Information processing program, game device, and method

The game system enhances player engagement by updating character abilities and using a lottery system to reward players, addressing the need for continuous player interest and motivation.

JP2025104070AActive Publication Date: 2025-07-09RUDEL INC
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Patent Information

Application Number
JP2023221903
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-12-27
Publication Date
2025-07-09
Estimated Expiration
2043-12-27

AI Technical Summary

Technical Problem

Existing game systems lack methods to continuously engage players and maintain their interest, necessitating new approaches to enhance game attractiveness and motivation.

Method used

A game system that updates character ability parameters through training games and determines player privileges based on these parameters, incorporating a lottery system to enhance engagement and interest.

Benefits of technology

The system provides a highly engaging gaming experience by rewarding players with privileges based on character training outcomes, thereby increasing player motivation and game enjoyment.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game with high amusement properties.SOLUTION: An information processing program causes a computer to execute processing for updating a value of ability parameters of a raising object character on the basis of a player's operation, and performing a raising game for raising the raising object character, and processing for determining whether or not to grant a privilege to the player on the basis of the value of the ability parameters after the raising game.SELECTED DRAWING: Figure 1
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Description

[Technical field]

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

[0002] Conventionally, a game system has been proposed in which operation history information of a player during a predetermined unit period is compiled, and a predetermined benefit is given to the player based on the compilation result of the operation history information of the player (see Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2022-138165 Summary of the Invention [Problem to be solved by the invention]

[0004] In this way, the operation history information of the player is compiled, and a predetermined bonus is awarded to the player based on the compilation result. The more the operation history information, the larger the bonus awarded, so that the player can be kept motivated to continue playing the game.

[0005] However, in order to make a game attractive to players and encourage them to continue playing, there is a need to constantly develop new methods for increasing the interest of the game.

[0006] Therefore, one object of the present invention is to make the game more entertaining. [Means for solving the problem]

[0007] One aspect of the present invention is to update the value of the ability parameter of the character to be trained based on the player's operation, execute a training game for training the character to be trained, and determine whether to give a privilege to the player based on the value of the ability parameter after the training game, and cause a computer to execute the above, which is an information processing program characterized by the above.

Effect of the Invention

[0008] According to the present invention, a highly interesting game can be provided.

Brief Explanation of Drawings

[0009]

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Embodiments for Carrying Out the Invention

[0010] Hereinafter, embodiments of the present invention will be described with reference to the drawings. (Schematic Configuration of the Information Processing System) First, the configuration of the information processing system 1 according to the present embodiment will be described. The information processing system 1 according to the present embodiment is a system that provides a breeding game for breeding a game character to be bred and a lottery game to a user (hereinafter also referred to as a player). The above breeding game is a game that updates the status value (value of the ability parameter) of the character to be bred by executing a game called "training" and breeds the character to be bred. Further, the above lottery game is a game that gives a privilege to the user based on the result of the above breeding game in order to enhance the interest of the above breeding game.

[0011] As shown in FIG. 1, the information processing system 1 includes a game management server 2 and a terminal device 5 that are communicably connected via a network 6 such as the Internet. The above-mentioned breeding game and lottery game are provided as so-called cloud services when a user accesses the game management server 2 via the Internet using the terminal device 5.

[0012] The terminal device 5 is a user terminal such as a mobile terminal or a personal computer, and includes a control unit 51, a storage unit 52, a communication unit 53, and a display unit 54. The control unit 51 is composed of a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), etc., and the storage unit 52 is composed of a RAM (Random Access Memory), a ROM (Read Only Memory), etc. In addition, game application data and the like are stored in the storage unit 52, and the terminal device 5 can access the server 2 via the game application or a web browser. The terminal device 5 can play the above-mentioned breeding game and lottery game on the screen of the display unit 54 by accessing the game management server 2.

[0013] The game management server (hereinafter, also simply referred to as the server or the server device) 2 is composed of one or more computers, and includes a control unit 10, a storage unit 20, and a communication unit 30. The communication unit 30 is a communication interface for performing encrypted communication with the communication unit 53 of the terminal device 5 via the network 6.

[0014] The storage unit 20 stores an information processing program for the control unit 10 to execute, various data, etc., and is composed of a RAM (Random Access Memory), a ROM (Read Only Memory), etc. More specifically, the storage unit 20 includes a game data storage unit 21 that stores the game program of the above-described breeding game, etc., and a content storage unit 22 that stores various game contents (hereinafter also simply referred to as contents) acquired by the user in the game.

