Program, information processor, and information processing method

The provisional content system with a lottery-based success probability addresses user frustration by allowing early access to actual content, enhancing motivation through strategic gameplay and controlled risk.

JP2025123484APending Publication Date: 2025-08-22SEGA CORP
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Patent Information

Application Number
JP2025105186
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-06-20
Publication Date
2025-08-22

AI Technical Summary

Technical Problem

Existing games force users to wait or perform specific actions to acquire actual content, leading to frustration among those who wait longer, reducing their motivation to play.

Method used

Implement a provisional content system with a lottery-based success probability that increases as the waiting time decreases, allowing users to potentially acquire actual content early through game operations or automatically upon waiting, with varying rarity levels based on wait time.

Benefits of technology

Enhances user motivation by making it easier to obtain content based on wait time, offering strategic choices and reducing frustration by providing early access to rare content with controlled risk.

✦ Generated by Eureka AI based on patent content.

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Abstract

To enhance the willingness of playing a game by allowing a content to be acquired easily according to a length of time when a user stands by.SOLUTION: An information processor includes: a temporary content granting part for granting a temporary content before granting a main content to a user; and a main content granting part for holding a lottery with a success probability for making more successful as a remaining time to a standby time is smaller by a user's operation before the standby time of the temporary content passes, granting the main content to the user by determination of success as a result of the lottery, and granting the main content to the user by lapse of the standby time of the temporary content without performing the user's game operation.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

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

[0002] BACKGROUND ART There is known an information processing device that executes a game in which, after the user has played a game, the user is forced to wait until the next game play can be performed (for example, Patent Document 1). In this game, the next game play can be started by waiting for the waiting time to elapse, or by performing a predetermined game operation (for example, by performing a game operation to use a recovery item) before the waiting time has elapsed. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 5729795 Summary of the Invention [Problem to be solved by the invention]

[0004] In such a game, it is possible to grant provisional content before granting the actual content, causing the user to wait a waiting period until the actual content can be acquired from the provisional content. The actual content can then be acquired by waiting for the waiting period to elapse, or by performing a predetermined game operation before the waiting period elapses. In this case, both users who wait a long time and users who wait a short time will ultimately be able to acquire the actual content. This may frustrate users who have waited a long time, reducing their motivation to play.

[0005] The present invention was made in consideration of these circumstances, and its purpose is to increase the user's motivation to play by making it easier for them to obtain the content depending on the length of time they wait. [Means for solving the problem]

[0006] The main invention of the present invention to solve the above problems is: a provisional content providing unit that provides provisional content to a user prior to providing the actual content; A lottery is conducted with a success probability that increases as the remaining time until the waiting time for the provisional content elapses due to the user's game operation being performed before the waiting time for the provisional content has elapsed, and if a success is determined as a result of the lottery, the content is granted to the user, and a real content providing unit that provides the real content to the user when a waiting time for the provisional content has elapsed without the user performing a game operation; The information processing device is characterized by comprising: According to such an information processing device, before the waiting time for the provisional content has elapsed, the probability of success increases the shorter the time remaining until the waiting time, making it easier for the user to acquire the actual content depending on the length of time they have waited.

[0007] In addition, the content has a rarity of one of a plurality of rarity classes set therein, The content providing unit If the lottery result is determined to be successful, the player will be granted a Content of the same rarity as the Content granted after the waiting time for the Provisional Content has elapsed, and If the lottery result is determined to be unsuccessful, it is desirable to grant the actual content with a lower rarity level than the actual content granted when the waiting time for the provisional content has elapsed. This means that although there is a risk of failure, if successful, the player can acquire the rare content that would normally be acquired after the waiting time has elapsed, early on without having to wait for the waiting time to elapse. In other words, the possibility of success varies depending on how long the player waits, which increases the fun of the game during the waiting time.

[0008] Furthermore, the content providing unit When granting a content with a lower rarity than the content granted after the waiting time for the provisional content has elapsed, It is desirable that the minimum rank of rarity of the main content to be assigned be increased as the remaining time until the standby time of the provisional content decreases. This allows the risk to be reduced the longer you wait, even if it fails.

[0009] The provisional content providing unit provides any one type of provisional content selected from a plurality of types of provisional content, It is desirable to provide a standby time control unit that consumes one of the same types of temporary content to reduce the standby time of the other temporary content that is in a standby state before the standby time has elapsed. This allows the use of provisional content of the same type to reduce waiting time, making it possible to acquire the actual content earlier.

[0010] The standby time control unit When the provisional content providing unit provides provisional content of the same type as the provisional content in the standby state before the standby time has elapsed, It is desirable to automatically consume the given provisional content of the same type, thereby automatically reducing the waiting time of the provisional content in a waiting state. This makes it possible to reduce waiting time even if the user does not perform game operations.

