Information processor, information processing method, and program

The game processing unit in the game system enhances player engagement by granting benefits for transforming game objects based on progress, promoting gameplay through strategic use of acquired rights and guided item acquisition.

JP2025123406APending Publication Date: 2025-08-22MIXI INC
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Patent Information

Application Number
JP2025101468
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-06-17
Publication Date
2025-08-22

AI Technical Summary

Technical Problem

Conventional game systems lack mechanisms to effectively enhance player engagement and motivation through the use of acquired rights.

Method used

A game processing unit grants players benefits to change related game objects to predetermined states based on their progress, allowing players to consume rights on target objects to achieve desired changes, and provides guidance on acquiring necessary items or characters.

Benefits of technology

This approach motivates players to utilize their acquired rights to transform related objects, enhancing gameplay engagement and encouraging further progression.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a technique capable of promoting game play.SOLUTION: Provided is an information processor having a game processing part for granting a right to a player on the basis of progress of a game by the player, receiving designation of at least one game object for consuming the granted right, and granting a first right capable of changing a related object related to at least one target object in which a consumption situation of right satisfies a predetermined condition from among at least one game object to a predetermined state to the player.SELECTED DRAWING: Figure 2
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Description

[Technical Field]

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

[0002] Conventionally, there is known a game system that changes game parameters associated with a player based on the progress of the game by the player. For example, in the system described in Patent Document 1, cumulative information based on the amount of change in game parameters associated with the player is acquired, and an opponent object is generated as an opponent of the player based on the acquired cumulative information. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 6519745 Summary of the Invention [Problem to be solved by the invention]

[0004] However, conventional techniques still leave room for improvement in facilitating game play.

[0005] Therefore, an object of the present invention is to provide a technology that can promote game play. [Means for solving the problem]

[0006] An information processing device according to one embodiment of the present invention includes a game processing unit that grants rights to a player based on the player's progress in a game, accepts designation of one or more game objects that will consume the granted rights, and grants the player a first benefit that enables related objects of the one or more game objects associated with one or more target objects whose consumption status of the rights satisfies a predetermined condition to be changed to a predetermined state. [Effects of the Invention]

[0007] According to the present invention, a player can be granted a benefit for changing a related object to a predetermined state, the benefit being determined depending on which game object the player has spent the rights he or she has acquired through the game. This motivates the player to spend the rights he or she has acquired through the game on a target object related to the related object in order to change the desired related object to the predetermined state, thereby promoting game play that encourages the player to acquire rights. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 1 is a diagram illustrating an example of a system configuration of a game system. [Figure 2] FIG. 2 is a diagram illustrating an example of the configuration of a game server. [Figure 3] FIG. 10 is a diagram showing an example of a normal character DB. [Figure 4] FIG. 10 is a diagram showing an example of a cheering character DB. [Figure 5] FIG. 10 is a diagram showing an example of an owned character management DB. [Figure 6] FIG. 2 is a diagram illustrating an example of an item management DB. [Figure 7] FIG. 2 is a diagram illustrating an example of the configuration of a terminal. [Figure 8] 10 is a flowchart illustrating an example of a processing procedure performed by a game server. [Figure 9] 10 is a flowchart illustrating an example of a processing procedure performed by a game server. [Figure 10] 10 is a flowchart illustrating an example of a processing procedure performed by a game server. [Figure 11] 10 is a flowchart illustrating an example of a processing procedure performed by a game server. [Figure 12] 10 is a flowchart illustrating an example of a processing procedure performed by a game server. [Figure 13]10 is a flowchart illustrating an example of a processing procedure performed by a game server. [Figure 14] 10 is a flowchart illustrating an example of a processing procedure performed by a game server. [Figure 15] FIG. 10 is a diagram showing an example of screen transition. [Figure 16] FIG. 10 is a diagram illustrating an example of a screen. [Figure 17] FIG. 10 is a diagram showing an example of screen transition. [Figure 18] FIG. 10 is a diagram illustrating an example of a screen. [Figure 19] FIG. 2 is a diagram illustrating an example of the hardware configuration of a game server and a terminal. DETAILED DESCRIPTION OF THE INVENTION

[0009] An embodiment of the present invention will be described below. In the drawings, components with the same reference numerals have the same or similar configurations.

[0010] <System configuration> 1 is a diagram showing an example of the system configuration of a game system 1 according to an embodiment. The game system 1 includes a game server 10 and a plurality of terminals 20. The game server 10 and the terminals 20 are connected to each other so as to be able to communicate with each other via a communication network N such as the Internet, an intranet, a wireless LAN, or mobile communication.