[0015] The control unit 10 is composed of a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), etc., and functions as a game management unit 11, a content management unit 12, a privilege granting unit 13, etc. by executing the program stored in the above-described storage unit 20.

[0016] The game management unit 11 is configured to manage the progress of the above-described breeding game, and executes processes related to updating the status values of the characters to be bred during training execution.

[0017] The content management unit 12 is configured to manage the granting of game contents to the user in the game, and is configured to grant the above-described game contents to the user when a predetermined condition is satisfied. The above-described game contents include the characters to be bred in the above-described breeding game, items used in the game, etc. Also, in the present embodiment, the lottery used in the above-described lottery game is stored in the lottery master (lottery storage unit) 221 of the content storage unit 22 as a special item.

[0018] The privilege granting unit 13 is configured to execute a process of determining whether to grant a privilege to the user, and is configured to determine whether to grant a privilege to the player based on the status value of the character to be bred in the above-described lottery game.

[0019] <Details of the Training Game> Next, the above-described training game will be described in detail. The training game according to the present embodiment is configured to execute a game called "training" as described above, and the training is a game with a plurality of turns as one set. Each turn ends by executing a process called "practice" or "rest" which will be described in detail later, and the status of the character to be trained and other parameters are updated by the above "practice" or "rest" process. Then, when the specified number of turns ends, the above training ends.

[0020] Specifically, FIG. 2 is a diagram showing the flow of training as a processing sequence between the server 2 and the terminal device 5. When the user starts the training game of the present embodiment, first, the application of the terminal device 5 is started and the server 2 is accessed. When the above application is started, the terminal device 5 generates authentication information including the user ID etc. (S1 in FIG. 2) and transmits it to the server 2 together with a login request (T1).

[0021] When the server 2 receives the authentication information from the terminal device 5, the server 2 performs an authentication process based on the received authentication information (S2). Specifically, the received authentication information is compared with the user ID etc. stored in the storage unit 20 to confirm whether the user trying to log in matches the user registered in the server 2. Then, based on the confirmation that the user matches the registered user, the login request is approved (T2). When the login is approved, the terminal device 5 can access information such as the game history of the user stored in the server 2.

[0022] When the login is approved, the terminal device 5 displays the home screen 100 shown in FIG. 3 on the display unit 54 (S3). On the home screen 100, a training button 101, a lottery button 102 for displaying detailed information about the lottery game, etc. are arranged. When starting the breeding game, the user presses the above training button 101 (a selection operation such as clicking or tapping).

[0023] When the terminal device 5 detects the pressing of the training button 101, it sends a start request for the breeding game (training) to the server 2 (T3), and at the same time, displays the scenario selection screen 110 shown in FIG. 4 on the display unit 54 (S4). On the scenario selection screen 110, a scenario selection section 111 is provided at the lower part of the screen, and the user can select the scenario to be executed in this training from a plurality of training scenarios 112 to 114.

[0024] For each training scenario, the training goals to be cleared during training, the events that occur, the rewards that can be obtained when the training goals are achieved, etc. are different for each scenario. Also, at the upper part of the scenario selection screen 110, the training stamina 116 held by the user is displayed. This training stamina 116 is a parameter consumed when executing the training (breeding game), and a predetermined amount or more of stamina is required to execute the training.

[0025] When the user selects the training scenario to be executed, the user presses the decision button 115 displayed as "Next" arranged below the scenario selection section 111 to determine the training scenario to be executed. When the decision button 115 is operated, the terminal device 5 generates selection information for the training scenario and sends it to the server 2, and at the same time, displays the breeding character selection screen 120 on the display unit 54 (T4 and S5).

[0026] As shown in FIG. 5, the nurtured character selection screen 120 includes a character selection section 121 and a status display section 122. In the character selection section 121, icons 121a of a plurality of nurtured target characters held by the user are arranged and displayed. These icons of the plurality of nurtured target characters serve as selectable buttons for the user, and the status values of the selected nurtured target character are displayed on the status display section 122. More specifically, each nurtured target character has six status values, namely Status I to Status VI, as values of a plurality of updatable ability parameters. The values are displayed on the respective display sections 122a to 122f for Status I to Status VI on the status display section 122.

[0027] When the user selects a character to be nurtured in the character selection section 121, the user presses the determination button 123 displayed as "Next" below the character selection section 121 to confirm the selection of the nurtured target character. When an operation on the determination button 123 is detected, the terminal device 5 generates selection information of the nurtured target character and transmits it to the server 2, and at the same time, displays the team formation screen 130 on the display section 54 (T5 and S6).

