Program, information processing device, and information processing method

The information processing apparatus addresses unintentional point loss in games by implementing automatic, manual, and time-based recovery mechanisms, ensuring points are recovered to desired values, enhancing gameplay engagement.

JP2025107500APending Publication Date: 2025-07-17SEGA CORP
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Patent Information

Application Number
JP2025082958
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-05-16
Publication Date
2025-07-17

AI Technical Summary

Technical Problem

In games where points are consumed and recovered over time or by user operation, unintentional automatic recovery can lead to point loss, necessitating repetitive gameplay to regain points.

Method used

An information processing apparatus with a user information storage unit, game progress unit, automatic recovery unit, manual recovery unit, and time recovery unit that allows points to be recovered automatically or manually to specific values and over time, ensuring points are regained even after unintentional automatic recovery.

Benefits of technology

Enables users to recover points without hassle, promoting gameplay activation by ensuring points are regained over time to a desired maximum value, reducing the need for repetitive gameplay.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To acquire points for a recovered time without time and efforts even after automatic recovery is made.SOLUTION: An information processing device includes: a user information storage part for storing a user's owned points; a game progressing part for permitting a game play by consuming the user's owned points; an automatic recovery part for automatically recovering the user's owned points to any value from a first maximum value to a second maximum value upon establishment of a recovery condition; a manual recovery part for recovering the user's owned points to any value from the first maximum value to the second maximum value by a recovery operation of the user; and a time recovery part for recovering the user's owned points according to a lapse of time until they reach the first maximum value, which recovers the user's owned points according to a lapse of time until they reach the second maximum value after the user's owned points are recovered by the automatic recovery part of the automatic recovery part, the manual recovery part, and the time recovery part.SELECTED DRAWING: Figure 1
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Description

Technical Field

[0001] The present invention relates to an information processing apparatus and a program.

Background Art

[0002] Games are known that permit gameplay by consuming a user's owned points and gradually recover the consumed owned points over time or instantaneously recover them by a user's recovery operation (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In such games, after a user has consumed all of their owned points and ended gameplay, even though they intended to recover the consumed owned points over time, there are cases where the points automatically recover due to the fulfillment of recovery conditions (such as achieving a rank up, etc.) without depending on the user's operation.

[0005] If the user's owned points thus automatically recover unintentionally, they will not recover over time thereafter, so the user will incur a loss by not obtaining the points that should have recovered during the time from the end of gameplay to its resumption. Therefore, in order not to suffer a loss by losing such points that would have recovered over time, the user had to repeat gameplay after the automatic recovery to consume their own owned points.

[0006] The present invention has been made in view of such circumstances, and its object is to enable the user to obtain the points for time recovery without difficulty even after automatic recovery.

Means for Solving the Problems

[0007] The main invention of the present invention for solving the above problems is a user information storage unit that stores user information in which the user's possessed points are set; a game progress unit that permits game play by consuming the user's possessed points; an automatic recovery unit that automatically recovers the user's possessed points to any value from a first maximum value to a second maximum value when a recovery condition is satisfied regardless of the user's recovery operation; a manual recovery unit that recovers the user's possessed points to any value from a first maximum value to a second maximum value by the user's recovery operation; a time recovery unit that recovers the user's possessed points according to the passage of time until the first maximum value is reached, and after the user's possessed points are recovered by the automatic recovery unit among the automatic recovery unit, the manual recovery unit, and the time recovery unit, a time recovery unit that recovers the user's possessed points according to the passage of time until the second maximum value is reached; An information processing apparatus characterized by comprising the above. According to such an information processing apparatus, when the user's possessed points are consumed, the possessed points can be recovered in time until the first maximum value is reached, and after automatic recovery, they can be recovered in time until the second maximum value is reached. Therefore, even if the user's possessed points are automatically recovered unintentionally, they will still be recovered in time until the second maximum value is reached thereafter, so there is no need to repeatedly play the game and consume the user's possessed points so as to fall below the first maximum value. As a result, the user can obtain the points for time recovery without difficulty even after automatic recovery.

[0008] Further, it is desirable that the time recovery unit only recovers the user's possessed points until they reach the first maximum value according to the passage of time when the user's possessed points fall below the first maximum value due to consumption by the game progress unit after automatic recovery by the automatic recovery unit. As a result, when the user's possessed points are consumed after automatic recovery and fall below the first maximum value, the possessed points can only be recovered by time until they reach the first maximum value. That is, if the user consumes the possessed points at will until they fall below the first maximum value while the possessed points are being recovered by time after automatic recovery, the points for time recovery until reaching the second maximum value cannot be obtained. As a result, the user will repeat the game play until they consume all of their possessed points in order to obtain the points for time recovery until reaching the first maximum value, so that the activation of the game can be promoted.

[0009] Further, it is desirable that the time recovery unit does not recover the user's possessed points according to the passage of time after the automatic recovery by the automatic recovery unit and before the user's possessed points reach the second maximum value according to the passage of time, when the user's possessed points are consumed by the game progress unit and the consumed user's possessed points do not fall below the first maximum value. As a result, if the user consumes the possessed points even once at will while the possessed points are being recovered by time after automatic recovery, the points for time recovery until reaching the second maximum value cannot be obtained. As a result, the user will repeat the game play until they consume all of their possessed points in order to obtain the points for time recovery until reaching the first maximum value, so that the activation of the game can be promoted.