[0011] The game server 10 is a device that performs some of the functions required for the terminal 20 to provide a game, such as managing various information related to players and executing some of the game processing. The game server 10 may be configured using one or more computers, or may be configured using a virtual server (such as a cloud server).

[0012] The terminal 20 is a device that provides the game to the player. The terminal 20 is, for example, a mobile phone. The terminal 20 is a computer such as a mobile phone (including a smartphone), a tablet, a personal computer, an arcade game device, or a consumer game device. The terminal 20 notifies the game server 10 of its own location detected using a GPS (Global Positioning System) or the like.

[0013] <Game Overview> Next, an overview of a game provided by the game system 1 according to an embodiment will be described. In a game provided by the game system 1, a player can select from a plurality of characters owned and create a deck with them. By clearing quests using the created deck, the player can obtain new characters and items. Here, the term "quest" refers to a challenge that can be cleared by fulfilling certain predetermined conditions. Quests are also commonly referred to as "explorations," "tasks," and "missions." A quest is an example of a game event. In addition to quests, other game events include gacha, login bonuses, and missions. Gacha refers to an event in which a player acquires characters and items. Items obtained by performing gacha include, for example, material items and evolution items. When performing gacha, a player consumes items. The amount of items consumed is preset for each gacha. In addition to consuming items, a player can also perform gacha by paying a fee. That is, gacha may include paid gacha, which requires a fee, and free gacha, which does not require a fee.

[0014] A deck is a term that refers to a group of multiple characters. When a player performs a quest, he or she selects characters with the appropriate abilities to complete the quest, organizes a deck, and then performs the quest. The game server 10 can store multiple decks organized by players, and when performing a quest, the player can select one of the stored decks to perform the quest.

[0015] Characters include normal characters and support characters. Normal characters are characters that can be used to progress through the game. Progressing through the game consumes the player's stamina. Support characters are characters that cannot be used to progress through the game. "Available to progress through the game" means, for example, that a character can be organized into a deck and used to play in quests, that a character can be controlled as a player character, and / or that a character can be developed (evolved, strengthened, or combined) by changing game parameters. "Unavailable to progress through the game" means, for example, that a character cannot be organized into a deck, that a character cannot be controlled as a player character, and / or that a character cannot be developed (evolved, strengthened, or combined) by changing game parameters. Normal characters and support characters are examples of game objects. Normal characters include, for example, a group of support characters consisting of two or more support characters (normal characters called a "group of support characters"). A group of support characters can be evolved in two stages by using a predetermined item. For example, a group of support characters can be evolved a first time by using a material item, and can be evolved a second time by using an evolution item. A material item is an example of a material object, and an evolution item is an example of a first benefit. Cheering characters can be cheered on by spending points acquired as the game progresses. When a cheering character's number of cheers reaches a predetermined number, an individual cheering effect using the cheering character becomes possible. When the number of cheers of all cheering characters in the same group reaches a predetermined number, a group cheering effect using the group of cheering characters becomes possible. When the number of cheers of cheering characters in all groups reaches a predetermined number, a general cheering effect using the cheering characters of all groups becomes possible. Individual cheering is an example of a first effect, and group cheering and general cheering are examples of a second effect. A cheering character that has cheered a predetermined number of times is an example of a target object, and a group of cheering characters that has cheered a predetermined number of times is an example of a related object. Related objects are objects that can be used to progress through the game.

[0016] When participating in a quest, a player consumes items. In addition to items, a player can also consume stamina to participate in a quest. A player who participates in a quest can clear the quest by meeting certain conditions. Furthermore, when a quest is cleared, the player is given a reward and the game story progresses. Rewards include items and characters that can be used to organize a deck. For example, when a quest is cleared, an item is acquired. The number of items that can be acquired when a quest is cleared varies depending on the difficulty of the quest and the amount of stamina consumed by the quest.

[0017] (game server) FIG. 2 is a diagram showing an example of the configuration of the game server 10. The game server 10 includes a game control unit 110 and a storage unit 120. The game control unit 110 can be realized by executing a program stored in the storage unit 120. The program can be stored in a storage medium. The storage medium storing the program may be a non-transitory computer-readable medium. The non-transitory storage medium is not particularly limited, and may be, for example, a storage medium such as a USB memory or a CD-ROM.

[0018] The game control unit 110 provides various functions necessary to execute the game. The game control unit 110 includes a management unit 111, a reception unit 112, a game processing unit 113, and a display control unit 114. The storage unit 120 stores a normal character DB 121, a support character DB 122, an owned character management DB 123, and an item management DB 124.