[0028] As shown in FIG. 6, a support formation section 131 is provided on the team formation screen 130. In the support formation section 131, it is possible to select a support character that conducts training together with the character to be trained selected on the character selection screen 120. That is, the support formation section 131 is configured such that a plurality of support characters different from the character to be trained selected on the character selection screen 120 can be selected. The values of the status updated during the above training and the events that occur change depending on the support characters formed by the support formation section 131. In addition, as an object for changing (increasing) the value of the status updated during the above training, other objects may be configured to be set (formed) in addition to the support characters. More specifically, it may be configured such that support tools and support cards having the ability to increase different status values can be set.

[0029] Also, in the present embodiment, the support formation section 131 is configured such that five support characters can be selected. Among the five support characters, four support characters 131a are selected from among the characters to be trained held by the user, and for one support character 131b, it is possible to select from among the characters to be trained (also referred to as friend characters) held by other users.

[0030] When the user forms support characters in the support formation section 131, the user presses the decision button 132 displayed as "Next" below the support formation section 131 to confirm the selection of the support characters. When detecting the pressing of the decision button 132, the terminal device 5 generates selection information of the support characters and transmits it to the server 2 (T6).

[0031] When the server 2 receives the selection information of the training scenario, the character to be trained, and the support character (T4 to T6), it determines the number of turns and the training target in the training (S7). Note that the number of turns and the training target may be predetermined for each training scenario that can be selected by the user. Also, the server 2 acquires the information of the practice menu, which is a variation of the practice that can be selected in each turn of the training (S8), and distributes the support characters to the practices in the acquired practice menu (S9). Then, the server 2 generates training information including information such as the number of turns, the training target, the practice menu, and the distribution of the support characters (S10) and transmits it to the terminal device 5 (T7). Note that the distribution process is a process of reinforcing the effect of the practice according to the characteristics of the support character by distributing the support character to any of the practices in the practice menu. That is, for each practice, the type of status to be increased and the reference value of the increase width are stored in the practice data table 211 of the storage unit 20 according to the type of the practice. For the practice to which the support character is distributed, a correction value is added to the reference value stored in the practice data table 211, and the effect of the practice is reinforced.

[0032] When the terminal device 5 receives the training information, it displays a training screen 140 on the display unit 54 (S11). As shown in FIG. 7, the training screen 140 includes a status display unit 141 that displays the status values of the character to be trained, and a practice menu display unit 142. In the status display unit 141, the values of each status are displayed in the respective display units 141a to 141f of Status I to Status VI. In the practice menu display unit 142, a plurality of types of practice icons 142a to 142e are displayed. The practice icons 142a to 142e serve as selectable buttons. As shown in FIG. 8, when any one of the icons (icon 142c in the present embodiment) is selected, the base values 143a to 143d of the statuses that increase by the practice are additionally displayed beside the corresponding statuses. Here, the base value refers to the reference value corrected by the correction value when there is correction by the support character, and is the reference value itself stored in the above-described practice data table 211 when there is no correction by the support character. Then, when the selected practice icon 142c is pressed again in this state, the practice to be executed in this turn is determined, and the terminal device 5 transmits the information of the selected practice to the server 2 (T8).

[0033] In addition to the status display unit 141 and the practice menu display unit 142 described above, the training screen 140 further includes a turn number display unit 143 that displays the remaining number of turns until the training ends, a target display unit 144 that displays the training target, a condition display unit 145 that displays the condition of the character to be trained, and a rest button 146. The condition of the character to be trained displayed in the condition display unit 145 is divided into a plurality of stages and is transmitted to the server 2 together with the above-described practice selection information. Depending on the level of the condition of the character to be trained, the server 2 uses different lottery tables for the lottery of the effect magnification factor described later.

[0034] When the server 2 receives the selection information and condition information of the above-described practice, it conducts a lottery for the effect multiplier (S12). Here, the effect multiplier is a parameter that determines the fluctuation range (variation range) of the status value of the character to be trained updated by the practice. The value of the status of the character to be trained updated by the practice is a value obtained by multiplying the above-described base value by the value of the effect multiplier won by the lottery for the effect multiplier (hereinafter referred to as the status increase value).

[0035] Also, the lottery for the effect multiplier by the server 2 is executed based on the lottery table 212 stored in the game data storage unit 212 as described above. A plurality of lottery tables for the effect multiplier are prepared according to the level of the condition of the character to be trained described above. The lottery table corresponding to the state where the level of the condition of the character to be trained is high (good) is a lottery table with a higher probability of winning a higher value of the effect multiplier (a lottery table with a higher expected value).

