Information processor and program
The system incentivizes players to buy paid items by executing a lottery game that favors paid items, increasing the chances of obtaining higher rarity content and reducing the effort required for character strengthening.
Patent Information
- Application Number
- JP2025073219
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-04-25
- Publication Date
- 2025-07-17
AI Technical Summary
Existing systems fail to provide motivation for players to purchase paid items when they only have free items.
An information processing apparatus and program that executes a lottery game consuming both paid and free items, giving preferential treatment based on the number of paid items, increasing the lottery probability of higher rarity content, and allowing players to acquire points for subsequent higher rarity games.
Provides motivation for players to purchase paid items by offering preferential treatment and increased chances of acquiring higher rarity content, reducing the need for additional resources to strengthen characters.
Smart Images

Figure 2025107233000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to an information processing apparatus and a program.
Background Art
[0002] Conventionally, there has been known a game in which paid items that can be acquired by purchase and free items that can be acquired by game execution can be used without distinction.
[0003] Regarding this, Patent Document 1 discloses a technique for preferentially consuming paid items when a player owns both paid items and free items.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, the technique described in Patent Document 1 has a problem that it cannot give a motivation to purchase paid items to a player who owns only free items.
[0006] The present invention has been made in view of such problems, and an object thereof is to provide an information processing apparatus and a program that can give a motivation to purchase paid items to a player.
Means for Solving the Problems
[0007] In order to solve the above problems, an information processing apparatus according to a first aspect of the present invention is an information processing apparatus that executes a lottery game for consuming game items including paid items that can be acquired by purchase and free items that can be acquired by executing a game, comprising: storage means for storing the number of paid items and free items owned by a player; and control means for executing a lottery game that consumes a predetermined number of game items from the game items owned by the player and awards the player with lottery-selected content. The control means consumes the paid items and the free items in a predetermined order, and favors the lottery game according to the number of paid items included in the predetermined number of game items.
[0008] Also, in a second aspect of the present invention, the control means increases the lottery probability of content having a higher rarity than a predetermined rarity in the lottery game as the number of paid items included in the predetermined number of game items increases.
[0009] Also, in a third aspect of the present invention, the control means increases the lottery probability of content that the player does not own and has a higher rarity than a predetermined rarity in the lottery game as the number of paid items included in the predetermined number of game items increases.
[0010] Also, in a fourth aspect of the present invention, when all of the predetermined number of game items are paid items, the control means sets the lottery target in the lottery game to content that the player does not own.
[0011] Also, in the fifth aspect of the present invention, when the lottery game is the first lottery game, the control means causes the player to acquire points based on the execution of the first lottery game, and when the points reach a predetermined number, a second lottery game is executed in which a lottery is conducted from among contents with a higher rarity than the first lottery game. Further, the control means increases the points acquired by the player as the number of paid items included in the predetermined number of game items increases.
[0012] Also, in the sixth aspect of the present invention, when the control means gives the player content with a rarity lower than a predetermined rarity set by the execution of the lottery game, the player is made to acquire the points.
[0013] Also, in the seventh aspect of the present invention, the control means increases the parameters of the content to be given as the number of paid items included in the predetermined number of game items increases.
[0014] Also, in the eighth aspect of the present invention, in the lottery game, the control means consumes the game items newly acquired by the player in order.
[0015] Also, in the ninth aspect of the present invention, in the lottery game, the control means consumes the free items owned by the player in order.
[0016] Moreover, the program according to the tenth aspect of the present invention is a program for executing a lottery game that consumes game items including paid items that can be acquired by purchase and free items that can be acquired by game execution. The program causes a computer to function as storage means for storing the number of paid items and free items owned by the player, and control means for executing a lottery game that consumes a predetermined number of game items from the game items owned by the player and awards the player with the content selected by the lottery. The control means consumes the paid items and the free items in a predetermined order, and gives preferential treatment to the lottery game according to the number of paid items included in the predetermined number of game items.
Advantages of the Invention
[0017] According to the present invention, it is possible to give the player a motivation to purchase paid items.
Brief Description of the Drawings
[0018]
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Mode for Carrying Out the Invention
[0019] Hereinafter, a plurality of 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 the description, the same reference numerals are attached to the same components and steps in each drawing as much as possible, and duplicate descriptions are omitted.
[0020] ---First Embodiment--- First, the game system according to the first embodiment will be described. The game system according to the first embodiment relates to a lottery game in which the player can set the number of paid items and free items to be consumed.
[0021] <Overall Configuration> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 including an information processing apparatus (computer) according to the first embodiment.
[0022] As shown in FIG. 1, the game system 1 is a system that provides a game to one or more players. The game system 1 includes a server device 10 as an information processing apparatus according to the first embodiment, and one or more terminal devices 12. These server device 10 and terminal devices 12 are communicably connected to each other via a communication network NT such as an intranet or the Internet.
[0023] The server device 10 is an information processing device that provides a game obtained by executing the game program 14 or the game program 14 itself to each terminal device 12 via the communication network NT. In the first embodiment, the server device 10 executes the game program 14 and transmits the execution results (such as image data and audio data) to each terminal device 12 and outputs them, thereby providing a game to each terminal device 12. Note that the game program 14 may be executed in cooperation by the terminal device 12 and the server device 10.
[0024] Each terminal device 12 is an information processing device possessed by a player, and is an information processing device that provides a game to the player by outputting the execution result of the game program 14 received from the server device 10. Examples of these terminal devices 12 include various devices such as video game machines, portable game machines, arcade game machines, smartphones, tablets, and personal computers. Each terminal device 12 is connectable to the server device 10 via the communication network NT. Note that each terminal device 12 may download the game program 14 from the server device 10 and execute the game program 14 itself to provide a game to the player.
[0025] <Hardware Configuration> FIG. 2 is a diagram schematically showing an example of the hardware configuration of the server device 10.
[0026] 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.
[0027] 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.
[0028] The communication device 26 is composed of a communication interface and the like for communicating with an external device. The communication device 26 transmits and receives various types of information to and from, for example, the terminal device 12.
[0029] The storage device 28 is composed of a hard disk or the like. The storage device 28 stores various programs, various types of information necessary for the execution of processing in the control device 20 including the game program 14, and information on the processing results.
[0030] 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 be provided with other configurations generally provided in a server.
[0031] FIG. 3 is a block diagram showing an example of the hardware configuration of the terminal device 12.
[0032] As shown in FIG. 3, the terminal device 12 includes a main control unit 30, a touch panel 32, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42.
[0033] The main control unit 30 is connected to the touch panel 32, the camera 34, the mobile communication unit 36, the wireless LAN communication unit 38, the storage unit 40, and the speaker 42. And the main control unit 30 has a function of controlling these connection destinations.