[0011] It is also desirable to provide a standby time control unit that counts blank time when there is no temporary content in a standby state before the standby time has elapsed, and reduces the standby time based on the blank time when there is temporary content in a standby state. This allows the standby time to be reduced by utilizing the blank time when there is no provisional content in a standby state, and therefore makes it possible to acquire the actual content early.

[0012] It is also preferable that the main content providing unit provides the main content to the user only for temporary content that is set in a finite number of waiting slots for counting the waiting time of the temporary content. This allows the player to operate the game without waiting for the waiting time to elapse and quickly empty the waiting slots to set temporary contents one after another, even if the success probability is low, or to wait for the waiting time of the temporary contents to elapse and surely acquire the actual contents, thereby enhancing the strategic nature of the game.

[0013] Also, the computer a provisional content providing means for providing provisional content to a user prior to providing the actual content; A lottery is conducted with a success probability that increases as the remaining time until the waiting time for the provisional content elapses due to the user's game operation being performed before the waiting time for the provisional content has elapsed, and if a success is determined as a result of the lottery, the content is granted to the user, and a content providing means for providing the real content to the user when a waiting time for the provisional content has elapsed without the user performing any game operation; This is a program that functions as a According to such a program, before the waiting time for the provisional content has elapsed, the probability of success increases as the remaining time until the waiting time has elapsed, making it easier for the user to obtain the actual content depending on the length of time they have waited. [Brief explanation of the drawings]

[0014] [Figure 1] 1 is a configuration diagram illustrating an example of an information processing system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a hardware configuration diagram illustrating an example of a computer according to the present embodiment. [Figure 3] FIG. 2 is a functional block diagram illustrating an example of a server device according to the present embodiment. [Figure 4] FIG. 2 is a functional block diagram illustrating an example of a client terminal according to the present embodiment. [Figure 5] 10 is a flowchart illustrating an example of the operation of the information processing system according to the present embodiment. [Figure 6] FIG. 10 is a diagram illustrating an example of temporary item information. [Figure 7] FIG. 10 is a diagram illustrating an example of user information. [Figure 8] FIG. 10 is an image diagram showing an example of a setting screen. [Figure 9] FIG. 10 is a diagram illustrating an example of standby information. [Figure 10] FIG. 10 is a diagram illustrating an example of this item information. [Figure 11] FIG. 10 is an image diagram showing an example of a standby screen. [Figure 12] FIG. 10 is a diagram illustrating the relationship between the remaining time until the waiting time and the success probability. [Figure 13] This is a diagram explaining the relationship between the remaining time until the waiting time and the minimum rank of gem that will be given in the event of failure. DETAILED DESCRIPTION OF THE INVENTION

[0015] The following describes in detail an information processing device, a program, and an information processing system according to an embodiment of the present invention. The present invention can be widely applied to information processing devices, programs, and information processing systems that employ games that allow users to possess content (items).

[0016] [Embodiment] <System configuration> Fig. 1 is a configuration diagram showing an example of an information processing system 1 according to this embodiment. As shown in Fig. 1, the information processing system 1 according to this embodiment has one or more client terminals 10 and a server device 20 connected via a network N.

[0017] The client terminal 10 is a terminal device operated by a user, such as a PC, smartphone, or tablet, or a terminal device such as a dedicated game machine for home or commercial use. The server device 20 manages and controls the game played by the user on the client terminal 10, and performs in-game billing processing, etc. The network N is the Internet, etc., and includes a mobile wireless base station, etc.

[0018] In addition to the client-server information processing system 1 shown in Figure 1, the present invention can also be applied to a standalone game device by providing a separate mechanism for in-game billing processing. The information processing system 1 in Figure 1 is just one example, and it goes without saying that there are various system configurations depending on the application and purpose. For example, the server device 20 in Figure 1 may be configured as a distributed system across multiple computers.

[0019] <Hardware configuration> <<Client terminal and server device>> Fig. 2 is a hardware configuration diagram showing an example of a computer 50 according to this embodiment. The client terminal 10 and the server device 20 according to this embodiment are realized by, for example, a computer 50 having the hardware configuration shown in Fig. 2. The computer 50 is an example of an information processing device.

[0020] 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, all of which are interconnected by a bus line B. The input device 55 and the display device 56 may be connected and used when necessary.

[0021] The CPU 51 is a computing device that controls the entire computer and realizes its functions by reading programs and data from storage devices such as the ROM 53 and HDD 58 onto the RAM 52 and executing various processes based on the read programs and data.

[0022] The RAM 52 is an example of a volatile semiconductor memory (storage device) for temporarily storing programs and data, and is also used as a work area when the CPU 51 executes various processes.