[0036] When the lottery for the effect multiplier is executed, the server 2 calculates the above-described status increase value based on the won effect multiplier and performs a subtraction process on the turn number counter. Then, the server 2 transmits update information such as the value of the won effect multiplier, the status increase value, the updated status value, and the remaining turn number to the terminal device 5 (T9).

[0037] When receiving the above update information, the terminal device 5 performs a turn result display process (S13). In the turn result display process, as shown in FIG. 9, the terminal device 5 performs a notification effect of the won effect multiplier on the effect multiplier notification screen 150, and then displays the status update screen 160 shown in FIG. 10 to notify the user of the status increase value and the updated status value.

[0038] For example, when the selected effect magnification is 400%, on the effect magnification notification screen 150, a notification effect is performed to display the characters "400%" on the effect magnification display section 151. Then, on the updated status display section 161 of the status update screen 160, the updated status value is displayed, and status increase values 162a to 162d are displayed beside the updated status value.

[0039] Also, when it is detected that the user has pressed the rest button 146 on the training screen 140, the terminal device 5 transmits the selection information indicating that rest has been selected and the condition information of the character to be trained to the server 2 (T8). Upon receiving this information, the server 2 executes a recovery process to recover the condition of the character to be trained, and raises the level of the condition of the character to be trained in one or multiple steps (S12). Also, simultaneously with this recovery process, a subtraction process for the counter of the number of training turns is performed. Then, the server 2 transmits update information such as the updated level of the condition of the character to be trained and the remaining number of turns to the terminal device 5 (T9). Upon receiving the said update information, the terminal device 5 notifies the updated level of the condition of the character to be trained on the display section 54 (S13).

[0040] Until the value of the counter of the number of turns becomes 0, the above-described practice or rest process (the process of S11 to S13 in FIG. 2) is repeated. When the value of the counter becomes 0, the server 2 generates result information (S14) and transmits it to the terminal device 5 (T10). When the terminal device 5 receives the result information, a result effect is performed on the display section 54 (S15). In the result effect, the final status value of the character to be trained after the training end is displayed on the result screen 170 shown in FIG. 11, or the evaluation point 171 which is the total value of the values of each status is displayed.

[0041] <Details of the lottery game> Next, the details of the lottery game will be described. As shown in FIG. 1, the storage unit 20 of the server 2 includes a period setting unit 213 that stores the held period and the result announcement period of the set lottery game. In the lottery game, during the held period, the content management unit 12 gives a lottery ticket to the user, and during the result announcement period, the privilege granting unit 13 determines whether the lottery ticket it granted is a winning ticket, and grants a privilege to the user based on the determination.

[0042] During the held period of the above lottery game, on the home screen 100 shown in FIG. 3, a label 101a reading "Lottery in progress" is displayed on the icon of the training button 101, notifying that the lottery game is in progress. Also, during the held period of the lottery game, when the home screen 100 is displayed, a pop-up screen for notifying the held lottery game is displayed. When there is one type of lottery game being held, a pop-up display for notifying the in-progress lottery game is performed. Also, when multiple types of lottery games are being held simultaneously, as shown in FIG. 12, a lottery held notification screen 180 in which images 181 and 182 for notifying the respective held lottery games are displayed in a list format is pop-up displayed.

[0043] Also, on the home screen 100, a lottery button 102 having an icon labeled "Lottery" is displayed. When this lottery button 102 is pressed, the terminal device 5 displays a lottery list screen 190 shown in FIG. 13 on the display unit 54. More specifically, when the terminal device 5 detects that the lottery button 102 has been selected, it transmits the selection information of the lottery button 102 to the server 2. When the server 2 receives the selection information of the lottery button 102, it reads out the information of the lottery tickets held by the user from the lottery master 221 in the storage unit 20 and transmits it to the terminal device 5. When the terminal device 5 receives the lottery ticket information, it list-displays a list of the lottery tickets 192a to 192e held by the user in the display area 191 of the lottery list screen 190 based on the received lottery ticket information.

[0044] The lottery tickets used in the lottery game according to this embodiment are composed of training target character information and lottery ticket number information. For example, in the case of the lottery ticket of reference numeral 192a, the training target character information 192a1 is "Character A", and the lottery ticket number information 192a2 is "99999".

[0045] Also, on the above lottery ticket list screen 190, an icon 193a displayed as "Owned Lottery Ticket List" and an icon 193b displayed as "Prize List" are arranged side by side on the left and right above the display area 191. Also, above the icons 193a and 193b is a lottery ticket type display area 194 for displaying the types of lottery tickets held, and within this lottery ticket type display area 194, above the icon 193a, an icon 195 displayed as "Lottery Ticket Acquisition Conditions" is arranged.