[0034] The touch panel 32 has both a display function of displaying a game image or the like and an input function of inputting the operations of the player. In the first embodiment, the touch panel 32 is composed of a display 32A responsible for the display function and a touch sensor 32B responsible for the input function.
[0035] The camera 34 has a function of taking still images and / or moving images and storing them in the storage unit 40.
[0036] The mobile communication unit 36 is connected to a mobile communication network via the antenna 36A and has a function of communicating with other communication devices connected to the mobile communication network.
[0037] The wireless LAN communication unit 38 is connected to the communication network NT via the antenna 38A and has a function of communicating with other devices connected to the communication network NT.
[0038] The storage unit 40 stores various programs such as the game program 14 and game programs of other games different from the game of the game program 14, and various data.
[0039] The speaker 42 has a function of outputting game sounds and the like.
[0040] <Game summary> The game according to the first embodiment is a game that conducts a lottery game (gacha) for awarding a character as an example of content, a quest (battle game), etc. The game is not particularly limited as long as it is a game that can consume game items including paid items (charged items) that can be obtained by purchase and free items (non-charged items) that can be obtained by executing the game. The paid item is a game item that can be used in the game and is purchased by paying a charge. Examples of this paid item include paid stones, paid gacha tickets, paid stamina recovery items, paid continue items, etc. The free item is a game item that can be used in the game and can be obtained by executing the game. For example, the free item can be obtained as a reward for login (game startup), quest clearance, mission achievement, etc. Examples of this free item include free stones, free gacha tickets, free stamina recovery items, free continue items, etc. The paid item and the free item can be consumed for various purposes such as execution of gacha, stamina recovery, and continuation of quests.
[0041] The lottery game according to the first embodiment is a game that awards one or more characters randomly selected from a group of characters to be lottery-selected to the player based on an instruction (request) to execute the lottery game from the player. This lottery is executed based on the consumption of consideration by the player. Examples of the consideration include paid stones and paid gacha tickets that are paid items, free stones and free gacha tickets that are free items, game coins, etc. Further, the lottery game according to the present embodiment includes a lottery game that consumes only paid items, a lottery game that consumes only free items, a lottery game that can consume at least one of paid items and free items, and a lottery game that consumes a first predetermined number of one or more paid items and a second predetermined number of one or more free items at once.
[0042] The quest according to the first embodiment is a game in which a deck composed of one or more characters owned by a player battles against enemy characters based on an instruction (request) from the player to execute the quest. This quest is executed, for example, by consuming a stamina value associated with the quest from the player's current stamina value. For example, the player gives instructions such as attacks to the characters (in-deck characters) that make up the deck used in the quest to play a battle game. When this quest is cleared, the player obtains clear rewards such as free stones, game coins, enemy characters that appeared in the quest, and experience points for raising the player rank. On the other hand, when the quest cannot be cleared, the player selects whether to continue the quest by consuming, for example, paid stones, free stones, continue items, etc., or to retire from the quest (decline to clear the quest). To continue means to give a right to continue playing the quest to a player who could not clear the quest.
[0043] <Functional means> FIG. 4 is a block diagram showing an example of the functional configuration (functional means) of the server device 10.
[0044] As shown in FIG. 4, the server device 10 includes a storage means 50, a control means 52, a setting means 54, and a display means 56. The storage means 50 is realized by one or more storage devices 28. The functional means other than the storage means 50 are realized by the control device 20 executing a program stored in the storage device 28 or the like. Note that all or part of the control means 52 and the setting means 54 may be provided in the terminal device 12. In this case, the functional means are realized by the main control unit 30 executing a program stored in the storage unit 40 of the terminal device 12. Needless to say, the storage means 50 may calculate and output coefficients and various variables for the stored data when there is a request to refer to certain data.
[0045] The memory means 50 is a functional means for storing player information 50A, character information 50B, quest information 50C, lottery game information 50D, etc. 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, owned character information, current stamina value, owned item information, and owned point information. The player's age is used, for example, within one month, to limit the amount of money that the player can spend on purchasing paid items. The owned character information includes, as information on the characters owned by the player, the ability parameters of each character (for example, hit points, attack power, defense power, etc. associated with the level). The current stamina value is a value consumed when the player executes a quest and is restored by consuming paid stones, free stones, paid stamina recovery items, free stamina recovery items, etc., or by the passage of time. The owned item information includes the number of game items owned by the player and the acquisition date and time of each game item. Examples of these game items include paid stones, paid gacha tickets, paid stamina recovery items, paid continuation items, free stones, free gacha tickets, free stamina recovery items, free continuation items, etc. The owned point information includes the points owned by the player. Examples of these points include points that can be obtained when a character with a rarity lower than a predetermined rarity (for example, a character with a rarity of 4 or less) is given as a result of the player executing a lottery game (first lottery game). When this point accumulates to a predetermined number (for example, 50 points), the player can execute a special lottery game (second lottery game) to draw from among the characters with a rarity higher than the predetermined rarity. Note that this player information 50A may be stored in another server device different from the server device 10.
[0046] Character information 50B is stored for each character, associated with the character ID of the character. This character information 50B includes, for example, the name and image of the character, the set rarity, the initial values of the ability parameters (e.g., hit points, attack power, defense power, etc. at level 1) and the maximum values (e.g., hit points, attack power, defense power, etc. at level 100).
[0047] Quest information 50C is stored for each quest, associated with the quest ID of the quest. This quest information 50C includes, for example, the name of the quest, enemy character information, and stamina consumption value. The enemy character information is associated with the character ID of the enemy character and includes, for example, ability parameters, drop rate, granted level, and experience value. The drop rate is the probability of awarding the enemy character to the player as a clear reward. The granted level is the level when awarding the enemy character to the player as a clear reward. The experience value is the value given to the player as a clear reward. The stamina consumption value is the value consumed from the player's current stamina value when the player executes the quest.
[0048] Lottery game information 50D is stored for each lottery game, associated with the lottery game ID of the lottery game. This lottery game 50D describes, for example, the name of the lottery game, lottery target information, number of granted characters, and cost. The lottery target information is associated with the character ID of each lottery target character and describes the lottery probability and granted level. The lottery probability is the probability of a character being selected, and the sum of the probabilities of each lottery target character is 100%. The granted level is the level when awarding the lottery target character to the player. The number of granted characters is the number of characters awarded to the player when the lottery game is executed once. The cost includes the number of game items required to execute the lottery game. Examples of this required number of game items include the number of paid stones, the number of free stones, the number of at least one of paid stones and free stones (total number), a first predetermined number (e.g., 10) of paid stones that is 1 or more and a second predetermined number (e.g., 15) of free stones that is 1 or more.