[0010] Further, it is desirable that the time recovery unit varies the recovery amount per unit time of the user's owned points depending on whether the user's owned points are recovered according to the passage of time until reaching the first maximum value or until reaching the second maximum value. Thereby, for example, if the time recovery until reaching the second maximum value has a larger recovery amount per unit time of the owned points (is set to recover faster) than the time recovery until reaching the first maximum value, it becomes easier for the user's owned points to reach the second maximum value early after automatic recovery. Therefore, the user will resume the game play immediately after reaching the second maximum value and consume their owned points, so that the activation of the game can be promoted. Also, for example, if the time recovery until reaching the second maximum value has a smaller recovery amount per unit time of the owned points (is set to recover slower) than the time recovery until reaching the first maximum value, it becomes difficult for the user's owned points to reach the second maximum value after automatic recovery. Therefore, the user will repeat the game play so as to consume their owned points and make the owned points easier to reach the first maximum value, so that the activation of the game can be promoted.

[0011] Also, it is desirable that the second maximum value is a value obtained by adding the first maximum value to the value automatically recovered by the automatic recovery unit. Thereby, the user can obtain more points for time recovery without trouble even after automatic recovery.

[0012] Also, a computer, user information storage means for storing user information in which the user's owned points are set, game progress means for permitting game play by consuming the user's owned points, automatic recovery means for automatically recovering the user's owned points to any value from the first maximum value to the second maximum value when a recovery condition is satisfied regardless of the user's recovery operation, Manual recovery means for recovering the user's owned points to any value from the first maximum value to the second maximum value by the user's recovery operation. Time recovery means for recovering the user's owned points according to the passage of time until the first maximum value is reached. After the user's owned points are recovered by the automatic recovery means among the automatic recovery means, the time recovery means, and the manual recovery means, the time recovery means for recovering the user's owned points according to the passage of time until the second maximum value is reached. A program for functioning as. According to such a program, even after automatic recovery, it becomes possible to obtain points for time recovery without trouble.

Brief Description of Drawings

[0013]

Figure 1

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Modes for Carrying Out the Invention

[0014] Hereinafter, an information processing apparatus, a program, and an information processing system according to an embodiment of the present invention will be described in detail. Note that the present invention can be widely applied to an information processing apparatus, a program, an information processing system, etc. that employ a game that repeats the consumption of possession points and recovery due to the passage of time.

[0015] [Embodiment] [System Configuration]< FIG. 1 is a configuration diagram showing an example of the information processing system 1 according to the present embodiment. As shown in FIG. 1, in the information processing system 1 according to the present embodiment, one or more client terminals 10 and a server device 20 are connected via a network N.

[0016] The client terminal 10 is a terminal device such as a smartphone, a tablet, a PC, etc. operated by a user, or a terminal device such as a dedicated game device for home or business use. The server device 20 performs management and control of games performed by the user on the client terminal 10, charging processing in the game, etc. The network N is the Internet or the like and includes a mobile radio base station or the like.

[0017] Note that the present invention is applicable not only to the client - server type information processing system 1 shown in FIG. 1, but also to a single game device by separately providing a mechanism for performing charging processing in the game. The information processing system 1 in FIG. 1 is an example, and it goes without saying that there are various system configuration examples according to the application and purpose. For example, the server device 20 in FIG. 1 may be configured to be distributed among a plurality of computers.

[0018] <Hardware Configuration> 《Client Terminal and Server Device》 FIG. 2 is a hardware configuration diagram showing an example of the computer 50 according to the present embodiment. The client terminal 10 and the server device 20 according to the present embodiment are realized by, for example, a computer 50 having the hardware configuration shown in FIG. 2. Note that the computer 50 is an example of an information processing device.

[0019] As shown in FIG. 2, the computer 50 includes a CPU 51, a RAM 52, a ROM 53, a communication interface 54, an input device 55, a display device 56, an external interface 57, and an HDD 58, etc., and each is interconnected by a bus line B. Note that the input device 55 and the display device 56 may be connected and used when necessary.

[0020] The CPU 51 is an arithmetic device that realizes the control and functions of the entire computer by reading programs and data from storage devices such as the ROM 53 and the HDD 58 onto the RAM 52 and executing various processes based on the read programs and data.

[0021] The RAM 52 is an example of a volatile semiconductor memory (storage device) for temporarily holding programs and data, and is also used as a work area when the CPU 51 executes various processes.

[0022] The ROM 53 is an example of a non-volatile semiconductor memory (storage device) that can retain programs and data even when the power is turned off. Programs and data such as the BIOS, OS settings, and network settings that are executed when the computer 50 is started up are stored in the ROM 53.

[0023] The communication interface 54 is an interface for connecting the computer 50 to the network N. Thereby, the computer 50 can perform data communication via the communication interface 54.

[0024] The input device 55 is a device used by a user or an administrator to input various signals. The input device 55 in this embodiment is, for example, an operating device such as a touch panel, operation keys or buttons, a keyboard, or a mouse.

