator wants the players to acquire and use.
[0148] In addition, the specific character may be a character that can be newly acquired by players within a predetermined period (for example, one month, six months, or one year) due to game updates (for example, updates or version upgrades).
[0149] In addition, in this embodiment, the evolution material of the source character for synthesis has been described as being the same type of character as the source character for synthesis, but it may also be a character in the same series as the source character for synthesis. Examples of such characters in the same series include characters before and after the evolution (evolution series) of the source character for synthesis. For example, character K and character N obtained by evolving character K n times are characters in the same series.
[0150] In addition, in this embodiment, the case where the content is mainly characters has been described, but it may also be cards, figures, items (for example, weapons and armors), etc.
Explanation of Signs
[0151] 10... Server device 12... Terminal device 50... Storage means 52... Sampling means 54... Determination means 56... Display means
Claims
1. Computer, a selection means for selecting one winning content from a selection target content group in response to a selection request from a player by consuming a cost corresponding to the selection request; a determination means for determining whether the winning content is a specific content; a display means for displaying a first recommendation screen recommending making a request for a re-draw without acquiring the winning content when the determination is negative, and for displaying a second recommendation screen recommending acquiring the winning content without making a request for a re-draw when the determination is positive; To function as program.
2. Computer, a selection means for selecting a plurality of winning contents from a selection target content group in response to a selection request from a player by consuming a cost corresponding to the selection request; a determination means for determining whether the number of specific contents included in the winning content is equal to or greater than a predetermined number; a display means for displaying a first recommendation screen recommending making a request for a re-draw without acquiring the winning content when the determination is negative, and for displaying a second recommendation screen recommending acquiring the winning content without making a request for a re-draw when the determination is positive; To function as program.
3. When the determination is negative, the lottery means reduces a cost corresponding to the re-lottery request.
3. The program according to claim 1 or 2.
4. When the determination is affirmative, the lottery means increases a cost corresponding to the re-lottery request.
3. The program according to claim 1 or 2.
5. The lottery means prohibits the re-lottery request when the determination is affirmative.
3. The program according to claim 1 or 2.
6. The content can develop special parameters by synthesizing the same type of content as material content; The specific content is the same type of content as the content owned by the player.
3. The program according to claim 1 or 2.
7. The specific content is content that the player has never obtained by lottery.
3. The program according to claim 1 or 2.
8. The specific content is material content that is previously associated with content owned by the player.
3. The program according to claim 1 or 2.
9. a selection means for selecting one winning content from a selection target content group in response to a selection request from a player by consuming a cost corresponding to the selection request; a determination means for determining whether the winning content is a specific content; a display means for displaying a first recommendation screen recommending making a request for a re-draw without acquiring the winning content when the determination is negative, and for displaying a second recommendation screen recommending acquiring the winning content without making a request for a re-draw when the determination is positive; Equipped with Information processing device.
10. a selection means for selecting a plurality of winning contents from a selection target content group in response to a selection request from a player by consuming a cost corresponding to the selection request; a determination means for determining whether the number of specific contents included in the winning content is equal to or greater than a predetermined number; a display means for displaying a first recommendation screen recommending making a request for a re-draw without acquiring the winning content when the determination is negative, and for displaying a second recommendation screen recommending acquiring the winning content without making a request for a re-draw when the determination is positive; Equipped with Information processing device.
Citation Information
Patent Citations
Game program, game system, and information processing device
JP2013202322A