[0049] The control means 52 is a functional means for controlling the entire game, and is mainly a functional means for advancing quests and lottery games. In the first embodiment, when the control means 52 executes a lottery game by consuming a predetermined number of game items, the lottery game is given preferential treatment according to the number of paid items (for example, paid stones) included in the consumed game items. Specifically, the control means 52 gives preferential treatment to the lottery game step by step as the number of paid items included in the consumed game items increases.
[0050] Hereinafter, specific examples of the control means 52 giving preferential treatment to the lottery game will be described.
[0051] (1) Increase the lottery probability of characters with a high rarity set For example, the control means 52 increases the lottery probability of characters with a rarity higher than a predetermined rarity (for example, 4) among the lottery target characters of the lottery game as the number of paid items included in the game items consumed in the lottery game increases, and decreases the lottery probability of characters with a rarity lower than a predetermined rarity (for example, 4).
[0052] (2) Increase the lottery probability of characters not owned by the player Also, for example, the control means 52 increases the drawing probability of characters that the player does not own among the drawing target characters of the lottery game and decreases the drawing probability of characters that the player owns, as the number of paid items included in the game items consumed in the lottery game increases. Specifically, the control means 52 acquires the owned character information of the player information 50A, increases the drawing probability of characters that the player does not own among the drawing target characters, and decreases the drawing probability of characters that the player owns. Note that the control means 52 may increase the drawing probability of characters that are not owned by the player and have a rarity (for example, 4) higher than a predetermined rarity among the drawing target characters. Further, when all the game items consumed in the lottery game are paid items (for example, paid stones), the control means 52 may set the drawing target characters of the lottery game to characters that the player does not own.
[0053] (3) Increase the acquisition points Also, for example, when the control means 52 grants a character with a rarity lower than a predetermined rarity (for example, 4) set in advance by the execution of the lottery game to the player, as the number of paid items included in the game items consumed in the lottery game increases, the control means 52 increases the points to be acquired by the player. As an example of increasing the points to be acquired, every time the number of paid items included in the consumed game items increases by 5, the points to be acquired by the player are increased by 1. Note that when the points owned by the player reach a predetermined number (for example, 50 points), the control means 52 automatically executes a special lottery game (second lottery game) in which only characters with a rarity higher than a predetermined rarity (for example, 4) (for example, characters with a rarity of 5 or more) among the drawing target characters of the reached lottery game (first lottery game) are set as the drawing target characters. Then, the control means 52 subtracts a predetermined number (for example, 50 points) from the points owned by the player with the execution of the special lottery game.
[0054] (4) Increase the parameters of the character to be granted Also, for example, the control means 52 increases the parameters of the character (the granted character) granted in the lottery game as the number of paid items included in the game items consumed in the lottery game increases. Examples of such parameters include ability parameters and rarity. As an example of increasing the ability parameter, every time the number of paid items included in the consumed game item increases by one, the level of the granted character is increased by four. That is, when all the consumed game items are paid items, the control means 52 increases the granted character to the maximum level (100) and grants it to the player. As an example of increasing the rarity, evolving the granted character into an evolved character with a higher rarity is mentioned. For example, the control means 52 increases the probability of evolving (increasing the rarity by one) the granted character by 4% every time the number of paid items included in the consumed game item increases by one. Specifically, when all the consumed game items are paid items, the control means 52 evolves the granted character into an evolved character with a 100% probability. Thereby, it is possible to reduce the labor of strengthening (evolving) the character and the resources (material characters, etc.) required for the strengthening for the player.
[0055] The setting means 54 is a functional means for setting the number of paid items and free items among the game items consumed in the lottery game. In the first embodiment, the setting means 54 sets the number of paid items (for example, paid stones) and free items (for example, free stones) to be consumed among the game items owned by the player according to an instruction (request) from the player.
[0056] The display means 56 is a functional means for displaying a lottery game execution screen or the like for executing the lottery game on the touch panel 32 of the terminal device 12.
[0057] <Flow of processing> FIG. 5 is a flowchart showing an example of the processing flow in each functional means shown in FIG. 4. Also, the processing of the following steps is started, for example, at the timing when a lottery game that can set the consumption numbers of paid items and free items is selected by the player in the lottery game menu. Note that the order and content of the following steps can be changed as appropriate.
[0058] (Step SP10) The display means 56 generates data of a lottery game execution screen to be presented to the player. In the first embodiment, the display means 56 generates screen data for setting the consumption numbers of paid items and free items among a predetermined number of game items consumed in the lottery game. Subsequently, the display means 56 transmits the generated screen data to the terminal device 12. Subsequently, the terminal device 12 receives the screen data from the server device 10. In response to this, the touch panel 32 of the terminal device 12 displays a presentation screen based on the received screen data.
[0059] FIG. 6 is an explanatory diagram showing an example of the presentation screen 100 displayed on the touch panel 32 of the terminal device 12.
[0060] As shown in FIG. 6, the presentation screen 100 is provided with a slide button 102, a consumption game item information area 104, an owned game item information area 106, an offering ratio button 108, and an execution button 110. The slide button 102 is a button for receiving an instruction from the player by a movement operation from the player. The slide button 102 is used to specify the number of paid items and free items to be consumed by the player among a predetermined number (for example, 25) of game items consumed in the lottery game. The slide button 102 increases the number of paid items consumed and decreases the number of free items consumed by moving to the right by a movement operation from the player. For example, when the slide button 102 moves two positions to the right by the player's slide operation, the number of paid items consumed increases by 10, and the number of free items consumed decreases by 10. Similarly, the slide button 102 decreases the number of paid items consumed and increases the number of free items consumed by moving to the left by a movement operation from the player. For example, when the slide button 102 moves one position to the left by the player's operation, the number of paid items consumed decreases by 5, and the number of free items consumed increases by 5. The consumption game item information area 104 describes the number of paid items and free items consumed by the player. The owned game item information area 106 describes the number of paid items and free items owned by the player. The offering ratio button 108 and the execution button 110 are buttons for receiving an instruction from the player by being pressed by the player. The offering ratio button 108 is a button for transitioning to an offering ratio presentation screen that shows the name, image, rarity, and lottery probability of each lottery target character in the lottery game. On this offering ratio presentation screen, for example, the lottery probability of each lottery target character corresponding to the number of paid items to be consumed is shown. The execution button 110 is a button for executing a lottery game by consuming the number of paid items and free items specified (set) by the player with the slide button 102 as game items.
[0061] Returning to FIG. 5, the process proceeds to the process of step SP12.
[0062] (Step SP12) The control means 52 receives an operation (instruction) from the player to press the execution button on the touch panel 32 of the terminal device 12 on which the above-mentioned presentation screen (lottery game execution screen) is displayed. Further, the terminal device 12 transmits the number of paid items and free items specified by the above slide button to the server device 10. Then, the process proceeds to the process of step SP14.