[0023] 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. The ROM 53 stores programs and data such as the BIOS, OS settings, and network settings that are executed when the computer 50 starts up.

[0024] The communication interface 54 is an interface for connecting the computer 50 to the network N. This allows the computer 50 to perform data communication via the communication interface 54.

[0025] 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 operation device such as a touch panel, operation keys or buttons, a keyboard, or a mouse.

[0026] The display device 56 is a device for displaying various information on a screen to a user or an administrator. The display device 56 in this embodiment is, for example, a liquid crystal or organic EL display.

[0027] The external interface 57 is an interface for connecting to an external device so as to enable data communication, thereby allowing the computer 50 to read and / or write data from and 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.

[0028] The HDD 58 is an example of a non-volatile storage device that stores programs and data, such as the operating system (OS), which is the basic software that controls the entire computer, and applications that provide various functions on the OS.

[0029] Instead of the HDD 58, a drive device that uses a flash memory as a storage medium (for example, a solid state drive (SSD)) may be used.

[0030] The client terminal 10 and the server device 20 according to this embodiment can realize various processes, which will be described later, by executing a program on the computer 50 having the hardware configuration described above.

[0031] <Software configuration> Server device 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.

[0032] The server device 20 according to this embodiment implements a server control unit 200, a server storage unit 220, and a server communication unit 240 by executing a program.

[0033] The server control unit 200 has a function of executing processes related to various games. The server control unit 200 includes a game execution unit 201, a temporary item granting unit 202, a real item granting unit 203, a waiting time control unit 204, and a display control unit 205.

[0034] The game execution unit 201 controls the progress of a game using items (temporary items and real items) as an example of content, based on game operations received by the client terminal 10 from the user.

[0035] The temporary item granting unit 202 is an example of a temporary content granting unit, and grants one of a plurality of temporary items set in temporary item information (temporary content information) described later to the user. In this embodiment, the temporary item is granted to the user prior to granting the real item.

[0036] The item granting unit 203 is an example of a content granting unit, and grants the user one of a plurality of items set in item information (content information) described later. In this embodiment, the item is always granted when the waiting time has elapsed without the user performing any game operation. However, as an exception, if the user performs a game operation before the waiting time has elapsed, a lottery is held based on a success probability according to the time remaining until the waiting time, and the item may be granted depending on the result of the lottery.

[0037] The standby time control unit 204 controls the standby time based on predetermined conditions. In this embodiment, by consuming one of two virtual items of the same type, the standby time of the other virtual item that is in a standby state before the standby time has elapsed is reduced. Also, when there is no virtual item in a standby state before the standby time has elapsed, a blank time is counted, and when there is a virtual item in a standby state, the standby time is reduced based on the blank time.

[0038] The display control unit 205 controls the screen display of the client terminal 10 by generating data for various screens according to the progress of the game (game played using various items) executed by the game execution unit 201, for example.

[0039] The server storage unit 220 has a function of storing information related to the game. The server storage unit 220 includes a character information storage unit 221, a temporary item information storage unit 222 (temporary content information storage unit), a real item information storage unit 223 (real content information storage unit), and a user information storage unit 224.

[0040] The character information storage unit 221 stores character information relating to various characters. The character information stored in the character information storage unit 221 includes characters used in the game.

[0041] The temporary item information storage unit 222 stores temporary item information (temporary content information) relating to a temporary item as an example of temporary content. In the temporary item information stored in the temporary item information storage unit 222, a "treasure chest" is set as an example of the temporary item.

[0042] The present item information storage unit 223 stores present item information (present content information) relating to a present item as an example of present content. In the present item information stored in the present item information storage unit 223, a "jewel" is set as an example of the present item.

[0043] The user information storage unit 224 stores user information related to the user. The user information stored in the user information storage unit 224 includes various items, characters, and the like possessed by the user.

[0044] The server communication unit 240 has a function of communicating with the client terminal 10 via the network N.

[0045] Client terminal 4 is a functional block diagram showing an example of the client terminal 10 according to this embodiment. The client terminal 10 according to this embodiment is realized by, for example, the functional blocks shown in FIG.

[0046] The client terminal 10 according to this embodiment executes a program to implement 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. The client control unit 100 includes a request transmission unit 101 and a response reception unit 102.

[0047] The operation receiving unit 150 receives operations from a user who operates the client terminal 10. The client control unit 100 also performs processing related to the game on the client terminal 10. The request sending unit 101 sends a request to the server device 20 based on the content of the operation received from the user by the operation receiving unit 150. The response receiving unit 102 receives a response such as a processing result in response to the request sent by the request sending unit 101 to the server device 20.