[0046] When the terminal device 5 detects a pressing operation of the icon 193b of "Prize List" by the user, it switches the display of the display area 191 to the list of prizes in the lottery game shown in FIG. 14. More specifically, when the terminal device 5 detects that the icon 193b of "Prize List" is selected, it transmits the selection information of the icon 193b of "Prize List" to the server 2. When the server 2 receives the selection information, it reads the prize information of the lottery game from the prize master 215 in the storage unit 20 and transmits it to the terminal device 5. When the terminal device 5 receives the prize information, it list-displays the list of prizes in the display area 191 of the lottery ticket list screen 190 based on the received prize information. In the list of prizes, the content 196a of the prize and the winning conditions 196b are displayed for each grade.

[0047] The above lottery tickets are given to the user when a predetermined acquisition condition is satisfied. The lottery ticket acquisition condition is displayed by pressing the lottery ticket acquisition condition display button. For example, the icon 195 on the above lottery ticket list screen 190 and the icon 117 arranged below the training stamina 116 on the scenario selection screen 110 in FIG. 4 are the above lottery ticket acquisition condition display buttons.

[0048] More specifically, when the terminal device 5 detects the pressing of the lottery acquisition condition display button 117 on the scenario selection screen 110, it transmits the selection information of the lottery acquisition condition display button 117 to the server 2. When the server 2 receives the selection information, it reads out the lottery acquisition condition information from the storage unit 20 and transmits it to the terminal device 5. When the terminal device 5 receives the lottery acquisition condition information, it pops up and displays the lottery acquisition condition display screen 200 shown in FIG. 15 based on the received information. This lottery acquisition condition display screen 200 includes a lottery type display unit 201 that displays the type of lottery game that displays the acquisition conditions, an acquisition condition display unit 202 that displays the lottery acquisition conditions, and a holding period display unit 203 that displays the holding period of the lottery.

[0049] In the example of the lottery acquisition condition display screen 200 shown in FIG. 15, the acquisition condition display unit 202 lists four conditions: "Complete the training", "Complete the cultivation of character A", "Acquire five skills", and "Include support character B in the support formation". Above the list, the achievement degree of the lottery acquisition conditions is displayed in the form of "1 / 2". That is, in the example of FIG. 15, among the four listed conditions, achieving two conditions is the condition for acquiring the lottery. The display of "1 / 2" indicates that one of the two conditions has been achieved. Also, in this example, the condition of "Complete the training" is an essential condition for acquiring the lottery. In the example of FIG. 15, it may be displayed to the user that achieving two conditions out of the four listed conditions is the condition for acquiring the lottery. Also, satisfying all the listed conditions may be set as the condition for acquiring the lottery.

[0050] Incidentally, as shown in FIG. 16, the lottery acquisition condition display button may be arranged as an icon 2111 in the menu screen 210. The menu screen 210 can be popped up from any state, regardless of whether it is a non-training / training screen, such as the icon 103 on the home screen 100 (see FIG. 3), the icon 118 on the scenario selection screen 110 (see FIG. 4), and the icon 147 on the training screen 140 (see FIG. 7). By arranging the lottery acquisition condition display button 2111 within this menu screen 210, the user can confirm the lottery acquisition conditions even during training.

[0051] Each of the above lottery acquisition conditions is managed by a flag in the flag storage unit 214 of the storage unit 20 of the server 2 (see FIG. 1). As shown in FIG. 17, when training starts, the control unit 10 (content management unit 12) of the server 2 monitors whether any of the above-mentioned multiple lottery acquisition conditions has been achieved (No in S20, No in S22). When a lottery acquisition condition is satisfied during training (Yes in S20), the control unit 10 turns on the flag of the achieved lottery acquisition condition (S21) and monitors whether the above lottery acquisition condition has been satisfied until the end of training (No in S22).

[0052] When training ends (Yes in S22), the control unit 10 determines whether to grant a lottery. Specifically, first, the control unit 10 determines whether the essential acquisition condition (for example, the condition of "completing training" in the example of FIG. 15), which must be achieved among the multiple lottery acquisition conditions, has been achieved (S23). When the flag of the essential acquisition condition is ON (Yes in S23), next, it is determined whether the number of achieved lottery acquisition conditions is equal to or greater than the required essential achievement number for lottery granting (for example, 2 in the example of FIG. 15) (S24).