[0063] (Step SP14) The setting means 54 sets the number of paid items and free items specified by the above slide button as game items to be consumed in the lottery game. Subsequently, the control means 52 consumes (subtracts) the set number of paid items and free items from the player's owned item information. Then, the process proceeds to the process of step SP16.
[0064] (Step SP16) The control means 52 executes a process for preferentially treating the lottery game according to the number of paid items consumed in the above step SP14. That is, the control means 52 executes a process for preferentially treating the lottery game according to the number of paid items included in a predetermined number of consumed game items. For example, as a process for preferentially treating the lottery game, the control means 52 changes the lottery probability of a character having a rarity (for example, 4) higher than a predetermined rarity among the lottery target characters of the lottery game. Specifically, when there are 5 paid items and 20 free items included in the 25 consumed game items, the control means 52 increases the lottery probability of each character having a rarity higher than a predetermined rarity (for example, 4) by 0.5% each. Also, when there are 15 paid items and 10 free items included in the 25 consumed game items, the control means 52 increases the lottery probability of each character having a rarity higher than a predetermined rarity (for example, 4) by 1.5% each. That is, every time the number of paid items included in the consumed game items increases by one, the control means 52 increases the lottery probability of each character having a rarity higher than a predetermined rarity (for example, 4) by 0.1% each. Also, when the control means 52 increases the lottery probability of some lottery target characters, it decreases the lottery probability of other lottery target characters. Note that when there are 0 paid items and 25 free items included in the 25 consumed game items, the control means 52 does not have to change the lottery probability of each character. Then, the process proceeds to the process of step SP18.
[0065] (Step SP18) The control means 52 executes a lottery game by referring to the lottery target information and the number of characters to be awarded in the lottery game information 50D. For example, when the lottery probability is changed in step SP16, the control means 52 draws one character from the lottery target characters based on the changed lottery probability. Note that the control means 52 repeats this lottery the same number of times as the number of characters to be awarded in the lottery game information 50D. Then, the process proceeds to the process of step SP20.
[0066] (Step SP20) The control means 52 awards the player one or more characters drawn in step SP18 as awarded characters. Then, the process ends a series of processes shown in FIG. 5.
[0067] As described above, in the first embodiment, there is provided an information processing apparatus that executes a lottery game that consumes a paid item that can be acquired by purchase and a free item that can be acquired by game execution, including a storage means 50 that stores the number of paid items and free items owned by the player, a setting means 54 that sets the number of paid items and free items to be consumed in the lottery game according to an instruction by the player, and a control means 52 that executes a lottery game that consumes the set number of paid items and free items and awards the player with the content drawn, and the control means 52 gives preferential treatment to the lottery game according to the number of paid items consumed.
[0068] According to this configuration, even a player who cannot purchase many paid items can specify the number of paid items and free items to be consumed, and since the lottery game is given preferential treatment according to the number of paid items consumed, it is possible to give preferential treatment to players who have consumed paid items and to allow each player to enjoy the preferential treatment.
[0069] Also, in the first embodiment, the control means 52 increases the lottery probability of content with a higher rarity than a predetermined rarity in the lottery game as the number of paid items consumed increases.
[0070] According to this configuration, since the main content of the lottery game is likely to be given, players who consume a large number of paid items can be favored.
[0071] Also, in the first embodiment, the control means 52 increases the lottery probability of the content that has a higher rarity than the predetermined rarity and that the player does not own in the lottery game as the number of consumed paid items increases.
[0072] According to this configuration, since the main content that the player does not own is likely to be given, players who consume a large number of paid items can be favored.
[0073] Also, in the first embodiment, when the lottery game is the first lottery game, the control means 52 causes the player to obtain points based on the execution of the first lottery game, and when the points reach a predetermined number, executes a second lottery game in which a lottery is performed from among the content with a higher rarity than the first lottery game, and further, the control means 52 increases the points obtained by the player as the number of consumed paid items increases.
[0074] According to this configuration, since the opportunity to give the main content increases, players who consume a large number of paid items can be favored.
[0075] Also, in the first embodiment, when the control means 52 gives the player content with a rarity lower than the predetermined rarity set by the execution of the lottery game, the player is caused to obtain points.
[0076] According to this configuration, even when content with a rarity lower than the predetermined rarity is given in the lottery game in which paid items are consumed, the player can be favored.
[0077] In the first embodiment, the control means 52 increases the parameters of the content to be provided as the number of paid items consumed increases.
[0078] According to this configuration, since the labor for strengthening the provided content and the resources required for strengthening are reduced, players who consume a large number of paid items can be given preferential treatment.
[0079] ---Second Embodiment--- Next, a game system according to the second embodiment will be described. The second embodiment is different from the first embodiment in that, instead of specifying (setting) the number of paid items and free items consumed by the player, among a predetermined number of game items consumed, the consumption numbers of paid items and free items are determined according to a predetermined priority order (sequence). That is, the second embodiment is different from the first embodiment in that the control means 52 determines the consumption numbers of paid items and free items based on a predetermined priority order (sequence).
[0080] Hereinafter, a specific example in which the control means 52 determines the numbers of paid items and free items to be consumed according to a predetermined priority order (sequence) will be described.
[0081] (1) Preferentially consume newly acquired game items For example, the control means 52 preferentially consumes among the paid items and free items owned by the player, the game items newly acquired by the player. Specifically, the control means 52 refers to the owned item information of the player information 50A and consumes the paid items or free items in order from the ones with the latest acquisition date. For example, when the control means 52 causes the player to consume 3 game items to obtain the right to continue a quest, it determines to consume a total of 3 (2 paid items and 1 free item), namely, 1 paid item which is the game item with the latest acquisition date, 1 free item which is the next newest game item, and 1 paid item which is the next newest game item.
[0082] (2) Preferentially consume game items acquired in the past Also, for example, the control means 52 preferentially consumes game items acquired by the player in the past among the paid items and free items owned by the player. Specifically, the control means 52 refers to the owned item information of the player information 50A and consumes the paid items or free items in order from the ones with an older acquisition date. For example, when the control means 52 consumes 3 game items to recover the player's current stamina, it determines to consume a total of 3 items (1 paid item and 2 free items), namely, 1 free item which is the game item with the oldest acquisition date, 1 free item which is the next oldest game item, and 1 paid item which is the next oldest game item.
[0083] (3) Preferentially consume free items Also, for example, the control means 52 preferentially consumes free items among the paid items and free items owned by the player. Specifically, the control means 52 refers to the owned item information of the player information 50A and consumes the free items in order. That is, the control means 52 does not consume paid items unless the number of free items owned by the player becomes 0. For example, when the player owns 30 free items and 35 paid items, and the control means 52 determines to consume 25 game items in a lottery game, it decides to consume only 25 free items. On the other hand, in this case, when the control means 52 determines to consume 50 game items in a lottery game, it decides to consume 30 free items and 20 paid items.