[0048] Furthermore, the client storage unit 120 stores information required by the client terminal 10. The client communication unit 140 communicates with the server device 20. The screen display unit 160 displays the screen of the client terminal 10 under control of the server device 20.

[0049] As described above, in the information processing system 1 according to this embodiment, the server device 20 controls the game progress and display, but these may also be performed by the client terminal 10. Specifically, at least one of the game execution unit and the display control unit may not be provided in the server control unit 200 of the server device 20, but may be provided in the client control unit 100 of the client terminal 10.

[0050] The client control unit 100 of the client terminal 10 may be of a browser type that receives page data written in HTML (Hyper Text Markup Language) or the like and scripts included in the page data from the server device 20 and performs game-related processing. The client control unit 100 of the client terminal 10 may be of an application type that performs game-related processing based on an installed application.

[0051] <Game Overview> Here, an overview of the game in this embodiment will be described. The game in this embodiment is a fighting game in which enemy characters appear against a party made up of multiple characters, and each character making up the party battles the enemy characters that have appeared.

[0052] In this fighting game, multiple quests are set up, each with a different difficulty level, in which the objective is to defeat enemy characters. The user can form a party using the characters they own, select one of the quests, and challenge the enemy characters to a battle. During the battle, the user may be given a "treasure chest" (a temporary item) that is set to be obtainable in the selected quest. In this embodiment, three types of "treasure chests" are set up to be given: gold, silver, and bronze.

[0053] A user who has acquired a "treasure chest" places that "treasure chest" in their own waiting slot to open it. In this embodiment, a maximum of three "treasure chests" can be placed in their own waiting slot. When a "treasure chest" is placed in a waiting slot, a waiting time countdown begins. In this embodiment, a different waiting time is set for each type of "treasure chest." When this waiting time has elapsed, the "treasure chest" placed in the waiting slot can be opened. When a "treasure chest" placed in a waiting slot is opened, "gems" (this item) are given to the user as the contents of that "treasure chest." Note that even if the user does not place a treasure chest in a waiting slot, if there is an empty waiting slot at the time the treasure chest is obtained, the treasure chest may be automatically placed in the waiting slot. In this case, the treasure chest is placed in the waiting slot in the same order as the treasure chest entry. Then, when an empty waiting slot is created as the waiting time has elapsed, the next treasure chest may be automatically placed in that waiting slot (auto-open, auto-set).

[0054] The "gems" contained in the "treasure chest" are set to a rarity according to the type of "treasure chest." In this embodiment, the rarity of the "gems" that can be obtained as the contents of the "copper treasure chest," "silver treasure chest," and "gold treasure chest" is set in that order.

[0055] Furthermore, after a "treasure chest" is set in the waiting slot, if a user performs a game operation to open the "treasure chest" midway without waiting for the waiting time to elapse, success or failure in opening the "treasure chest" is determined by lottery. In this embodiment, when a user performs a game operation to open the "treasure chest" midway, the success probability is set so that the shorter the time remaining until the waiting time, the more likely the user is to succeed in opening the "treasure chest." Therefore, before the waiting time elapses, the longer the user has been waiting, the more likely the user is to succeed in opening the "treasure chest."

[0056] If the player succeeds in opening the "treasure chest," they will acquire a "gem" with the same rarity as the "gem" that was granted after the waiting time had elapsed. On the other hand, if the player fails to open the "treasure chest," they will acquire a "gem" with a lower rarity than the "gem" that was granted after the waiting time had elapsed (or they may be unable to acquire anything).

[0057] In this way, if a user places a "treasure chest" in the waiting slot and performs a game operation to open it before the waiting time has elapsed, the user can win "gems" if the lottery results determine that the opening is successful. If the user does not perform any game operation to open the chest, the user is guaranteed to win "gems" after the waiting time has elapsed. This allows the user to choose strategically whether to wait for the waiting time for the "treasure chest" to elapse and then be sure to get "gems," or to skip the waiting time and try to win the "gems" that are awarded when the waiting time has elapsed.

[0058] <Operation> FIG. 5 is a flowchart illustrating an example of the operation of the information processing system 1 in this embodiment.

[0059] When the game execution unit 201 of the server device 20 receives a request from the client terminal 10, it requests the display control unit 205 to execute screen display control so as to display a setting screen on the client terminal 10 (step S11).

[0060] When the display control unit 205 is requested by the game execution unit 201 to execute screen display control, the display control unit 205 controls the display of a setting screen on the screen display unit 160 of the client terminal 10 based on the temporary item information stored in the temporary item information storage unit 222 and the user information stored in the user information storage unit 224.