[0019] The management unit 111 manages game media owned by a player, and consumes game media in accordance with a designation of a game event that consumes game media.

[0020] The receiving unit 112 receives various inputs. For example, the receiving unit 112 receives the designation of a support character.

[0021] The game processing unit 113 grants the player a first benefit that enables a related object associated with one or more target objects, among one or more game objects, whose consumption status of rights (number of times that can be cheered) satisfies a predetermined condition to change to a predetermined state. The game processing unit 113 grants the player, for example, an evolution item that is used when a group of cheering characters consisting of two or more cheering characters in the same group whose number of cheers has reached a predetermined number or more, undergoes a second evolution. The evolution item is an example of the first benefit.

[0022] When the player owns the related object, the game processing unit 113 changes the related object to a predetermined state when the first benefit is granted. For example, when the player owns a group of cheering characters as normal characters and the game processing unit 113 grants an evolution item, the game processing unit 113 causes the group of cheering characters to undergo a second evolution.

[0023] When a related object changes from a first state to a second state, the game processing unit 113 enables the related object to change from the second state to a third state on the condition that the player has been granted a first benefit. For example, when a group of cheering characters has evolved to a first level, the game processing unit 113 causes the group of cheering characters to evolve to a second level on the condition that the player has been granted an evolution item. The first evolution is an example of a change from the first state to the second state, and the second evolution is an example of a change from the second state to the third state.

[0024] When the first benefit is granted, if the player does not own the related object, the game processing unit 113 presents the player with information for acquiring the related object. For example, when the evolution item is granted to the player, if the player does not own the cheering character group, the game processing unit 113 presents the player with information for acquiring the cheering character group as a normal character.

[0025] When a first benefit is granted to a player, if the related object has not changed from the first state to the second state and the player does not possess the material object used to change the related object from the first state to the second state, the game processing unit 113 presents the player with a method for obtaining the material object, and if the player possesses the material object, the game processing unit 113 recommends the player to use the material object. For example, when an evolution item is granted to a player, if the group of cheering characters has not evolved to the first level and the player does not possess the material item used to evolve the group of cheering characters to the first level, the game processing unit 113 presents the player with a method for obtaining the material item. On the other hand, if the player possesses the material item used to evolve the group of cheering characters to the first level, the game processing unit 113 recommends the player to use the material item. The material item is an example of a material object.

[0026] When a first benefit is granted to a player and the player does not possess a related object corresponding to the first benefit, the game processing unit 113 presents the player with a method for acquiring the related object. For example, when an evolution item is granted to a player and the player does not possess a group of cheering characters corresponding to the evolution item, the game processing unit 113 presents the player with a method for acquiring the group of cheering characters.

[0027] The game processing unit 113 recommends to the player that related objects that can be obtained by progressing through the game be acquired preferentially over related objects that can be obtained for a fee. For example, the game processing unit 113 recommends to the player that a group of support characters that can be obtained by progressing through the game be acquired preferentially over a group of support characters that can be obtained for a fee.

[0028] If a first benefit is not granted after the related object is changed from the first state to the second state, the game processing unit 113 recommends to the player to designate a target object that does not satisfy a predetermined condition corresponding to the related object. For example, if an evolution item is not granted after the first evolution of a group of cheering characters, the game processing unit 113 recommends to the player to designate a cheering character in the group that has not been cheered on a predetermined number of times.

[0029] If the player does not possess a first benefit corresponding to the related object after obtaining the related object, the game processing unit 113 recommends the player to designate a target object that does not satisfy a predetermined condition corresponding to the related object. For example, if the player does not possess an evolution item corresponding to the group of cheering characters after obtaining a group of cheering characters, the game processing unit 113 recommends the player to designate a cheering character in the group that has not been cheered on a predetermined number of times.

[0030] When the right is granted to the player, the game processing unit 113 recommends to the player to designate a target object that does not satisfy the corresponding predetermined condition, giving priority to a related object that has changed from the first state to the second state over a related object that has not changed from the first state to the second state. For example, when the right to cheer for a cheering character is granted to the player, the game processing unit 113 recommends to the player to designate a cheering character in the group that has not been cheered for the predetermined number of times, giving priority to a group of cheering characters over a group of cheering characters that have not evolved to the first level.