[0084] (4) Preferentially consume paid items Also, for example, the control means 52 preferentially consumes paid items among the paid and free items owned by the player. Specifically, the control means 52 refers to the owned item information of the player information 50A and consumes the paid items in order. That is, the control means 52 does not consume free items unless the number of paid items owned by the player becomes zero. For example, when the player owns 30 free items and 35 paid items and consumes 25 game items in a lottery game, the control means 52 determines to consume only 25 paid items. On the other hand, in this case, when consuming 50 game items in the lottery game, the control means 52 determines to consume 35 paid items and 15 free items.
[0085] <Flow of processing> FIG. 7 is a flowchart showing an example of the flow of processing for executing a lottery game in the game system according to the second embodiment. Also, the processing of the following steps is started, for example, at the timing when a lottery game in which the consumption numbers of paid and free items are determined based on the priority order is selected by the player in the lottery game menu. Note that the order and content of the following steps can be changed as appropriate.
[0086] (Step SP30) The display means 56 generates data for a lottery game execution screen to be presented to the player. In the second embodiment, the display means 56 generates screen data for consuming a predetermined number of game items from the game items owned by the player. Subsequently, the display means 56 transmits the generated screen data to the terminal device 12. Subsequently, the terminal device 12 receives the screen data from the server device 10. In response thereto, the touch panel 32 of the terminal device 12 displays a presentation screen based on the received screen data.
[0087] FIG. 8 is an explanatory diagram showing an example of the presentation screen 200 displayed on the touch panel 32 of the terminal device 12.
[0088] As shown in FIG. 8, on the presentation screen 200, there are provided a consumption game item information area 202, an owned game item information area 204, a provision ratio button 206, and an execution button 208. In the consumption game item information area 202, the number of game items consumed by the player and information indicating the game items to be preferentially consumed are described.
[0089] Returning to FIG. 7, the process proceeds to the process of step SP32.
[0090] (Step SP32) The control means 52 receives an operation (instruction) from the player to press the execution button on the touch panel 32 of the terminal device 12 on which the above presentation screen (lottery game execution screen) is displayed. Then, the process proceeds to the process of step SP34.
[0091] (Step SP34) The control means 52 determines the consumption quantities of paid items and free items among a predetermined number of game items to be consumed from the game items owned by the player according to a predetermined priority order. For example, when the control means 52 consumes 25 game items, it preferentially consumes from the 10 free items owned by the player and determines to consume the remaining (deficient) 15 from the paid items owned by the player. Subsequently, the control means 52 consumes (subtracts) the determined numbers of paid items and free items from the player's owned item information. Then, the process proceeds to the process of step SP36.
[0092] (Steps SP36 to SP40) The processes in steps SP36 to SP40 are the same as the processes in steps SP16 to SP20 described above, so the description is omitted. Then, the process ends the series of processes shown in FIG. 7.
[0093] In the above-described second embodiment, there is provided an information processing apparatus that executes a lottery game for consuming game items including paid items that can be acquired by purchase and free items that can be acquired by game execution, the apparatus including: storage means 50 for storing the number of paid items and free items owned by the player; and control means 52 for executing a lottery game in which a predetermined number of game items owned by the player are consumed and content selected for the player is awarded. The control means 52 consumes paid items and free items in a predetermined order, and gives preferential treatment to the lottery game according to the number of paid items included in the predetermined number of game items.
[0094] According to this configuration, since preferential treatment is given to the lottery game according to the number of paid items included in the predetermined number of game items, it is possible to give the player an incentive to purchase paid items.
[0095] Also, in the second embodiment, the control means 52 increases the lottery probability of content having a higher rarity than a predetermined rarity in the lottery game as the number of paid items included in the predetermined number of game items increases.
[0096] According to this configuration, since the jackpot content of the lottery game is more likely to be awarded, it is possible to give preferential treatment to players who have consumed a large number of paid items, and it is possible to give the player an incentive to purchase paid items.
[0097] Also, in the second embodiment, the control means 52 increases the lottery probability of content that the player does not own and has a higher rarity than a predetermined rarity in the lottery game as the number of paid items included in the predetermined number of game items increases.
[0098] According to this configuration, since the jackpot content that the player does not own is more likely to be awarded, it is possible to give preferential treatment to players who have consumed a large number of paid items, and it is possible to give the player an incentive to purchase paid items.
[0099] Also, in the second embodiment, when all of a predetermined number of game items are paid items, the control means 52 sets the content to be raffled in the lottery game as content that the player does not own.
[0100] According to this configuration, since content that the player does not own is given, players who have consumed only paid items can be given preferential treatment, and the motivation for the player to purchase paid items can be provided.
[0101] Also, in the second embodiment, when the lottery game is the first lottery game, the control means 52 causes the player to obtain points based on the execution of the first lottery game, and when the points reach a predetermined number, a second lottery game is executed in which a lottery is conducted from among content with a higher rarity than the first lottery game, and further, the control means 52 increases the points to be obtained by the player as the number of paid items included in a predetermined number of game items increases.
[0102] According to this configuration, since the chance of awarding the jackpot content increases, players who have consumed a large number of paid items can be given preferential treatment, and the motivation for the player to purchase paid items can be provided.
[0103] Also, in the second embodiment, when the control means 52 gives the player content with a rarity lower than a predetermined rarity set by the execution of the lottery game, the player is caused to obtain points.
[0104] According to this configuration, even when content with a rarity lower than a predetermined rarity is given in a lottery game in which a paid item has been consumed, the player can be given preferential treatment, and the motivation for the player to purchase paid items can be provided.
[0105] Also, in the second embodiment, the control means 52 increases the parameters of the content to be provided as the number of paid items included in a predetermined number of game items increases.
[0106] According to this configuration, since the effort to strengthen the provided content and the resources required for strengthening are reduced, players who consume a large number of paid items can be given preferential treatment, and the motivation for players to purchase paid items can be provided.
[0107] Also, in the second embodiment, in the lottery game, the control means 52 consumes the game items newly acquired by the player in order.
[0108] According to this configuration, it is possible to consume the purchased paid items in order, and since the lottery game is given preferential treatment according to the number of consumed paid items, the motivation for players to purchase paid items can be provided.
[0109] Also, in the second embodiment, in the lottery game, the control means 52 consumes the free items owned by the player in order.
[0110] According to this configuration, it is not possible to consume paid items unless the owned free items are consumed, and since the lottery game is not given preferential treatment, the motivation to consume the owned free items and the motivation to purchase paid items can be provided to the player.