[0061] FIG. 6 is a diagram showing an example of virtual item information. This virtual item information has fields such as a virtual item ID, type, appearance probability, waiting time, and gem rarity. The virtual item ID is information for uniquely identifying a treasure chest. The type is information indicating the type of treasure chest. The appearance probability is information indicating the probability that a treasure chest will be granted by the virtual item granting unit 202 during a battle. Here, the appearance probability of a "gold treasure chest" is set to be the lowest. In other words, a "gold treasure chest" is the most difficult to obtain. The waiting time is information indicating the waiting time during which a treasure chest can be reliably obtained. The gem rarity is information indicating the rarity class set for the gem as the contents of the treasure chest. Here, the rarity class set for the gem as the contents of a "gold treasure chest" is set to be the highest.

[0062] FIG. 7 is a diagram showing an example of user information. This user information includes items such as a user ID, character, points, treasure chest, gems, virtual currency, waiting information, and party information. The user ID is information for uniquely identifying a user. The character is information indicating the character ID of a character owned by the user. The points are information indicating the amount of points owned by the user. The user can challenge quest battles by consuming their own points. The treasure chest is information indicating the treasure chests owned by the user. Here, as shown in parentheses in the figure, the number of treasure chests owned for each type is also set. The gems are information indicating the item IDs of the gems owned by the user. The virtual currency is information indicating the amount of virtual currency owned by the user. The waiting information is information regarding the treasure chests set in the user's waiting slots. The party information is information indicating the characters included in the party organized by the user.

[0063] FIG. 8 is an image diagram showing an example of a setting screen. This setting screen 500 displays a treasure chest display area 501 and a waiting frame setting area 502. The treasure chests owned by the user are displayed in the treasure chest display area 501 based on the user information. The waiting frame setting area 502 includes a first waiting frame 502a, a second waiting frame 502b, and a third waiting frame 502c, and one treasure chest can be set in each waiting frame. Thus, in this embodiment, a limit is placed on the number of waiting frames a user can have. Therefore, even if a user has more treasure chests than the number of waiting frames (three or more), the user can only set the number of treasure chests equal to the number of waiting frames. In other words, the user must continue to hold the remaining treasure chests until a waiting frame becomes available. The first waiting frame 502a displays a "gold treasure chest" selected by the user from the treasure chest display area 501 and an operation button 503 for confirming the setting of the "gold treasure chest." The first waiting frame 502a also displays the waiting time for the "golden treasure chest" ("3 hours") and the rarity of the jewels contained in the "golden treasure chest" ("rarity 5") based on the temporary item information. The second waiting frame 502b and the third waiting frame 502c display a state in which no treasure chest has been selected yet.

[0064] When the setting screen 500 is displayed on the screen display unit 160 of the client terminal 10, the user presses an operation button 503 corresponding to the treasure chest of the waiting frame in the waiting frame setting area 502, thereby performing a game operation on the client terminal 10 to set the treasure chest in that waiting frame.

[0065] 5, when the user performs a game operation on the setting screen 500 in this manner, the operation accepting unit 150 of the client terminal 10 accepts operation content based on the user's game operation (step S12). Then, the request sending unit 101 of the client terminal 10 requests the server device 20 to perform setting processing based on the operation content accepted by the operation accepting unit 150 from the user.

[0066] Next, when the game execution unit 201 of the server device 20 receives the operation content from the client terminal 10, it updates the waiting information set in the user information of that user and sets the treasure chest selected by the user on the setting screen 500 in the waiting frame (step S13). Then, when the treasure chest is set in the waiting frame by the user's operation, a timer starts counting the waiting time.

[0067] FIG. 9 is a diagram showing an example of waiting information. This waiting information has items such as waiting slot, treasure chest, set date and time, and remaining time. The waiting slot is information for identifying three waiting slots in which treasure chests can be set. The treasure chest is information indicating the treasure chest set in the waiting slot. The set date and time is information indicating the date and time when the treasure chest was set in the waiting slot by user operation. The remaining time is information indicating the remaining time from the time when the treasure chest was set by user operation until the waiting time.

[0068] Returning to FIG. 5, next, the game execution unit 201 of the server device 20 refers to the waiting information set in the user information of the user and determines whether the waiting time for the treasure chest set in the waiting slot has elapsed (step S14).

[0069] If it is determined that the waiting time for the treasure chest set in the waiting slot has not elapsed, the process proceeds to step S16, which will be described later. On the other hand, if it is determined that the waiting time for the treasure chest set in the waiting slot has elapsed, the process proceeds to the next step S15.

[0070] Next, when the game execution unit 201 of the server device 20 determines that the waiting time for the treasure chest set in the waiting slot has elapsed, it requests the item granting unit 203 to execute the item granting process by accepting the user's opening operation (step S15).