[0053] When the number of ON flags for lottery acquisition conditions is equal to or greater than the required achievement number (Yes in S24), since multiple lottery tickets can be issued to the same user, the control unit 10 then determines whether the number of lottery tickets held is less than the upper limit number that can be held (S25). And when the number of lottery tickets held is less than the upper limit number, the control unit 10 gives a new lottery ticket to the user and turns on a flag for popping up an acquisition notification screen 220 (see FIG. 18) that notifies the acquired lottery ticket when the result screen is displayed (S27).

[0054] When the pop-up flag of the above acquisition notification screen 220 is ON, when displaying the result screen 170, the terminal device 5 displays the acquisition notification screen 220 shown in FIG. 18. The acquisition notification screen 220 includes a lottery type display unit 221 that displays the type of the acquired lottery ticket, an acquired lottery ticket display unit 222 that displays information on the acquired lottery ticket, an acquisition condition display unit 223 that displays the achievement status of the lottery acquisition conditions, and a period display unit 224 that displays the acquisition period (holding period) and the result announcement period of the lottery ticket.

[0055] Also, when multiple lottery tickets are acquired in one training, as shown in FIG. 19, before the above-described acquisition notification screen 220, an acquired lottery ticket list screen 230 that displays a list of the acquired lottery tickets may be displayed. On this acquired lottery ticket list screen 230, a list of the acquired lottery tickets is displayed in a lottery ticket list display unit 231, and by pressing an acquisition details button 232, details of each lottery ticket as shown in FIG. 18 are displayed.

[0056] On the other hand, when the essential condition flag is OFF (No in S23), the number of ON flags for the lottery acquisition condition is less than the essential achievement number (No in S24), or the number of lottery tickets held by the user is equal to or more than the upper limit number (No in S25), the control unit 10 does not grant a lottery ticket to the user. Note that the lottery tickets held by the user can be arbitrarily discarded by the user from, for example, the lottery ticket list screen 190. And when the above-mentioned number of held lottery tickets is equal to or more than the upper limit number, after notifying that the number of held lottery tickets has reached the upper limit number, for example, when the lottery ticket list screen is displayed and the user discards any of the lottery tickets held by the user, the user is notified that a lottery ticket can be acquired in this training.

[0057] Next, the above-described lottery ticket granting process will be described. When the control unit 10 of the server 2 performs the lottery ticket granting process in step S26 of FIG. 17, as shown in FIG. 20, first, the information of the training target character trained in the training is acquired (S30), and the total combat power information of the training target character after the training is acquired (S31). Here, the total combat power is the total value of the status values of the training target character, and is displayed as an evaluation point on the result screen 170 of FIG. 11. That is, in the present embodiment, the sum of the status values of statuses I to IV at the end of the training is the total combat power value of the training target character.

[0058] As described above, in the present embodiment, the lottery ticket is composed of the training target character information and the lottery ticket number information. The control unit 10 sets the training target character information acquired in step S30 as the character information of the lottery ticket. Also, the number of a predetermined number of digits (five digits in the present embodiment) of the total combat power value acquired in step S31 is set as the lottery ticket number information. For example, in the example of the result screen 170 of FIG. 11, since the evaluation point of "Character A" after the training is "04984", the control unit 10 sets the training target character information as "Character A" and the lottery ticket number information as "04984".

[0059] Next, since it is not possible to hold the same lottery ticket repeatedly, the control unit 10 reads the information of the lottery tickets held by the user from the lottery ticket master 221, and checks whether there is a lottery ticket with the same combination as the combination of the set character information to be trained and the lottery ticket number information (S32). If the user does not have a lottery ticket with the same combination (No in S32), the lottery ticket with the combination of the set character information to be trained and the lottery ticket number information is issued as it is (S35), and registered in the lottery ticket master 221 (S35).

[0060] On the other hand, if there is a lottery ticket with the same combination as the already issued lottery ticket in the user's possession (Yes in S32), the control unit 10 adds 1 to the value of the set lottery ticket number (S33), and checks whether there is a lottery ticket with the same combination in the already issued lottery tickets (S34). In this embodiment, since the total value (evaluation points) of the status of the character to be trained is the lottery ticket number, it is considered that the occurrence of the same lottery ticket number is rare. Then, until the combination of the set character information to be trained and the lottery ticket number information is different from the already issued lottery ticket, the process of adding 1 to the value of the lottery ticket number is repeated (No in S34 to S33). When it becomes a different combination, the control unit 10 issues a lottery ticket with the combination (S35). Note that the duplication check of the lottery ticket may be performed by checking for duplication among the lottery tickets in the user's possession.