[0025] The display device 56 is a device for displaying various information on a screen for a user or an administrator. The display device 56 in this embodiment is, for example, a display such as a liquid crystal or an organic EL.

[0026] The external interface 57 is an interface for connectably connecting to an external device for data communication. Thereby, the computer 50 can read and / or write to a recording medium via the external interface 57. The external device is, for example, a recording medium such as a flexible disk, a CD, a DVD, an SD memory card, or a USB memory.

[0027] The HDD 58 is an example of a non-volatile storage device that stores programs and data. The programs and data stored therein include an OS, which is basic software that controls the entire computer, and applications that provide various functions on the OS.

[0028] Note that instead of the HDD 58, a drive device (for example, a solid state drive: SSD) using a flash memory as a storage medium may be used.

[0029] The client terminal 10 and the server device 20 according to this embodiment can implement various processes as described below by executing a program on the computer 50 having the above-described hardware configuration.

[0030] <Software Configuration> 《Server Device》 FIG. 3 is a functional block diagram showing an example of the server device 20 according to this embodiment. The server device 20 according to this embodiment is realized by, for example, the functional blocks shown in FIG. 3.

[0031] The server device 20 according to this embodiment realizes a server control unit 200, a server storage unit 220, and a server communication unit 240 by executing a program.

[0032] The server control unit 200 has a function of executing processes related to various games. This server control unit 200 includes a game progress unit 201, a recovery control unit 202, and a display control unit 203.

[0033] The game progress unit 201 permits game play by consuming the user's possessed points based on the game operation received by the client terminal 10 from the user, and then controls the progress of the game.

[0034] The recovery control unit 202 performs recovery control of the possessed points after consumption of the user's possessed points. The recovery control unit 202 includes an automatic recovery unit 202A, a manual recovery unit 202B, and a time recovery unit 202C.

[0035] The automatic recovery unit 202A automatically recovers the user's possessed points by the establishment of recovery conditions without depending on the user's recovery operation after the user's possessed points are consumed. In this embodiment, the user's possessed points are automatically recovered to any value from the first maximum value to the second maximum value.

[0036] The manual recovery unit 202B restores the user's owned points by the user's recovery operation after the user's owned points are consumed. In the present embodiment, the user's owned points are manually restored to any value from the first maximum value to the second maximum value.

[0037] The time recovery unit 202C restores the user's owned points according to the passage of time after the user's owned points are consumed. In the present embodiment, the user's owned points are restored over time until they reach the first maximum value. Also, only after the user's owned points are automatically restored, the user's owned points are restored over time until they reach the second maximum value.

[0038] The display control unit 203 generates data for various game screens according to, for example, the progress of a game controlled by the game progress unit 201, and controls the screen display of the client terminal 10.

[0039] The server storage unit 220 has a function of storing information related to various games. This server storage unit 220 includes a character information storage unit 221, a user information storage unit 222, and a quest information storage unit 223.

[0040] The character information storage unit 221 is an example of the content information storage unit, and stores character information (content information) related to a character as an example of the content. The character information stored in the character information storage unit 221 is set with various characters used in the game and the like.

[0041] The user information storage unit 222 stores user information related to the user. The user information stored in the user information storage unit 222 is set with the user's rank, various characters and owned points that the user has, the first maximum value of the owned points associated with the user, and the like.

[0042] The quest information storage unit 223 stores quest information regarding quests. In the quest information stored by the quest information storage unit 223, various characters and the like that can be acquired in the quest are set.

[0043] The server communication unit 240 has a function of communicating with the client terminal 10 via the network N.

[0044] 《Client Terminal》 FIG. 4 is a functional block diagram showing an example of the client terminal 10 according to the present embodiment. The client terminal 10 according to the present embodiment is realized by, for example, the functional blocks shown in FIG. 4.

[0045] The client terminal 10 according to the present embodiment realizes a client control unit 100, a client storage unit 120, a client communication unit 140, an operation reception unit 150, and a screen display unit 160 by executing a program. The client control unit 100 includes a request transmission unit 101 and a response reception unit 102.

[0046] The operation reception unit 150 receives operations from a user who operates the client terminal 10. Further, the client control unit 100 performs processing related to the game on the client terminal 10. The request transmission unit 101 transmits a request to the server device 20 based on the content of the operation received by the operation reception unit 150 from the user. The response reception unit 102 receives a response such as a processing result for the request transmitted by the request transmission unit 101 to the server device 20.

[0047] Also, the client storage unit 120 stores information necessary in the client terminal 10. The client communication unit 140 communicates with the server device 20. The screen display unit 160 performs screen display of the client terminal 10 according to the control from the server device 20.

[0048] Note that, as described above, in the information processing system 1 according to the present embodiment, although the server device 20 performs game progress and display control, the client terminal 10 may also perform them. Specifically, while at least a part of the functional units included in the server control unit 200 is not provided in the server control unit 200 of the server device 20, it may be configured to be provided in the client control unit 100 of the client terminal 10.