[0071] When the game execution unit 201 requests the execution of the item granting process, the item granting unit 203 refers to the virtual item information stored in the virtual item information storage unit 222, and identifies the rarity of the gems contained in the treasure chest for which the standby time has elapsed. Here, as shown in FIG. 6, if the treasure chest for which the standby time has elapsed is a "gold treasure chest," the rarity of the gems contained therein will be "rarity 5." Also, if it is a "silver treasure chest," the rarity of the gems will be "rarity 4," and if it is a "copper treasure chest," the rarity of the gems will be "rarity 3."

[0072] The item granting unit 203 then references the item information stored in the item information storage unit 223, randomly selects a gem of the specified rarity from among multiple types of gems, and grants it to the user. At this time, the item granting unit 203 updates the user information stored in the user information storage unit 224, deletes the treasure chest whose waiting time has elapsed from the user's possession, and sets the granted gem as an item owned by the user. At the same time, the item granting unit 203 also updates the waiting information set in the user information, and deletes the treasure chest whose waiting time has elapsed from the waiting slot, thereby making the waiting slot empty.

[0073] FIG. 10 is a diagram showing an example of this item information. This item information has items such as this item ID, type, and rarity. The item ID is information for uniquely identifying this item. The type is information indicating the type of this item. The rarity is information indicating the rarity level set for this item.

[0074] Next, if it is determined in the process of step S14 that the waiting time for the treasure chest set in the waiting slot has not elapsed, the game execution unit 201 of the server device 20 determines whether or not the user has performed a game operation to open the treasure chest partway through without waiting for the waiting time to elapse (step S16). On the waiting screen as shown in Fig. 11, the user can perform a game operation to open the treasure chest set in the waiting slot partway through.

[0075] 11 is an image diagram showing an example of a standby screen. This standby screen 550 displays a standby frame display area 551. The standby frame display area 551 includes a first standby frame 551a, a second standby frame 551b, and a third standby frame 551c. Each standby frame includes the standby time of the treasure chest set in the standby frame, the time remaining until the standby time, the success probability, and an operation button 552 for opening the treasure chest set in the standby frame midway.

[0076] A user who wishes to open a treasure chest set in a waiting frame performs a game operation on the client terminal 10 to open the treasure chest midway by pressing an operation button 552 corresponding to the treasure chest in the waiting frame display area 551 when a waiting screen 550 is displayed on the screen display part 160 of the client terminal 10.

[0077] In this embodiment, the number of waiting slots is limited in this way. Therefore, even if a user possesses more treasure chests than the number of waiting slots (three or more), the user can only set the number of treasure chests equal to the number of waiting slots. In other words, the user must continue to possess the remaining treasure chests until the waiting slots become empty. Therefore, a user who wants to open the treasure chests quickly, even if the success rate is low, can open the treasure chests in the middle to empty the waiting slots, and then set the remaining treasure chests one after another. On the other hand, a user who wants to open the treasure chests reliably can simply wait until the waiting time has elapsed. In this way, the user can set treasure chests in the waiting slots while devising a strategy.

[0078] When the user performs a game operation on the standby screen 550 in this way, the operation accepting unit 150 of the client terminal 10 accepts the operation content based on the user's game operation. Then, the request sending unit 101 of the client terminal 10 requests the server device 20 to perform an opening lottery process based on the operation content accepted by the operation accepting unit 150 from the user.

[0079] If it is determined in step S16 that no game operation for opening the treasure chest has been performed, the process returns to step S14, where it is again determined whether the waiting time has elapsed. On the other hand, if it is determined that a game operation for opening the treasure chest has been performed, the process proceeds to step S17.

[0080] Next, if the item granting unit 203 of the server device 20 determines in the processing of step S16 described above that a game operation has been performed to open the treasure chest set in the waiting slot, it conducts an opening lottery to determine by lottery whether the opening of the treasure chest has been successful or unsuccessful (step S17).

[0081] In this opening lottery, when a user performs a game operation to open a treasure chest, the probability of success is set so that the shorter the time remaining until the waiting time, the easier it is to succeed, as shown in Figure 12. Therefore, before the waiting time has elapsed, the longer the waiting time, the easier it is to succeed in opening the treasure chest.

[0082] Figure 12 is a diagram illustrating the relationship between the time remaining until the waiting time and the success probability. Here, the relationship between the time remaining until the waiting time and the success probability is determined for each type of treasure chest. For each treasure chest, the success probability is set to increase as the time remaining until the waiting time decreases.

[0083] Next, the item granting unit 203 of the server device 20 determines whether or not the opening of the treasure chest set in the waiting slot has been successful as a result of the opening lottery conducted in the above-mentioned step S17 (step S18).