[0031] If a first condition is satisfied, the game processing unit 113 recommends a first game event in which the player can acquire a related object by consuming a predetermined game asset, and if the first condition is not satisfied, the game processing unit 113 recommends a second game event in which the player can acquire a related object without consuming a predetermined game asset. For example, if the player's stamina is equal to or greater than a predetermined amount, the game processing unit 113 recommends to the player a quest in which the player can acquire a group of support characters by consuming the player's stamina, and if the player's stamina is less than the predetermined amount, the game processing unit 113 recommends to the player a quest in which the player can acquire a group of support characters without consuming the player's stamina. The player's stamina is an example of a predetermined game asset, and a quest is an example of a game event. Furthermore, the player's stamina being equal to or greater than a predetermined amount is an example of the first condition.

[0032] The game processing unit 113 changes the game assets required to acquire the right according to a parameter corresponding to the related object. The game processing unit 113 changes the game assets required to acquire the right to cheer for a cheering character according to, for example, the development level of the cheering character group. The development level of the cheering character group is an example of a parameter corresponding to a related object. For example, when the development level of the cheering character group is relatively low, the game processing unit 113 may require the player's stamina as the game asset to acquire the right to cheer for the cheering character, and when the development level of the cheering character group is relatively high, the game processing unit 113 may require an item as the game asset to acquire the right to cheer for the cheering character.

[0033] The game processing unit 113 controls so that one or more target objects associated with a related object possessed by the player can be designated as targets for consuming the granted rights, and controls so that one or more target objects associated with a related object not possessed by the player cannot be designated as targets for consuming the granted rights. For example, the game processing unit 113 controls so that a cheering character in a group possessed by the player can be designated as a cheering target, and controls so that a cheering character in a group not possessed by the player cannot be designated as a cheering target.

[0034] The game processing unit 113 accepts the designation of one or more target objects that consume the granted rights. If the status of the right consumption does not satisfy a predetermined condition, the game processing unit 113 presents the player with a first effect corresponding to the designated target object. If the status of the right consumption satisfies the predetermined condition, the game processing unit 113 presents the player with a second effect corresponding to an associated object associated with the designated one or more target objects. For example, if the cheering count of a cheering character has not reached a predetermined number, the game processing unit 113 presents the player with a cheering effect using the cheering character as the first effect. Furthermore, for example, if the cheering count of each cheering character in the same group has reached a predetermined number, the game processing unit 113 presents the player with a cheering effect using the cheering characters in the group as the second effect. Furthermore, for example, if the cheering count of each cheering character in all groups has reached a predetermined number, the game processing unit 113 presents the player with a cheering effect using the cheering characters in all groups as the third effect.

[0035] The display control unit 114 displays various screens in the game on the display of the terminal 20. For example, the display control unit 114 may display a first effect using a cheering character or a second effect using a group of cheering characters on the screen.

[0036] FIG. 3 is a diagram showing an example of the normal character DB 121. As shown in FIG.

[0037] The normal character DB 121 manages various settings related to characters appearing in this game. The normal character DB 121 stores information such as an identifier (character ID) that uniquely identifies a normal character, an identifier (group ID) that indicates the group to which the normal character belongs, an identifier (form) that indicates the transition state of the character, an upper limit value of the level (maximum level), an upper limit value of the luck, and the like. (Maximum Luck), HP (Hit Points) upper limit (Maximum HP), attack power upper limit (Maximum Attack Power), and speed upper limit (Maximum Speed) are stored in association with each other.

[0038] FIG. 4 is a diagram showing an example of the cheering character DB 122. As shown in FIG.

[0039] The cheering character DB 122 stores an identifier (character ID) that uniquely identifies a cheering character, an identifier (group ID) that indicates the group to which the cheering character belongs, individual cheering effects using the cheering character, group cheering effects using the cheering character, and overall cheering effects using the cheering character, all of which are associated with each other.

[0040] FIG. 5 is a diagram showing an example of the owned character management DB 123. As shown in FIG.

[0041] The owned character management DB 123 stores characters (normal characters and support characters) owned by the player. The owned character management DB 123 stores an identifier (player ID) that uniquely identifies the player who owns the character, an identifier (character ID) that uniquely identifies the character, and the current status of the normal character (level, luck (luck), HP (hit points), attack power, speed, etc.) and the status of the support character (number of cheers, whether or not individual completion is achieved, whether or not group completion is achieved, whether or not overall completion is achieved), all in association with each other. The owned character management DB 123 may also be referred to as a character box that stores characters owned by the player.

[0042] FIG. 6 is a diagram showing an example of the item management DB 124. As shown in FIG.

[0043] Various settings related to items that appear in the game are stored in the item management DB 124. For example, the item management DB 124 stores an identifier (player ID) that uniquely identifies a player, an identifier (item ID) that indicates an item possessed by the player, the number of possessed items, and the cumulative value of the consumption of items, all of which are associated with each other.