[0049] In addition, the client control unit 100 of the client terminal 10 has a browser type that receives page data described in HTML (Hyper Text Markup Language) or the like and scripts included in the page data from the server device 20 and performs processing related to the game. Also, the client control unit 100 of the client terminal 10 has an application type that performs processing related to the game based on the installed application.

[0050] <Overview of the Game> Here, the overview of the game in the present embodiment will be described. In the game in the present embodiment, a battle game is provided that permits game play for users who have consumed their own points.

[0051] The battle game in the present embodiment is a game in which enemy characters appear for a party composed of a plurality of characters, and the appeared enemy characters battle against each character constituting the party.

[0052] In this battle game, a plurality of quests aimed at defeating enemy characters are set according to the difficulty level. The user can form a party using their own characters and the like, specify any quest, and challenge the battle against the enemy characters.

[0053] During battle play, the required points associated with the designated quest are consumed from the user's possessed points. However, if there are insufficient points, battle play cannot be conducted in the designated quest. In that case, the user needs to recover their possessed points.

[0054] In this embodiment, the possessed points after consumption can be automatically recovered (automatic recovery) by the fulfillment of the recovery conditions without user operation, recovered by the user's recovery operation (manual recovery), or recovered over time (time recovery). Below, the operations regarding each of automatic recovery, manual recovery, and time recovery will be specifically described.

[0055] <Operation> 《Automatic Recovery》 FIG. 5 is a flowchart for explaining an operation example regarding the automatic recovery of the information processing system 1 in this embodiment.

[0056] When a menu screen is displayed on the screen display unit 160 of the client terminal 10, the user performs an operation on the client terminal 10 to start a battle game. When the user performs this operation, the operation reception unit 150 of the client terminal 10 receives the operation content based on the user's game operation. The request transmission unit 101 of the client terminal 10 makes a request to the server device 20 based on the operation content received by the operation reception unit 150 from the user. The game progress unit 201 of the server device 20 receives the operation content for starting a battle game from the client terminal 10, and requests the display control unit 203 to execute screen display control so as to display a quest designation screen on the client terminal 10 (step S11).

[0057] Specifically, when the display control unit 203 of the server device 20 is requested to execute screen display control by the game progress unit 201, it refers to the quest information stored in the quest information storage unit 223 and controls to display on the screen display unit 160 of the client terminal 10 a quest designation screen on which quests that are candidate designations for the user are listed.

[0058] FIG. 6 is a configuration diagram showing an example of quest information. This quest information has, as items, a quest ID, name, difficulty level, required points, enemy characters, acquirable characters, and the like.

[0059] The quest ID is information for uniquely identifying a quest. The name is information indicating the quest name. The difficulty level is information indicating the ease of clearing the quest. The required points are information indicating the amount of points required for game play in that quest. The enemy characters are information indicating various characters (including boss characters) that appear in that quest. The acquirable characters are an example of a reward given to the user and are information indicating various characters that can be acquired based on a predetermined probability when that quest is cleared.

[0060] Returning to FIG. 5, next, when a quest designation screen is displayed on the screen display unit 160 of the client terminal 10, the user performs an operation of designating any quest on the client terminal 10. When the operation reception unit 150 of the client terminal 10 receives an operation in which the user designates any quest, it receives the operation content based on the user's quest designation (step S12).

[0061] Then, the request transmission unit 101 of the client terminal 10 makes a request to the server device 20 based on the operation content received from the user by the operation reception unit 150. When the game progress unit 201 of the server device 20 receives the operation content from the client terminal 10, it permits game play in the designated quest by consuming the points possessed by that user (step S13).

[0062] Specifically, the game progress unit 201 of the server device 20 acquires the user's possessed points from the user information stored in the user information storage unit 222, and acquires the required points for the quest specified by the user from the quest information stored in the quest information storage unit 223. Then, the game progress unit 201 of the server device 20 consumes the user's possessed points by subtracting the required points for the quest from the acquired user's possessed points. After that, the game progress unit 201 of the server device 20 permits the user to play the game in that quest and controls the progress of the game.

[0063] FIG. 7 is a configuration diagram showing an example of user information. This user information has, as items, a user ID, name, rank, possessed characters, party, possessed points, a first maximum value, a second maximum value, the number of recovery items, and the like.

[0064] The user ID is information for uniquely identifying the user. The name is information indicating the user name. The rank is information indicating the user's game level at the current time. In this embodiment, experience points are accumulated by repeating the game play, and the rank is set to increase each time the accumulated experience points reach a predetermined value. The possessed characters are information indicating one or more various characters possessed by the user at the current time. The party is information indicating each character constituting the user's party.

[0065] The points held are information indicating the amount of points (current value) that the user holds at the current time. The first maximum value is a value set as a provisional upper limit of the points that the user can hold at the current time. In the present embodiment, it is set such that the higher the rank of the user, the higher the first maximum value, and each time the rank is increased, the first maximum value is set to increase by a predetermined number of points (for example, 5 points). The second maximum value is a value set as the actual upper limit of the points that the user can hold at the current time. In the present embodiment, since the first maximum value is a provisionally set upper limit value, the user can hold points up to the second maximum value which is the actual upper limit value. Note that the method for determining the second maximum value will be described in detail later. The number of recovery items is information indicating the number of recovery items that the user holds at the current time.