[0061] Next, the winning determination process of the lottery ticket game will be described. When the control unit 10 of the server 2 enters the result announcement period of the lottery ticket game (Yes in S40 of FIG. 21), first, the winning information (winning lottery ticket information) of the lottery ticket game is acquired (S41). Next, the control unit 10 reads the lottery ticket data from the lottery ticket master 221, and determines whether the user holds a lottery ticket (S42). When the user owns a lottery ticket (Yes in S41), for each lottery ticket held by the user, the winning character of the lottery ticket game and the character information of the lottery ticket training target are collated (S43).

[0062] When the winning character does not match the lottery character information to be trained (No in S43), the control unit 10 turns on the losing flag (S49). When the winning character matches the lottery character information to be trained (Yes in S43), the control unit 10 checks whether the last digit of the lottery number matches the winning number (S44). When the last digit of the lottery number does not match (No in S44), the control unit 10 turns on the fifth prize flag (S50). When the last digit of the lottery number matches (Yes in S44), the control unit 10 checks whether the last two digits of the lottery number match the winning number (S45).

[0063] When the last two digits of the lottery number do not match (No in S45), the control unit 10 turns on the fourth prize flag (S51). When the last two digits of the lottery number match (Yes in S45), the control unit 10 checks whether the last three digits of the lottery number match the winning number (S46). When the last three digits of the lottery number do not match (No in S46), the control unit 10 turns on the third prize flag (S52). When the last three digits of the lottery number match (Yes in S46), the control unit 10 checks whether the lottery number exactly matches the winning number (S47).

[0064] When the lottery number does not exactly match the winning number (No in S47), the control unit 10 turns on the second prize flag (S53). When the lottery number exactly matches (Yes in S47), the control unit 10 turns on the first prize flag (S48). The winning / losing of the lottery is managed by the ON / OFF of the above losing flag to first prize flag. The control unit 10 (privilege granting unit 13) determines whether to grant the user the prize won based on the ON / OFF of the above losing flag to first prize flag. That is, based on the ON / OFF of the above losing flag to first prize flag, it is determined whether to grant the user a privilege. For example, in the present embodiment, when the first prize flag is ON, the control unit 10 determines to grant the user 9999 items of item A and stores 9999 items of item A in the content storage unit 22 in a form associated with the user's possessed items.

[0065] Also, when the user logs in during the result announcement period of the lottery game, when the above-mentioned home screen 100 is displayed, the winning lottery announcement screen 240 pops up, and the winning lottery of the lottery game is notified to the user. As shown in FIG. 22, on the winning lottery announcement screen 240, the type of the lottery game in which the information of the winning lottery is announced is displayed in the lottery type display section 241, and the information of the winning lottery such as the first prize is displayed in the winning lottery display section 242. For example, in the example of FIG. 22, it is displayed that the combination of "Character A" and "Lottery number: 99999" is the first prize winning lottery. The winning lottery announcement screen 240 is displayed for all users who logged in during the result announcement period of the lottery game, regardless of whether the user has the lottery of the lottery game.

[0066] Furthermore, when the user has the lottery, that is, when any of the above-mentioned losing flag to first prize flag is ON, following the winning lottery announcement screen 240, the result announcement screen 250 is displayed. As shown in FIG. 23, on this result announcement screen 250, if the user has won any prize, the winning prize is listed together with its content in the result display section 251. In addition, for prizes other than the first prize, there may be duplicate wins. In the case of duplicate wins, the number of wins is displayed by the icon 251a in the list display of the winning prizes. In addition, when only the losing flag is ON, it is displayed in the result display section 251 that all the lotteries are non-winning.

[0067] Furthermore, during the result display period, the icon of the lottery button 102 on the home screen 100 is changed to notify the user of the result display period. More specifically, as shown in FIG. 24, a label such as "winning announcement" that notifies that it is the result display period is displayed on the icon of the lottery button 102. Also, in the lottery list screen 190 that is shifted by pressing the lottery button 102, as shown in FIG. 25, during the result display period, a winning lottery display area 1195 is arranged between the lottery type display area 194 and the lottery display area 191, and it becomes possible to confirm the content of the winning lottery. Among the lotteries 192a to 192c listed in the lottery display area 191, for the lottery that has won any prize, winning information 192a3, 192b3 such as the rank and content of the winning prize is displayed in the lottery list so that it can be known that the lottery has won.