[0084] If the result of this determination is that the opening of the treasure chest set in the waiting slot has failed, the process proceeds to step S20, which will be described later. On the other hand, if the opening of the treasure chest set in the waiting slot has been successful, the process proceeds to the next step S19.

[0085] Next, if the item granting unit 203 of the server device 20 determines that the opening of the treasure chest set in the waiting slot is successful, it grants a gem with the same rarity as the gem granted when the waiting time for the treasure chest has elapsed in the processing of step S15 described above (step S19).

[0086] Specifically, the item granting unit 203 refers to the temporary item information stored in the temporary item information storage unit 222 to identify the rarity of the gems contained in the treasure chest determined to be successful. Here, as shown in FIG. 6, if the treasure chest determined to be successful is a "gold treasure chest," the rarity of the gems contained therein will be "rarity 5." Also, if it is a "silver treasure chest," the rarity of the gems will be "rarity 4," and if it is a "copper treasure chest," the rarity of the gems will be "rarity 3."

[0087] The item granting unit 203 then references the item information stored in the item information storage unit 223, randomly selects a gem of the specified rarity from among multiple types of gems, and grants it to the user. At this time, the item granting unit 203 updates the user information stored in the user information storage unit 224, deletes the treasure chest for which success has been determined from the user's possessions, and sets the granted gem as an item owned by the user. At the same time, the item granting unit 203 also updates the waiting information set in the user information, and deletes the treasure chest for which success has been determined from the waiting slot, thereby making the waiting slot empty.

[0088] Next, if the opening of the treasure chest set in the waiting slot is determined to be unsuccessful, the item granting unit 203 of the server device 20 grants a gem with a lower rarity level than the gem granted when the waiting time for the treasure chest has elapsed in the processing of step S15 described above (step S20).

[0089] Specifically, the item granting unit 203 refers to the temporary item information stored in the temporary item information storage unit 222 to identify the rarity of the jewels contained in the treasure chest determined to have failed. Here, as shown in FIG. 6, if the treasure chest determined to have failed is a "gold treasure chest," the rarity of the jewels contained therein will be "rarity 3" or "rarity 4." Also, if it is a "silver treasure chest," the rarity of the jewels will be "rarity 2" or "rarity 3," and if it is a "copper treasure chest," the rarity of the jewels will be "rarity 1" or "rarity 2."

[0090] The item granting unit 203 then references the item information stored in the item information storage unit 223, randomly selects a gem of the specified rarity from among multiple types of gems, and grants it to the user. At this time, the item granting unit 203 updates the user information stored in the user information storage unit 224, deletes the failed treasure chest from the user's possession, and sets the granted gem as an item owned by the user. At the same time, the item granting unit 203 also updates the waiting information set in the user information, and deletes the failed treasure chest from the waiting slot, thereby making the waiting slot empty.

[0091] Thus, according to the information processing system of this embodiment, after the waiting time has elapsed, the user must continue to wait for a long time, but can be sure to obtain the gems contained in the treasure chest. On the other hand, before the waiting time has elapsed, the user's chances of obtaining the gems contained in the treasure chest (gems ​​of the same rarity as the gems obtained after the waiting time has elapsed) are made easier depending on the length of time the user has waited, thereby increasing the user's motivation to play.

[0092] [Other embodiments] The above-described embodiments are intended to facilitate understanding of the present invention and are not intended to limit the present invention. The present invention may be modified or improved without departing from the spirit thereof, and equivalents thereof are also included in the present invention. In particular, the following embodiments are also included in the present invention.

[0093] <Waiting time control> In the above-described embodiment, the waiting time control unit 204 can also perform control to shorten the waiting time of a treasure chest set in a waiting frame.

[0094] For example, the standby time control unit 204 can consume one of two treasure chests of the same type to reduce the standby time of the other treasure chest that is set in a standby slot and in a standby state. Specifically, when a "copper treasure chest" is already set in a standby slot on the setting screen 500 shown in FIG. 8, if the user performs a game operation to set another "copper treasure chest" in the same standby slot, the other "copper treasure chest" is consumed (disappears from the user's possession), and a predetermined time (e.g., "5 minutes") is reduced from the standby time ("1 hour") of the "copper treasure chest" that is in a standby state. Note that the predetermined time reduced from the standby time may be a fixed time (e.g., "5 minutes"), or the remaining time until the standby time may be reduced by half. Therefore, a user who wants to obtain the contents of multiple treasure chests can simply set the other treasure chest in a different waiting slot from the waiting slot that already has the same type of treasure chest set in it, while a user who wants to obtain the contents of a treasure chest quickly can simply set another treasure chest in the same waiting slot as the one that already has the same type of treasure chest set in it, provided that this reduces the opportunity to obtain the contents of the treasure chest (by consuming the same type of treasure chest).