[0066] Returning to FIG. 5, next, the automatic recovery unit 202A of the server device 20 determines whether or not a recovery condition for performing automatic recovery is satisfied based on the result of the user's game play in the quest (step S14).

[0067] Specifically, as an example of the recovery condition, the automatic recovery unit 202A of the server device 20 determines whether or not the user has succeeded in ranking up by playing the game in the quest.

[0068] Note that this recovery condition is not limited to this. For example, it may be a recovery condition that the user has obtained the highest score by playing the game in the quest. Also, it may be a recovery condition that the user has cleared the quest in the fastest time by playing the game in the quest, etc.

[0069] As a result of this determination, if it is determined that the recovery condition is not satisfied (step S14: NO), this process ends. On the other hand, if it is determined that the recovery condition is satisfied (step S14: YES), the process proceeds to the next step S15.

[0070] Next, when the automatic recovery unit 202A of the server device 20 determines that the recovery condition is satisfied, it automatically recovers the user's possessed points to any value from the first maximum value to the second maximum value (step S15).

[0071] Specifically, the automatic recovery unit 202A of the server device 20 acquires the user's possessed points set in the user information stored in the user information storage unit 222 and the first maximum value, and based on at least one of the acquired possessed points and the first maximum value, determines the second maximum value and the possessed points after automatic recovery. Hereinafter, the method for determining the second maximum value and the possessed points after automatic recovery will be specifically described.

[0072] FIG. 8 is a diagram showing the recovery state of the possessed points before and after automatic recovery (Example 1). FIG. 9 is a diagram showing the recovery state of the possessed points before and after automatic recovery (Example 2).

[0073] For example, as shown in FIG. 8, when the acquired user's possessed points are "0" and the first maximum value is "105" (assuming that the first maximum value has increased from "100" to "105" due to a rank-up), "105" obtained by adding the first maximum value "105" to the user's possessed points "0" is determined as the possessed points after automatic recovery, and "210" obtained by adding the first maximum value "105" to the possessed points after automatic recovery "105" is determined as the second maximum value.

[0074] Also, for example, as shown in FIG. 9, when the acquired user's possessed points are "50" and the first maximum value is "105" (assuming that the first maximum value has increased from "100" to "105" due to a rank-up), "155" obtained by adding the first maximum value "105" to the user's possessed points "50" is determined as the possessed points after automatic recovery, and "260" obtained by adding the first maximum value "105" to the possessed points after automatic recovery "155" is determined as the second maximum value.

[0075] Note that the method for determining the second maximum value is not limited to this. For example, when the first maximum value increases from "100" to "105" due to a rank-up, "200", which is twice the first maximum value before the rank-up, may be determined as the second maximum value. Alternatively, "205", which is the sum of "100", the first maximum value before the rank-up, and "105", the first maximum value after the rank-up, may be determined as the second maximum value. Also, "210", which is twice the first maximum value after the rank-up, may be determined as the second maximum value.

[0076] Then, when the automatic recovery unit 202A of the server device 20 determines the second maximum value and the points held after automatic recovery in this way, the user information storage unit 222 updates and sets each value in the user information it stores.

[0077] In this manner, when the user can satisfy the recovery condition based on the result of the game play, the consumed points held by the user can be automatically restored all at once to any value from the first maximum value to the second maximum value.

[0078] 《Manual Recovery》 FIG. 10 is a flowchart for explaining an operation example related to the manual recovery of the information processing system 1 in the present embodiment.

[0079] When a menu screen is displayed on the screen display unit 160 of the client terminal 10, the user performs an operation on the client terminal 10 to restore their held points. When the user performs this recovery operation, the operation reception unit 150 of the client terminal 10 receives the operation content based on the user's game operation (step S21).

[0080] The request transmission unit 101 of the client terminal 10 makes a request to the server device 20 based on the operation content received by the operation reception unit 150 from the user. The game progress unit 201 of the server device 20 receives the operation content for restoring the held points from the client terminal 10 and requests the manual recovery unit 202B of the server device 20 to execute the recovery process.

[0081] Next, when the manual recovery unit 202B of the server device 20 is requested by the game progress unit 201 to execute the recovery process, it uses the recovery items possessed by the user by reducing the number of recovery items of the user set in the user information stored in the user information storage unit 222 (step S22).

[0082] Next, the manual recovery unit 202B of the server device 20 recovers the user's possessed points to any value from the first maximum value to the second maximum value by using the recovery items possessed by the user (step S23).

[0083] Specifically, the manual recovery unit 202B of the server device 20 acquires the user's possessed points set in the user information stored in the user information storage unit 222 and the first maximum value, and determines the possessed points after manual recovery based on the acquired user's possessed points and the first maximum value.

[0084] For example, when the acquired user's possessed points are "0" and the first maximum value is "105", "105" obtained by adding the first maximum value "105" to the user's possessed points "0" is determined as the possessed points after manual recovery.

[0085] Also, for example, when the acquired user's possessed points are "50" and the first maximum value is "105", "155" obtained by adding the first maximum value "105" to the user's possessed points "50" is determined as the possessed points after manual recovery.