[0111] ---Third Embodiment--- Next, a game system according to the third embodiment will be described. The third embodiment is different from the first and second embodiments in that the game is executed by consuming a predetermined number of first paid items and a predetermined number of second free items at once. Specifically, the third embodiment is different from the first and second embodiments in that the control means 52 consumes a predetermined number of first paid items and a predetermined number of second free items at once to execute a lottery game or a quest.
[0112] Hereinafter, a specific example of the control means 52 preferring a lottery game that consumes a first predetermined number of paid items and a second predetermined number of free items in a lump sum will be described.
[0113] (1) Preferable over a lottery game that consumes only paid items For example, the control means 52 prefers a lottery game that consumes a first predetermined number of paid items and a second predetermined number of free items in a lump sum over another lottery game that consumes only the sum of the first predetermined number and the second predetermined number of paid items. For example, in a lottery game that consumes 20 paid items and 5 free items in a lump sum, the total lottery probability of each character (for example, each character with a rarity of 5 or more) with a rarity higher than a predetermined rarity (for example, 4) is set to 10%. In another lottery game that consumes only 25 paid items, the total lottery probability of each character (for example, each character with a rarity of 5 or more) with a rarity higher than a predetermined rarity (for example, 4) is set to 7%. That is, in the lottery game that consumes items in a lump sum, the lottery probability of characters with a rarity higher than a predetermined rarity (for example, 4) is preferentially treated over another lottery game that consumes only paid items.
[0114] (2) Preferable over a lottery game that consumes only free items Further, for example, the control means 52 gives preference to a lottery game that consumes a first predetermined number of paid items and a second predetermined number of free items together over another lottery game that consumes only the number of free items obtained by adding the first predetermined number and the second predetermined number. For example, in a lottery game that consumes 5 paid items and 20 free items together, the total lottery probability of each character (for example, each character with a rarity of 5 or more) with a rarity higher than a predetermined rarity (for example, 4) is set to 8%, and in another lottery game that consumes only 25 free items, the total lottery probability of each character (for example, each character with a rarity of 5 or more) with a rarity higher than a predetermined rarity (for example, 4) is set to 6%. That is, in the lottery game that consumes items together, the lottery probability of characters with a rarity higher than a predetermined rarity (for example, 4) is given preference over another lottery game that consumes only free items.
[0115] <Flow of processing> FIG. 9 is a flowchart showing an example of the flow of processing for executing a lottery game in the game system according to the third embodiment. Further, the processing of the following steps is started, for example, at the timing when a lottery game that consumes a first predetermined number of paid items and a second predetermined number of free items together is selected by the player in the lottery game menu. Note that the order and content of the following steps can be changed as appropriate.
[0116] (Step SP50) The display means 56 generates data for a lottery game execution screen to be presented to the player. In the third embodiment, the display means 56 generates screen data for consuming a first predetermined number of paid items and a second predetermined number of free items owned by the player together. Subsequently, the display means 56 transmits the generated screen data to the terminal device 12. Subsequently, the terminal device 12 receives the screen data from the server device 10. In response thereto, the touch panel 32 of the terminal device 12 displays a presentation screen based on the received screen data.
[0117] FIG. 10 is an explanatory diagram showing an example of a presentation screen 300 displayed on the touch panel 32 of the terminal device 12.
[0118] As shown in FIG. 10, the presentation screen 300 is provided with a consumption game item information area 302, an owned game item information area 304, a provision ratio button 306, and an execution button 308. In the consumption game item information area 302, information indicating that a first predetermined number of paid items and a second predetermined number of free items are consumed in a lump sum as game items consumed by the player is described.
[0119] Returning to FIG. 9, the process proceeds to the process of step SP52.
[0120] (Step SP52) The control means 52 receives an operation (instruction) from the player to press the execution button on the touch panel 32 of the terminal device 12 on which the presentation screen (lottery game execution screen) is displayed. Then, the process proceeds to the process of step SP54.
[0121] (Step SP54) The control means 52 consumes (subtracts) a first predetermined number (for example, 20) of paid items and a second predetermined number (for example, 5) of free items from the player's owned item information in a lump sum. Then, the process proceeds to the process of step SP56.
[0122] (Step SP56) The control means 52 executes a lottery game with reference to the lottery target information and the number of characters to be granted in the lottery game information 50D. Specifically, the control means 52 draws one character from the lottery target characters based on the lottery probability in the lottery target information of the lottery game in which the execution button is pressed. Note that the control means 52 repeats this lottery the same number of times as the number of characters to be granted in the lottery game information 50D. Here, in the third embodiment, a lottery game that consumes a first predetermined number of paid items and a second predetermined number of free items together is more preferentially treated than another lottery game that consumes only the number of paid items obtained by adding the first predetermined number and the second predetermined number. For example, in the lottery target information of the lottery game information 50D, a lottery game that consumes 20 paid items and 5 free items together is described as having a total lottery probability of 10% for each character with a rarity (for example, 4) set higher than a predetermined rarity, and another lottery game that consumes only 25 paid items is described as having a total lottery probability of 7% for each character with a rarity (for example, 4) set higher than a predetermined rarity. Then, the process proceeds to the process of step SP58.
[0123] (Step SP58) The control means 52 gives the player one or more characters selected in the above step SP56 as the given characters. Then, the process ends a series of processes shown in FIG. 9.
[0124] Also, hereinafter, a specific example of the control means 52 preferentially treating a special continuation that consumes a first predetermined number of paid items and a second predetermined number of free items together will be described.
[0125] (1) More preferentially treated than the case of consuming only paid items For example, when the control means 52 executes a special continuation that consumes a first predetermined number of paid items and a second predetermined number of free items together (gives a special continuation right), it preferentially treats the player's quest progress more than the case of executing a normal continuation (giving a normal continuation right) by consuming only the number of paid items obtained by adding the first predetermined number and the second predetermined number. For example, in a special continuation that consumes 2 paid items and 1 free item together, the control means 52 halves the hit points of the enemy character, and in a normal continuation that consumes only 3 paid items, the control means 52 does not change the hit points of the enemy character.
[0126] Preferential over the case of consuming only free items Also, for example, when the control means 52 executes a special continuation (gives a special continuation right) that consumes a first predetermined number of paid items and a second predetermined number of free items together, it preferentially advances the player's quest compared to the case of executing a normal continuation (giving a normal continuation right) by consuming only the number of free items obtained by adding the first predetermined number and the second predetermined number. For example, in a special continuation where 1 paid item and 2 free items are consumed together, the control means 52 increases the attack power of the characters in the deck by 25%, and in a normal continuation where only 3 free items are consumed, the control means 52 does not change the attack power of the characters in the deck.