[0068] <Summary> As described above, in the present embodiment, in the information processing system 1 capable of executing a training game that updates the value (status value) of the ability parameter of the character to be trained based on the player's operation such as the above-described training and trains the character to be trained, a lottery game can be executed, and it is determined whether or not to give a privilege to the player based on the value of the ability parameter after the training game. In this way, by determining whether or not to give a privilege to the user in relation to the value of the ability parameter of the character to be trained in the training game, it is possible to improve the user's motivation to play the above training game and to improve the interest of the entire game. In the present embodiment, a privilege is given to the user through the lottery game, but the method of giving a privilege to the user is not limited to the lottery, and any method may be used.

[0069] Also, in the lottery game according to this embodiment, the lottery number is set based on the value of the ability parameter after the training game, and whether to grant a privilege to the player is determined based on the matching mode between this lottery number and the winning number. In this way, since the lottery number is set using the value of the ability parameter that varies in the training game, in the training game, the user can execute the training game not only to simply increase the ability parameter, but also to obtain various lottery numbers in the lottery game. For this reason, another interest can be added to the training game, and even when the value of the ability parameter is low, the training game can be enjoyed more. Note that the matching mode between the lottery number and the winning number in the above-described embodiment may be any one. For example, in addition to the example shown in the above-described embodiment, the number of digits used for determining the winning of the lottery, etc., may be changed in any way.

[0070] Furthermore, in this embodiment, since a plurality of updatable ability parameters are set for the character to be trained and the lottery number is set based on the total value of these plurality of ability parameters, a more diverse lottery number can be generated.

[0071] Also, in this embodiment, the lottery is configured by the combination of the character to be trained having the value of the ability parameter used when determining the lottery number and the lottery number. Based on the fact that the character to be trained matches the winning character and the matching mode between the lottery number and the winning number is a predetermined mode, it is determined to grant a privilege to the player. For this reason, the combination of the lottery can be made more complicated, and since the character to be trained is related to the winning element of the lottery in addition to the lottery number, the user can enjoy the game in various ways. For example, the user can collect the lotteries of the character to be trained that the user likes, or use the background information of the character (for example, birth month, etc.) to reason about the winning character of the lottery while obtaining the lottery, so that the lottery game can be enjoyed.

[0072] In addition, since multiple tickets can be issued to the same player, the player can enjoy the breeding game to obtain tickets throughout the ticket acquisition period. Furthermore, by setting an upper limit on the number of tickets that can be held, it is possible to prevent a specific player from holding more tickets than expected. Also, since the player can delete the tickets they hold through their operation, even a player who already has the maximum number of tickets can enjoy the breeding game to obtain tickets throughout the ticket acquisition period by deleting tickets.

Explanation of Signs

[0073] 2: Computer (game device, server)

Claims

1. A process of updating the value of the ability parameter of the character to be trained based on the player's operation and executing a training game for training the character to be trained; A process of determining whether to grant a privilege to the player based on the value of the ability parameter after the training game; An information processing program characterized by causing a computer to execute the above.

2. The computer determines whether to grant the privilege to the player based on the matching mode between the lottery number set based on the value of the ability parameter after the training game and the winning number. The information processing program according to claim 1, characterized in that.

3. The character to be trained has a plurality of ability parameters that can be updated by the training game. The lottery number is set based on the total value of the plurality of ability parameters. The information processing program according to claim 2, characterized in that.

4. The computer determines to grant the privilege to the player based on the fact that the character to be trained having the value of the ability parameter used when determining the lottery number matches the winning character and the matching mode between the lottery number and the winning number is a predetermined mode. The information processing program according to claim 2, characterized in that.

5. In the training game, the computer issues a lottery ticket based on satisfying a predetermined acquisition condition. The lottery ticket has a lottery number set based on the value of the ability parameter. The computer determines whether to grant a privilege to the player according to whether the lottery ticket wins. The information processing program according to claim 1, characterized in that.

6. The computer can issue a plurality of the lottery tickets to the same player. A predetermined upper limit number is set for the number of the lottery tickets that the player can hold. The information processing program according to claim 5, characterized in that.

7. The computer can delete the lottery ticket held by the player based on the player's operation. The information processing program according to claim 6, characterized in that.

8. Comprising one or more computers. The computer. A process of updating the value of the ability parameter of the character to be trained based on the player's operation and executing a training game for training the character to be trained. A process of determining whether to grant a privilege to the player based on the value of the ability parameter after the cultivation game, is executed, and the game apparatus is characterized by this.

9. A method executed by a computer, a process of updating the value of the ability parameter of the character to be cultivated based on the operation of the player and executing a cultivation game for cultivating the character to be cultivated, a process of determining whether to grant a privilege to the player based on the value of the ability parameter after the cultivation game, is executed, and the method is characterized by this.

Citation Information

Patent Citations

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