[0086] Then, when the manual recovery unit 202B of the server device 20 determines the possessed points after manual recovery in this way, it updates and sets that value in the user information stored in the user information storage unit 222.

[0087] In this way, the user can instantaneously restore the consumed points in his or her possession to any value from the first maximum value to the second maximum value by performing a restoration operation at an arbitrary timing.

[0088] 《Time Restoration》 (Specific Example 1) FIG. 11 is a flowchart for explaining an operation example (Specific Example 1) related to the time restoration of the information processing system 1 in the present embodiment. Here, the time restoration up to the first maximum value (the first time restoration) will be described.

[0089] When the game progress unit 201 of the server device 20 consumes the points in the user's possession, the time restoration unit 202C of the server device 20 refers to the user information stored in the user information storage unit 222 and determines whether the consumed points in the user's possession are less than the first maximum value (step S31).

[0090] Next, when the time restoration unit 202C of the server device 20 determines that the consumed points in the user's possession are less than the first maximum value (step S31: YES), it restores the points in the user's possession according to the passage of time until they reach the first maximum value (step S32).

[0091] The time restoration unit 202C in the present embodiment restores one point of the points in the user's possession every three minutes after the consumption. Note that the restoration amount per unit time of the points in the user's possession is not limited to this and can be set to any restoration amount.

[0092] Next, the time restoration unit 202C of the server device 20 determines whether the points in the user's possession have reached the first maximum value due to the time restoration (step S33).

[0093] As a result of this determination, if it is determined that the user's points have not reached the first maximum value (step S33: NO), the process returns to the process of step S32, and the time-based recovery of the points continues. On the other hand, if it is determined that the user's points have reached the first maximum value (step S33: YES), the process proceeds to the next step S34.

[0094] Next, when the time recovery unit 202C of the server device 20 determines that the user's points have reached the first maximum value, it stops the process of recovering the user's points according to the passage of time (step S34).

[0095] In this way, when the user's consumed points fall below the first maximum value, the user's points can be gradually recovered according to the passage of time until they reach the first maximum value.

[0096] (Specific Example 2) FIG. 12 is a flowchart for explaining an operation example (specific example 2) regarding the time recovery of the information processing system 1 in the present embodiment. Here, the time recovery after automatic recovery (second time recovery) will be explained.

[0097] The time recovery unit 202C of the server device 20 refers to the user information stored in the user information storage unit 222, and determines whether the automatic recovery unit 202A has automatically recovered the user's points based on the fact that the recovery condition has been satisfied (by ranking up) as a result of the user's game play (step S41).

[0098] Next, when the time recovery unit 202C of the server device 20 determines that the automatic recovery unit 202A has automatically recovered the user's points (step S41: YES), it refers to the user information stored in the user information storage unit 222 and determines whether the user's points have reached the second maximum value due to the automatic recovery (step S42).

[0099] As a result of this determination, if it is determined that the user's points have reached the second maximum value due to automatic recovery (step S42: YES), the process proceeds to step S44 described later. On the other hand, if it is determined that the user's points have not reached the second maximum value due to automatic recovery (step S42: NO), the process proceeds to the next step S43.

[0100] Next, when it is determined that the user's points have not reached the second maximum value due to automatic recovery, the time recovery unit 202C of the server device 20 recovers the user's points according to the passage of time until the second maximum value is reached (step S43).

[0101] Unlike the case of recovering the time until reaching the above-described first maximum value (recovering 1 point every 3 minutes), the time recovery unit 202C in the present embodiment recovers the user's points 1 point at a time every 5 minutes after the recovery condition is satisfied.

[0102] Thus, in the present embodiment, the amount of recovery per unit time of the user's points is made smaller (the recovery speed is slowed down) when recovering the user's points until reaching the second maximum value than when recovering the user's points until reaching the first maximum value. Therefore, it is easy for the user's points to reach the first maximum value, but it is difficult for the user's points to reach the second maximum value after automatic recovery. Thus, the user will repeatedly play the game so as to consume his / her own points so that the points are less than the first maximum value in order to seek time recovery in which the points easily reach the first maximum value, and thus the activation of the game can be promoted.

[0103] Note that the amount of recovery of the user's points per unit time is not limited to this, and can be set to any amount of recovery. For example, when the user's points are recovered over time until they reach the second maximum value, they may be recovered by 1 point every 2 minutes or by 2 points every 3 minutes after the recovery condition is satisfied. In this case, the amount of recovery of the user's points per unit time (the recovery speed is faster) is greater when the user's points are recovered over time until they reach the second maximum value than when the user's points are recovered over time until they reach the first maximum value. Therefore, after automatic recovery, the user's points are likely to reach the second maximum value, so the user will resume the game play immediately after reaching the second maximum value and consume their points, thus promoting the activation of the game.

[0104] Next, when the time recovery unit 202C of the server device 20 determines in the process of step S42 described above that the user's points have reached the second maximum value, the process of recovering the user's points over time is stopped (step S44).

[0105] In this way, when the user's points are automatically recovered, unlike when the user's points are manually recovered or recovered over time until they reach the first maximum value, the user's points can be gradually recovered over time until they reach the second maximum value.