[0127] (3) Preferentially treat the clear rewards of quests Also, for example, when the control means 52 executes a special continuation (gives a special continuation right) that consumes a first predetermined number of paid items and a second predetermined number of free items together, it preferentially treats the clear rewards compared to the case of executing a normal continuation (giving a normal continuation right). For example, when the player clears a quest by executing a special continuation, the control means 52 increases the number of free stones, game coins, enemy characters, experience points, etc. given as clear rewards compared to the case of clearing the quest by executing a normal continuation. In addition to this, the control means 52 may increase the parameters of the enemy characters given as clear rewards. Also, when the player clears a quest by executing a special continuation, the control means 52 may treat it as if no continuation was performed (no continuation) and give clear rewards based on no continuation.
[0128] <Flow of processing> FIG. 11 is a flowchart showing an example of the flow of processing for specially continuing a quest in the game system according to the third embodiment. Also, the processing of the following steps is started, for example, when the hit point of a character in the deck becomes 0 or less during the execution of a quest by the player and the quest is interrupted. Note that the order and content of the following steps can be changed as appropriate.
[0129] (Step SP60) The display means 56 generates data for a continue execution screen to be presented to the player. In the third embodiment, the display means 56 generates screen data for executing a continue in which the player consumes a first predetermined number of paid items and a second predetermined number of free items that the player owns all at once. Subsequently, the display means 56 transmits the generated screen data to the terminal device 12. Subsequently, the terminal device 12 receives the screen data from the server device 10. In response to this, the touch panel 32 of the terminal device 12 displays a presentation screen based on the received screen data.
[0130] FIG. 12 is an explanatory diagram showing an example of the presentation screen 400 displayed on the touch panel 32 of the terminal device 12.
[0131] As shown in FIG. 12, on the presentation screen 400, there are provided an owned game item information area 402, a consumed game item information area 404, a special execution button 406, a normal execution button 408, and a rejection button 410. In the consumed game item information area 404, information indicating that when special continuation is executed, a first predetermined number of paid items and a second predetermined number of free items are consumed together, and information indicating that when normal continuation is executed, a number of free items obtained by adding the first predetermined number and the second predetermined number are consumed, are described. The special execution button 406, the normal execution button 408, and the rejection button 410 are buttons for receiving an instruction from the player by being pressed by the player. The special execution button 406 is a button for executing special continuation in which a first predetermined number of paid items and a second predetermined number of free items are consumed together. The normal execution button 408 is a button for executing normal continuation in which a number of free items obtained by adding the first predetermined number and the second predetermined number are consumed. The rejection button 410 is a button for rejecting the continuation of the quest (rejecting the clearance of the quest).
[0132] Returning to FIG. 11, the process proceeds to the process of step SP62.
[0133] (Step SP62) The control means 52 receives an operation (instruction) from the player to press the special execution button on the touch panel 32 of the terminal device 12 on which the above presentation screen (continuation execution screen) is displayed. Then, the process proceeds to the process of step SP64.
[0134] (Step SP64) The control means 52 consumes (subtracts) a first predetermined number (for example, 1) of paid items and a second predetermined number (for example, 2) of free items from the player's owned item information together. Then, the process proceeds to the process of step SP66.
[0135] (Step SP66) The control means 52 executes a process for preferentially advancing the quest over normal continuation. First, the control means 52 fully restores the hit points of the characters in the deck in special continuation as well as in normal continuation. Subsequently, in the case of special continuation, the control means 52, for example, increases the attack power of the characters in the deck by 25%. Then, the process proceeds to the process of step SP68.
[0136] (Step SP68) The control means 52 resumes the progress of the interrupted quest. Then, the process ends the series of processes shown in FIG. 11.
[0137] As described above, in the third embodiment, there is provided an information processing apparatus that executes a game that consumes game items including paid items that can be acquired by purchase and free items that can be acquired by game execution, the apparatus including: a storage means 50 that stores the numbers of the paid items and free items owned by the player; a display means 56 that displays an execution screen of a game that consumes a first predetermined number or more of paid items and a second predetermined number or more of free items; and a control means 52 that, in response to an instruction from the player for the execution screen, consumes the first predetermined number of paid items and the second predetermined number of free items all at once to execute the game.
[0138] According to this configuration, since a first predetermined number or more of paid items and a second predetermined number or more of free items are consumed, it is possible to give the player a motivation to acquire paid items or free items.
[0139] Also, in the third embodiment, the control means 52 executes a lottery game that gives the player the selected content in response to an instruction from the player for the execution screen.
[0140] According to this configuration, since a first predetermined number of paid items and a second predetermined number of free items are required to execute the lottery game, it is possible to give the player a motivation to acquire paid items or free items.
[0141] Also, in the third embodiment, the lottery game gives preference to the lottery probability of content with a higher rarity than a predetermined rarity over another lottery game that consumes only paid items.
[0142] According to this configuration, since it is easier to be given the main content than a lottery game that consumes only paid items, it is possible to give the player an incentive to acquire free items.
[0143] Also, in the third embodiment, the lottery game gives preference to the lottery probability of content with a higher rarity than a predetermined rarity over another lottery game that consumes only free items.
[0144] According to this configuration, since it is easier to be given the main content than a lottery game that consumes only free items, it is possible to give the player an incentive to acquire paid items.
[0145] Also, in the third embodiment, the control means 52 gives the player a right of continuation to continue playing the quest in response to an instruction from the player for the execution screen.
[0146] According to this configuration, since a first predetermined number of paid items and a second predetermined number of free items are required to execute the continuation of the quest, it is possible to give the player an incentive to acquire paid items or free items.
[0147] Also, in the third embodiment, when the control means 52 gives the right of continuation, it gives preference to the progress of the quest over the case of giving the right of continuation by consuming only paid items.
[0148] According to this configuration, since the progress of the quest is given preference over the continuation that consumes only paid items, it is possible to give the player an incentive to acquire free items.
[0149] Further, in the third embodiment, when the control means 52 grants the above-mentioned continuation right, it gives priority to the progress of the quest rather than granting the continuation right by consuming only free items.
[0150] According to this configuration, since the progress of the quest is given priority over the continuation that consumes only free items, it is possible to give the player an incentive to acquire paid items.
[0151] Also, in the third embodiment, when the control means 52 grants the above-mentioned continuation right, it gives priority to the clear reward of the quest.
[0152] According to this configuration, since the clear reward of the quest is given priority, it is possible to give the player an incentive to acquire paid items or free items.
[0153] ---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 embodiments and the modification examples described below can be combined as long as it is technically possible, and those obtained by combining them are also included in the scope of the present invention as long as they include the features of the present invention.
[0154] For example, in the first embodiment described above, the control means 52, the setting means 54, and the display means 56 have been described as being provided in the server device 10, but all or part of these may be provided in the terminal device 12.