[0044] (Terminal) FIG. 7 is a diagram showing an example of the configuration of terminal 20. Terminal 20 includes a communication unit 201, a UI (User Interface) unit 202, a game control unit 203, and a storage unit 210. Communication unit 201, UI unit 202, and game control unit 203 can be realized by executing a program stored in storage unit 210. The program can be stored in a storage medium. The storage medium storing the program may be a computer-readable non-transitory storage medium. The non-transitory storage medium is not particularly limited, and may be, for example, a storage medium such as a USB memory or a CD-ROM.

[0045] The communication unit 201 performs various communications with the game server 10 .

[0046] The UI unit 202 has a function to process various inputs from the player and to display various game screens on the display. The UI unit 202 also displays game screens on the terminal 20 in accordance with instructions from the game server 10.

[0047] The game control unit 203 provides various functions necessary for executing a game by cooperating with the game server 10. For example, the game control unit 203 provides a function for acquiring, from the game server 10, various types of information (icon image data, text data, etc.) for drawing on a game screen.

[0048] The storage unit 210 stores game data 211 necessary for the game control unit 203 to execute the game. The game data 211 stores image data of characters, a game scenario, and the like.

[0049] Fig. 8 is a flowchart showing an example of a processing procedure performed by the game server 10. The flowchart shown in Fig. 8 is executed repeatedly at predetermined intervals, for example.

[0050] The game server 10 first determines whether the player has been granted the right to cheer for the support character (step S10). If the game server 10 determines that the player has been granted the right to cheer for the support character (step S10=YES), it determines whether the group of support characters has undergone the first evolution (step S11). If the game server 10 determines that the group of support characters has undergone the first evolution (step S11=YES), it recommends the player to cheer for the support character included in the group (step S12), and ends the flowchart shown in FIG. 8. On the other hand, if the game server 10 determines in the previous step S10 that the player has not been granted the right to cheer for the support character (step S10=NO), it ends the flowchart shown in FIG. 8 without going through the processes of steps S11 to S12. If the game server 10 determines in the previous step S11 that the group of support characters has not undergone the first evolution (step S11=NO), it ends the flowchart shown in FIG. 8 without going through the process of step S12.

[0051] Fig. 9 is a flowchart showing an example of a processing procedure performed by the game server 10. The flowchart shown in Fig. 9 is executed repeatedly at predetermined intervals, for example.

[0052] The game server 10 first controls the cheering characters included in the group that the player does not own so that they cannot be designated (step S20). Next, the game server 10 accepts the designation of the cheering characters (step S21). Next, the game server 10 determines whether the cheering count of each cheering character in the same group is equal to or greater than a predetermined number of times (step S22). If the game server 10 determines that the cheering count of each cheering character in the same group is equal to or greater than a predetermined number of times (step S22=YES), it grants the player an evolution item that evolves the group of cheering characters (step S23), and ends the flowchart shown in FIG. 9. On the other hand, if the game server 10 determines in the previous step S22 that the cheering count of each cheering character in the same group is not equal to or greater than a predetermined number of times, (Step S22=NO), the flow chart shown in FIG. 9 is ended without going through the process of Step S23.

[0053] Fig. 10 is a flowchart showing an example of a processing procedure performed by the game server 10. The flowchart shown in Fig. 10 is executed repeatedly at predetermined intervals, for example.

[0054] The game server 10 first determines whether the group of cheering characters has undergone the first evolution (step S30). If the game server 10 determines that the group of cheering characters has undergone the first evolution (step S30=YES), it determines whether the player has been granted a first benefit (step S31). If the game server 10 determines that the player has been granted a first benefit (step S31=YES), it allows the group of cheering characters to undergo a second evolution (step S32) and ends the flowchart shown in FIG. 10. On the other hand, if the game server 10 determines in the previous step S30 that the group of cheering characters has not undergone the first evolution (step S30=NO), it ends the flowchart shown in FIG. 10 without going through the processes of steps S31 to S32. If the game server 10 determines in the previous step S31 that the player has not been granted a first benefit (step S31=NO), it ends the flowchart shown in FIG. 10 without going through the process of step S32.

[0055] Fig. 11 is a flowchart showing an example of a processing procedure performed by the game server 10. The flowchart shown in Fig. 11 is executed repeatedly at predetermined intervals, for example.