[0106] (Specific Example 3) FIG. 13 is a flowchart for explaining an operation example (specific example 3) regarding the time recovery of the information processing system 1 in the present embodiment. Here too, similar to the above specific example 2, the time recovery after automatic recovery (second time recovery) will be described. Also, in this specific example 3, different from the above specific example 2, after automatic recovery, if the user's owned points fall below the first maximum value due to the user consuming the owned points, the time recovery (first time recovery) until reaching the first maximum value is performed thereafter, but the time recovery (second time recovery) until reaching the second maximum value is restricted.

[0107] The time recovery unit 202C of the server device 20 refers to the user information stored in the user information storage unit 222 and determines whether the automatic recovery unit 202A has automatically recovered the user's owned points based on the fact that the recovery condition has been satisfied (by ranking up) as a result of the user playing the game (step S51).

[0108] Next, when the time recovery unit 202C of the server device 20 determines that the automatic recovery unit 202A has automatically recovered the user's owned points (step S51: YES), it refers to the user information stored in the user information storage unit 222 and determines whether the user's owned points have reached the second maximum value due to the automatic recovery (step S52).

[0109] As a result of this determination, if it is determined that the user's owned points have reached the second maximum value due to the automatic recovery (step S52: YES), the process proceeds to step S57 described later. On the other hand, if it is determined that the user's owned points have not reached the second maximum value due to the automatic recovery (step S52: NO), the process proceeds to the next step S53.

[0110] Next, when the time recovery unit 202C of the server device 20 determines that the user's owned points did not reach the second maximum value due to automatic recovery, it refers to the user information stored in the user information storage unit 222, and determines whether the owned points of the user consumed by the game progress unit 201 of the server device 20 are less than the first maximum value (step S53).

[0111] As a result of this determination, if it is determined that the owned points of the consumed user are less than the first maximum value (step S53: YES), the process proceeds to step S55 described later. On the other hand, if it is determined that the owned points of the consumed user are not less than the first maximum value (step S53: NO), the process proceeds to the next step S54.

[0112] Next, when the time recovery unit 202C of the server device 20 determines that the owned points of the consumed user are not less than the first maximum value, it recovers the user's owned points according to the passage of time until they reach the second maximum value (step S54).

[0113] The time recovery unit 202C in the present embodiment recovers one point every five minutes after the recovery condition is satisfied until the user's owned points reach the second maximum value. Note that the recovery amount per unit time of the user's owned points is not limited to this, and can be set to any recovery amount.

[0114] Next, when the time recovery unit 202C of the server device 20 determines in the process of step S53 described above that the owned points of the consumed user are less than the first maximum value, it recovers the user's owned points according to the passage of time until they reach the first maximum value (step S55).

[0115] In this embodiment, the time recovery unit 202C in the server device 20 restores one point every three minutes after consumption until the user's owned points reach the first maximum value. Note that the amount of recovery per unit time of the user's owned points is not limited to this, and can be set to any amount of recovery.

[0116] Next, the time recovery unit 202C in the server device 20 refers to the user information stored in the user information storage unit 222, and after the user's owned points fall below the first maximum value due to point consumption after automatic recovery, determines whether the user's owned points have reached the first maximum value due to time recovery (step S56).

[0117] As a result of this determination, if it is determined that the user's owned points have not reached the first maximum value due to time recovery (step S56: NO), the process returns to step S55, and the time recovery of the owned points continues. On the other hand, if it is determined that the user's owned points have reached the first maximum value due to time recovery (step S56: YES), the process proceeds to the next step S57.

[0118] Next, when it is determined in the process of step S52 described above that the user's owned points have reached the second maximum value due to automatic recovery, and when it is determined in the process of step S57 described above that the user's owned points have reached the first maximum value due to time recovery, the time recovery process of the user's owned points is stopped (step S57).

[0119] In this way, when the user's owned points fall below the first maximum value due to point consumption after automatic recovery, it is possible to limit the time recovery so that the user's owned points are only recovered until they reach the first maximum value.

[0120] <Summary> As described above, according to the information processing system 1 according to the present embodiment, when a user consumes his or her own points during game play, the consumed points can be restored over time until the first maximum value is reached, and after automatic restoration, they can be restored over time until the second maximum value is reached. Therefore, even if the user's points are automatically restored unintentionally, they will continue to be restored over time until the second maximum value is reached. As a result, there is no need to consume the user's own points by repeating game play after automatic restoration so as to fall below the first maximum value in order not to lose the points for the time restoration. Thus, the user can obtain the points for the time restoration without hassle even after automatic restoration.

[0121] [Other Embodiments] The foregoing embodiments are for facilitating the understanding of the present invention and are not for limiting and interpreting the present invention. The present invention can be changed and improved without departing from its gist, and equivalents thereof are also included in the present invention. In particular, the following embodiments are also included in the present invention.