[0155] In the above first embodiment, the case where the consumption numbers of paid items and free items among a predetermined number of game items consumed in the lottery game are set has been described. However, the player may be able to arbitrarily set the number of game items to be consumed (the total number of paid items and free items). For example, the display means 56 may generate screen data that allows the consumption numbers of paid items and free items to be arbitrarily set. In this case, the control means 52 may change the number of characters to be awarded in the lottery game according to the number of game items (the total number of paid items and free items) arbitrarily set by the player. For example, when the number of game items arbitrarily set by the player is 25 to 49, the control means 52 may award one character, and when the number of game items arbitrarily set by the player is 50 to 99, the control means 52 may award two characters. Then, the control means 52 gives preferential treatment to the lottery game according to the number of paid items included in the game items arbitrarily set by the player.
[0156] In the above first embodiment, when the control means 52 awards a character with a rarity lower than the predetermined rarity in the lottery game to the player, the player is made to acquire points. However, the player may be made to acquire points regardless of the character awarded in the lottery game. That is, the control means 52 may make the player acquire points every time the player executes the lottery game. Further, when the control means 52 awards a character with a rarity higher than the predetermined rarity in the lottery game to the player, the player may be made to acquire points.
[0157] In the above second embodiment, the control means 52 has been described as determining the consumption numbers of paid items and free items based on a predetermined priority order. However, the player may be able to select the priority order. For example, the display means 56 may provide a button for receiving a selection of the priority order regarding the consumption of paid items and free items from the player on the lottery game execution screen.
[0158] Also, in the above-described third embodiment, the control means 52 has been described as executing normal continuation by consuming only the paid items or free items owned by the player. However, in this normal continuation, the player may consume either the paid items or free items owned by the player based on the predetermined priority described in the second embodiment.
[0159] Also, in the above-described third embodiment, the control means 52 has been described as not changing the parameters of the enemy characters or the characters in the deck when executing normal continuation. However, this is not the only case. For example, the control means 52 may reduce the parameters of the enemy characters by 50% in the case of special continuation and reduce the parameters of the enemy characters by 25% in the case of normal continuation.
[0160] Also, in the above-described third embodiment, the lottery game that consumes a first predetermined number of paid items and a second predetermined number of free items in a lump sum is given preferential treatment over another lottery game that consumes only the paid items (or free items) in the total number obtained by adding the first predetermined number and the second predetermined number. However, this is not the only case. For example, the lottery game that consumes items in a lump sum may be given preferential treatment over another lottery game that consumes only a larger number of paid items (or free items) than the total number obtained by adding the first predetermined number and the second predetermined number. Also, the lottery game that consumes items in a lump sum may be given preferential treatment over another lottery game that consumes only a smaller number of paid items (or free items) than the total number obtained by adding the first predetermined number and the second predetermined number.
[0161] Further, in the above-described third embodiment, the lottery game that consumes a first predetermined number of paid items and a second predetermined number of free items all at once is given preferential treatment over another lottery game. However, it is also possible to provide only the lottery game that consumes a first predetermined number of paid items and a second predetermined number of free items all at once to the player. Specifically, a lottery game that consumes only paid items, a lottery game that consumes only free items, or a lottery game that consumes at least one of paid items and free items is not provided, and only the lottery game that consumes a first predetermined number of paid items and a second predetermined number of free items all at once is provided. This can give the player motivation to obtain paid items or free items.
[0162] Further, in the above-described third embodiment, in the lottery target information of the lottery game information 50D, different lottery probabilities are described for the lottery game that consumes a first predetermined number of paid items and a second predetermined number of free items all at once and another lottery game that consumes only paid items (or free items). However, the same lottery probability may be described. For example, in the lottery game, when a first predetermined number of paid items and a second predetermined number of free items are consumed all at once, the control means 52 may increase the lottery probability of a character with a rarity set higher than a predetermined rarity.
[0163] Also, in the above-described third embodiment, an example in which the first predetermined number and the second predetermined number are different is shown, but they may be the same value.
[0164] Also, in the above embodiment, the case of mainly using characters as an example of the content has been described, but items, cards, avatars, coins, points, etc. may also be used.
Explanation of Signs
[0165] 10... Server device (information processing device), 12... Terminal device (computer), 14... Game program (program), 50... Storage means, 52... Control means
Claims
1. An information processing apparatus that executes a lottery game for consuming game items including paid items that can be acquired by purchase and free items that can be acquired by game execution, a storage means for storing the number of paid items and free items owned by the player, control means for executing a lottery game in which a predetermined number of game items are consumed from the game items owned by the player and the content selected for the player is given, comprising: the control means consumes the paid items and the free items in a predetermined order, and gives preferential treatment to the lottery game according to the number of paid items included in the predetermined number of game items, information processing apparatus.
2. The control means increases the lottery probability of content with a higher rarity than a predetermined rarity in the lottery game as the number of paid items included in the predetermined number of game items is larger, The information processing apparatus according to claim 1.
3. The control means increases the lottery probability of content with a higher rarity than a predetermined rarity, which is content not owned by the player, in the lottery game as the number of paid items included in the predetermined number of game items is larger, The information processing apparatus according to claim 1 or 2.
4. When all of the predetermined number of game items are paid items, the control means sets the lottery target in the lottery game to content not owned by the player, The information processing apparatus according to claim 1.
5. When the lottery game is a first lottery game, the control means causes the player to acquire points based on the execution of the first lottery game, and when the points reach a predetermined number, executes a second lottery game for performing a lottery from among contents with a higher rarity than the first lottery game, and further, the control means increases the points to be acquired by the player as the number of paid items included in the predetermined number of game items is larger, The information processing apparatus according to any one of claims 1 to 4.
6. When the control means gives the player content with a lower rarity than a predetermined rarity set by the execution of the lottery game, the control means causes the player to acquire the points, The information processing apparatus according to claim 5.
7. The control means increases the parameters of the content to be granted as the number of paid items included in the predetermined number of game items is larger. The information processing apparatus according to any one of claims 1 to 6.
8. In the lottery game, the control means consumes the game items newly acquired by the player in order. The information processing apparatus according to any one of claims 1 to 7.
9. In the lottery game, the control means consumes the free items owned by the player in order. The information processing apparatus according to any one of claims 1 to 7.
10. A program for executing a lottery game that consumes game items including paid items that can be acquired by purchase and free items that can be acquired by executing a game, causing a computer to a storage means for storing the number of paid items and free items owned by the player, a control means for executing a lottery game that consumes a predetermined number of game items from the game items owned by the player and grants the content selected for the player, function as The control means consumes the paid items and the free items according to a predetermined order, and gives preferential treatment to the lottery game according to the number of paid items included in the predetermined number of game items. Program.
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