[0056] The game server 10 first determines whether the player has been granted the right to support the support character (step S40). If the game server 10 determines that the player has been granted the right to support the support character (step S40=YES), it determines whether the group of support characters has undergone the first evolution (step S41). If the game server 10 determines that the group of support characters has undergone the first evolution (step S41=YES), it determines whether the player possesses a material item (step S42). If the game server 10 determines that the player possesses a material item (step S42=YES), it presents the player with the option to use the material item (step S43), and ends the flowchart shown in FIG. 11. On the other hand, if the game server 10 determines that the player does not possess the material item (step S42=NO), it presents the player with a method for obtaining the material item (step S44), and ends the flowchart shown in FIG. 11. Furthermore, if the game server 10 determines in the previous step S40 that the player is not granted the right to cheer on the cheering character (step S40=NO), it ends the flowchart shown in Fig. 11 without going through the processes of steps S41 to S44. Furthermore, if the game server 10 determines in the previous step S41 that the group of cheering characters has not undergone the first evolution (step S41=NO), it ends the flowchart shown in Fig. 11 without going through the processes of steps S42 to S44.

[0057] Fig. 12 is a flowchart showing an example of a processing procedure performed by the game server 10. The flowchart shown in Fig. 12 is executed repeatedly at predetermined intervals, for example.

[0058] The game server 10 first determines whether or not the player has been granted the right to cheer for a cheering character (step S50). If the game server 10 determines that the player has been granted the right to cheer for a cheering character (step S50=YES), it determines whether or not a group of first-evolved cheering characters exists (step S51). If the game server 10 determines that a group of first-evolved cheering characters exists (step S51=YES), it recommends to the player a group of support characters that have not evolved to the first level, preferentially over a group of first-evolved support characters (step S52), and ends the flowchart shown in FIG. 12. On the other hand, if the game server 10 determines in the previous step S50 that the player has not been granted the right to cheer for a cheering character (step S50=NO), it ends the flowchart shown in FIG. 12 without going through the processes of steps S51 and S52. Furthermore, if the game server 10 determines in the previous step S51 that there is no group of first evolved support characters (step S51=NO), it ends the flowchart shown in FIG. 12 without going through the process of step S52.

[0059] Fig. 13 is a flowchart showing an example of a processing procedure performed by the game server 10. The flowchart shown in Fig. 13 is executed repeatedly at predetermined intervals, for example.

[0060] The game server 10 first determines whether or not the player has been granted the right to cheer on a cheering character (step S60). If the game server 10 determines that the player has been granted the right to cheer on a cheering character (step S60=YES), it determines whether or not there is a cheering character whose number of cheers is a predetermined number or more (step S61). If the game server 10 determines that there is a cheering character whose number of cheers is a predetermined number or more, (Step S61=YES), the game server 10 recommends to the player a group of support characters that can be obtained by progressing through the game, preferentially over a group of support characters that can be obtained for a fee (Step S62), and ends the flowchart shown in FIG. 13. On the other hand, if the game server 10 determines in the previous Step S60 that the player has not been granted the right to support a support character (Step S60=NO), it ends the flowchart shown in FIG. 13 without going through the processes of Steps S61 to S62. Also, if the game server 10 determines in the previous Step S61 that there is no support character that has been supported a predetermined number of times or more (Step S61=NO), it ends the flowchart shown in FIG. 13.

[0061] Fig. 14 is a flowchart showing an example of a processing procedure performed by the game server 10. The flowchart shown in Fig. 14 is executed repeatedly at predetermined intervals, for example.

[0062] The game server 10 first determines whether or not there is a support character that can be acquired based on the consumption of the player's parameters acquired during the game (step S70). If the game server 10 determines that there is a support character that can be acquired based on the consumption of the player's parameters acquired during the game (step S70=YES), the game server 10 changes the number or content of items that can be acquired when a support character is designated, the greater the number of support characters that can be acquired based on the consumption of the player's parameters (step S71), and ends the flowchart shown in Fig. 14. On the other hand, if the game server 10 determines in the previous step S70 that there is no support character that can be acquired based on the consumption of the player's parameters acquired during the game (step S70=NO), it ends the flowchart shown in Fig. 14 without going through the processing of step S71.

[0063] FIG. 15 shows an example of screen transition when cheering on a cheering character.

[0064] 15, the transition screen A100 displays an image of a normal character together with an operation icon for starting a quest and an operation icon for starting a support mission. When the operation icon for starting a support mission is operated on the transition screen A100, the screen transitions to a transition screen A101.

[0065] Transition screen A101 displays support characters that are the targets of support missions, categorized by group. Transition screen A101 displays the number of support times for each support character alongside the support character's icon. Tapping the support character's icon on transition screen A101 transitions to transition screen A102.