[0122] <Time Restoration after Automatic Restoration> In the foregoing embodiment, the case where the user's points are restricted to be restored only until the first maximum value is reached when the user's points fall below the first maximum value due to point consumption after automatic restoration was described as an example. However, in addition to this condition, it is also possible to impose restrictions as follows. For example, the time restoration unit 202C of the server device 20 restricts the user's points from being restored over time after consumption when, after automatic restoration and before the user's points are restored over time up to the second maximum value, the user's points do not fall below the first maximum value even when consumed (for example, even when at least the points for one game play (a predetermined number of times) are consumed). For example, when a user belongs to a certain rank, if the number of times the user's owned points reach the second maximum value exceeds a predetermined number of times, it is also possible to limit the time recovery to the second maximum value thereafter. For example, a time recovery gauge for enabling time recovery may be prepared in advance, and when the time recovery gauge reaches the upper limit or the lower limit, it is also possible to limit the time recovery to the second maximum value thereafter. For example, a period during which time recovery is possible (for example, a period from 0:00 to 6:00, a period until the date changes, a period until the week changes, etc.) may be determined in advance, and it is also possible to limit the time recovery to the second maximum value except during that period. It should be noted that it is also possible to appropriately combine these exemplified conditions.

[0123] In the above-described embodiment, when the user's owned points fall below the first maximum value due to point consumption after automatic recovery, time recovery is performed until the first maximum value is reached. However, during this recovery process, the user's owned points may exceed the first maximum value again due to automatic recovery or manual recovery. In this case, after manual recovery, the time recovery is restricted so that the user's owned points do not recover until the second maximum value is reached, but after automatic recovery, the control is such that the time recovery is performed until the second maximum value is reached. At this time, it is also possible to restrict the time recovery so that it does not reach the second maximum value even after automatic recovery.

[0124] <Special Item> In the above-described embodiment, when the user clears a quest, a special item for permitting time recovery from the first maximum value to the second maximum value may be given, and when the user uses the special item, the user's owned points may be able to be time-recovered to the second maximum value after the use.

[0125] <Content> In the foregoing embodiments, the character set in the character information was described as content, but the content is not limited to this. For example, the content may be an item, a card, a figure, an avatar, or the like.

Explanation of Signs

[0126] 1 Information processing system 10 Client terminal 20 Server device 50 Computer 51 CPU 52 RAM 53 ROM 54 Communication interface 55 Input device 56 Display device 57 External interface 58 HDD 100 Client control unit 101 Request sending unit 102 Response receiving unit 120 Client storage unit 140 Client communication unit 150 Operation reception unit 160 Screen display unit 200 Server control unit 201 Game progress unit 202 Recovery control unit 202A Automatic recovery unit 202B Manual recovery unit 202C Time recovery unit 203 Display control unit 220 Server storage unit 221 Character information storage unit 222 User information storage unit 223 Quest information storage unit 240 Server communication unit B Bus line N Network

Claims

1. A user information storage unit that stores user information in which the user's points are set; A game progress unit that permits game play by consuming the user's points; An automatic recovery unit that automatically recovers the user's points to any value from a first maximum value to a second maximum value when a recovery condition is satisfied regardless of the user's recovery operation; A manual recovery unit that recovers the user's points to any value from a first maximum value to a second maximum value by the user's recovery operation; A time recovery unit that recovers the user's points according to the passage of time until the first maximum value is reached, and after the user's points are recovered by the automatic recovery unit among the automatic recovery unit, the manual recovery unit, and the time recovery unit, the time recovery unit that recovers the user's points according to the passage of time until the second maximum value is reached; An information processing apparatus, characterized by comprising the above.

2. The information processing apparatus according to claim 1, wherein the time recovery unit recovers the user's points according to the passage of time only until the first maximum value is reached when the user's points fall below the first maximum value due to consumption by the game progress unit after automatic recovery by the automatic recovery unit. An information processing apparatus, characterized by the above.

3. The information processing apparatus according to claim 1 or 2, wherein the time recovery unit does not recover the user's points according to the passage of time after consumption when the user's points are consumed by the game progress unit after automatic recovery by the automatic recovery unit and before the user's points are recovered to the second maximum value according to the passage of time, and the consumed user's points do not fall below the first maximum value. An information processing apparatus, characterized by the above.

4. The information processing apparatus according to any one of claims 1 to 3, wherein the time recovery unit varies the amount of recovery per unit time of the user's points depending on whether the user's points are recovered according to the passage of time until the first maximum value is reached or according to the passage of time until the second maximum value is reached. An information processing apparatus, characterized by the above.

5. The information processing apparatus according to any one of claims 1 to 4, The second maximum value is a value obtained by adding the first maximum value to the value automatically recovered by the automatic recovery unit. An information processing apparatus characterized by the above.

6. A computer, User information storage means for storing user information in which the user's points are set, Game progress means for permitting game play by consuming the user's points, Automatic recovery means for automatically recovering the user's points to any value from the first maximum value to the second maximum value by the establishment of a recovery condition regardless of the user's recovery operation, Manual recovery means for recovering the user's points to any value from the first maximum value to the second maximum value by the user's recovery operation, Time recovery means for recovering the user's points according to the passage of time until the first maximum value is reached, and after the user's points are recovered by the automatic recovery means among the automatic recovery means, the manual recovery means, and the time recovery means, time recovery means for recovering the user's points according to the passage of time until the second maximum value is reached, A program for causing the computer to function as such.

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