[0066] Transition screen A102 displays an image of a cheering character along with an operation icon for performing a cheer and an operation icon for canceling the cheer. Transition screen A102 also displays the cheering character's current cheering points (number of cheers) and the number of cheers required until the cheering number of times for the cheering character reaches a predetermined number. In this example, by cheering the cheering character displayed on transition screen A102 one more time, the cheering number of times for the cheering character reaches the predetermined number. Therefore, when the operation icon for performing a cheer is tapped on transition screen A102, the transition screen A102 transitions to transition screen A103.

[0067] The transition screen A103 displays an image of an item that is acquired as a reward when the number of cheers for the cheering character displayed on the transition screen A102 reaches a predetermined number.

[0068] FIG. 16 shows an example of a screen displaying a list of rewards that the player has earned.

[0069] As shown in FIG. 16, the screen A110 displays an individual reward, a group reward, and a total reward. The individual reward indicates a reward earned when a support character's number of cheers reaches a predetermined number. The group reward indicates a reward earned when all support characters in the same group have cheered a predetermined number of times. The total reward indicates a reward earned when all support characters in all groups have cheered a predetermined number of times. In this example, the individual reward and some group rewards are displayed, and unearned group rewards and the total reward are grayed out. The group reward and the total reward include items for unlocking costumes. These items are used to increase the rank of the costumes of the support character's group. Increasing the rank of the costumes of the support character's group corresponds to the support character's group undergoing the first or second evolution.

[0070] FIG. 17 shows an example of a screen transition when costumes for a group of cheering characters are unlocked.

[0071] 17, the transition screen A120 displays an image of a group of support characters. When a material item for performing the first evolution of the group of support characters is used on the transition screen A120, the screen transitions to a transition screen A121.

[0072] The transition screen A121 displays the group of supporting characters whose costumes have been unlocked and whose costume rank has increased, as displayed in the transition screen A120. When an evolution item is used to perform the second evolution of the group of supporting characters in the transition screen A121, the transition screen A122 is displayed.

[0073] The transition screen A122 displays a group of supporting characters whose costumes have been unlocked and whose costume ranks have been further increased, as a result of the costumes of the group of supporting characters that were displayed on the transition screen A121 being unlocked.

[0074] FIG. 18 shows an example of a screen for a cheering effect using a cheering character.

[0075] As shown in FIG. 18, screen A130 is an example of an individual cheering effect screen, displaying a cheering effect using a single cheering character. Screen A131 is an example of a group cheering effect screen, displaying a cheering effect using multiple cheering characters from the same group. Screen A132 is an example of an overall cheering effect, displaying a cheering effect using the cheering characters of all groups. In the group cheering effect or overall cheering effect, the display mode of the cheering character may be changed depending on the number of cheers for that cheering character. For example, as the number of cheers for a cheering character increases relatively, the display size of the cheering character may be increased, or the display position of the cheering character may be set closer to the center.

[0076] <Summary> According to the embodiment described above, the game server 10 can grant the player a benefit for changing a related object to a predetermined state, the benefit being determined depending on which game object the player has spent the rights he or she has acquired by progressing through the game on. This motivates the player to spend the rights he or she has acquired by progressing through the game on a target object related to the related object in order to change the desired related object to a predetermined state, thereby promoting game play that allows the player to acquire rights.

[0077] [Hardware configuration] FIG. 19 illustrates an example of the hardware configuration of a game server 10 according to an embodiment. As illustrated, the game server 10 includes a communication controller 100-1, a CPU 100-2, a random access memory (RAM) 100-3 used as a working memory, a read-only memory (ROM) 100-4 for storing a boot program and the like, a storage device 100-5 such as a flash memory or a hard disk drive (HDD), and a drive device 100-6, all interconnected via an internal bus or a dedicated communication line. The communication controller 100-1 communicates with components other than the game server 10. The storage device 100-5 stores a program 100-5a executed by the CPU 100-2. This program is loaded into the RAM 100-3 by a direct memory access (DMA) controller (not shown) or the like and executed by the CPU 100-2. This implements a management unit 111 and a game processing unit 113.

[0078] Regarding the functional block configuration described above, all or part of the management unit 111 and game processing unit 113 included in the game server 10 may be configured to be included in the game control unit 203 of the terminal 20.

[0079] <Additional Notes> <Appendix 1> granting rights to a player based on the player's progress in the game; accepting a designation of one or more game objects that consume the granted rights; a game processing unit that grants the player a first benefit that enables a related object associated with one or more target objects, among the one or more game objects, whose consumption status of the right satisfies a predetermined condition, to be changed to a predetermined state; Information processing device. <Appendix 2> the game processing unit, when the player owns the related object, changes the related object to the predetermined state when the first benefit is granted; 2. The information processing device according to claim 1. <Appendix 3> the game processing unit, when granting the first benefit, presents information for acquiring the related object if the player does not own the related object; 3. The information processing device according to claim 2. <Appendix 4> when the related object changes from a first state to a second state, the game processing unit enables the related object to be changed from the second state to a third state on condition that the player has been granted the first benefit; 4. The information processing device according to claim 1. <Appendix 5> when the first benefit is granted to the player, if the related object has not changed from the first state to the second state and the player does not possess a material object used to change the related object from the first state to the second state, the game processing unit presents the player with a method for obtaining the material object, and if the player possesses the material object, recommends the player to use the material object. 5. The information processing device according to any one of claims 1 to 4. <Appendix 6> when the first benefit is granted to the player, if the player does not have the related object corresponding to the first benefit, the game processing unit presents the player with a method for obtaining the related object. 6. An information processing device according to any one of appendices 1 to 5. <Appendix 7> when the first benefit is not granted after the game processing unit changes the related object from the first state to the second state, the game processing unit recommends to the player to designate the target object that does not satisfy the predetermined condition corresponding to the related object. 6. An information processing device according to any one of appendices 1 to 5. <Appendix 8> the game processing unit, when the player does not have the first benefit corresponding to the related object after obtaining the related object, recommends to the player to designate the target object corresponding to the related object that does not satisfy the predetermined condition; 8. An information processing device according to any one of appendices 1 to 7. <Appendix 9> when the right is granted to the player, the game processing unit recommends to the player to designate the target object that does not satisfy the corresponding predetermined condition by giving priority to the related object that has changed from the first state to the second state over the related object that has not changed from the first state to the second state; 9. An information processing device according to any one of appendices 1 to 8. <Appendix 10> the game processing unit recommends to the player to acquire the related objects that can be acquired through game progress, with priority over the related objects that can be acquired for a fee; 10. The information processing device according to any one of appendixes 1 to 9. <Appendix 11> the game processing unit recommends a first game event in which a related object can be obtained by consuming a predetermined game asset of the player when a first condition is satisfied, and recommends a second game event in which a related object can be obtained without consuming the predetermined game asset when the first condition is not satisfied; 11. The information processing device according to any one of claims 1 to 10. <Appendix 12> the game processing unit controls the one or more target objects associated with the related object possessed by the player so as to be designable as targets for consuming the granted right, and controls the one or more target objects associated with the related object not possessed by the player so as not to be designable as targets for consuming the granted right; 12. The information processing device according to any one of claims 1 to 11. <Appendix 13> The game processing unit changes game assets required to acquire a right in accordance with parameters corresponding to the related object. 13. An information processing device according to any one of appendices 1 to 12. <Appendix 14> the game processing unit accepts designation of one or more target objects that consume the granted right, and when the consumption status of the right does not satisfy the predetermined condition, presents to the player a first effect corresponding to the designated target object, and when the consumption status of the right satisfies the predetermined condition, presents to the player a second effect corresponding to the related object associated with the designated one or more target objects; 14. An information processing device according to any one of claims 1 to 13. <Appendix 15> An information processing method performed by an information processing device, granting rights to a player based on the player's progress in the game; receiving a designation of one or more game objects that consume the granted rights; granting the player a first benefit that enables a related object associated with one or more target objects, among the one or more game objects, whose consumption status of the right satisfies a predetermined condition, to be changed to a predetermined state; Including, Information processing methods. <Appendix 16> On the computer, granting rights to a player based on the player's progress in the game; receiving a designation of one or more game objects that consume the granted rights; granting the player a first benefit that enables a related object associated with one or more target objects, among the one or more game objects, whose consumption status of the right satisfies a predetermined condition, to be changed to a predetermined state; A program to execute. [Explanation of symbols]

[0080] 10...game server, 20...terminal, 100-1...communication controller, 100-2...CPU, 100-3...RAM, 100-4...ROM, 100-5...storage device, 100-5a...program, 100-6...drive device, 110...game control unit, 111...management unit, 112...reception unit, 113...game processing unit, 114...display control unit, 120...memory unit, 121...normal character DB, 122...support character DB, 123...owned character management DB, 124...item management DB, 201...communication unit, 202...UI unit, 203...game control unit, 210...memory unit, 211...game data.

Claims

[Claim 1] granting rights to a player based on the player's progress in the game; accepting a designation of one or more game objects that consume the granted rights; a game processing unit that grants the player a first benefit that enables a related object associated with one or more target objects, among the one or more game objects, whose consumption status of the right satisfies a predetermined condition, to be changed to a predetermined state; Information processing device.

Citation Information

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