[0095] Furthermore, for example, when the temporary item granting unit 202 grants a treasure chest of the same type as a treasure chest already set in a waiting slot and in a waiting state, the waiting time control unit 204 can automatically consume the granted treasure chest of the same type, thereby automatically reducing the waiting time of the treasure chest already in a waiting state. Specifically, in a case where a "gold treasure chest," a "silver treasure chest," and a "copper treasure chest" are already set in waiting states in all three waiting slots, when the temporary item granting unit 202 grants a "copper treasure chest," the granted "copper treasure chest" is automatically consumed, thereby automatically controlling so that a predetermined time (for example, "5 minutes") is reduced from the waiting time ("1 hour") of the "copper treasure chest" already in a waiting state in the waiting slot.

[0096] For example, the standby time control unit 204 can count the blank time when there is no treasure chest in a standby state in the standby slot, and when a new treasure chest is set in the standby slot and in a standby state, the standby time can be reduced based on the counted blank time. Specifically, when no treasure chest is set in any of the three waiting slots, the system counts the blank time. After that, when a new "copper treasure chest" is set in the waiting slot, the blank time (for example, "5 minutes") counted up to that point is consumed, and the blank time ("5 minutes") is reduced from the waiting time of the "copper treasure chest" ("1 hour"). It is also possible to reduce the blank time that has been counted up to that point. For example, if no treasure chest is set in any of the three waiting slots, that blank time is counted. After that, when a new "copper treasure chest" is set in the waiting slot, the blank time counted up to that point (for example, "5 minutes") is consumed, and half of the blank time ("2 minutes 30 seconds") is reduced from the waiting time of the "copper treasure chest" ("1 hour"). This makes it more effective to set a treasure chest in the waiting slot so that the blank time does not increase, rather than increasing the blank time. As a result, it is possible to encourage continued play. In the above specific example, the blank time may include the time from when the treasure chest becomes ready to be opened until the user actually opens it. In the above specific example, the blank time counted up to that point may be displayed on the standby screen 550 as a bar graph or the like.

[0097] For example, the standby time control unit 204 may also reduce the standby time of a treasure chest that has been set in a standby slot and is in a standby state based on the user's gameplay status. Specifically, when the number of logins to the game reaches a predetermined number, the standby time control unit 204 may control the time to reduce a predetermined time from the standby time of a treasure chest that has been set in a standby slot and is in a standby state. Alternatively, when the number of quests cleared reaches a predetermined number, the standby time control unit 204 may control the time to reduce a predetermined time from the standby time of a treasure chest that has been set in a standby slot and is in a standby state. Alternatively, when the number of points consumed by the user reaches a predetermined amount, the standby time control unit 204 may control the time to reduce a predetermined time from the standby time of a treasure chest that has been set in a standby slot and is in a standby state.

[0098] In the above example, instead of shortening the waiting time of the treasure chest set in the waiting slot (for example, for a "gold treasure chest," the waiting time is changed from "3 hours" to "2 hours"), the waiting time control unit 204 can also leave the waiting time as it is and shorten the remaining time (for example, for a "gold treasure chest," the waiting time is changed to "3 hours," and if the current remaining time is "2 hours," it is changed to "1 hour").

[0099] In the above-described embodiment, when the standby time control unit 204 performs control to shorten the standby time of a treasure chest set in a standby slot, if the remaining time until the standby time becomes negative, the number of gems to be granted may be increased, an additional item may be granted in addition to the gem, or the rarity level of the gem may be increased. For example, when the remaining time until the standby time is "1 minute," the remaining time may be reduced by setting a duplicate treasure chest of the same type or by reducing the standby time based on the counted blank time, resulting in the remaining time being "-4 minutes." In this case, a gem with a rarity level increased by one level is granted (for example, a "rarity level 5" gem, which is the content of a "gold treasure chest," may be granted instead of a "rarity level 4" gem that would be granted in a "silver treasure chest").

[0100] <Omission of temporary items> In the above embodiment, an example was given in which gems (real items) can be acquired on the condition that a treasure chest (temporary item) is acquired, but the present invention is not limited to this. For example, an event game is played in which a special item is awarded by participating in the game for a predetermined time (e.g., 24 hours). In this case, for users who participate for half (12 hours) of the predetermined time (e.g., 24 hours) but then drop out, a lottery is held with a success probability based on the time remaining until the predetermined time (24 hours) (e.g., 50% with 12 hours remaining). If the lottery result determines success, the special item is awarded, and if the lottery result determines failure, the special item is not awarded.

[0101] <Charging> In the above-described embodiment, the user may consume virtual currency held by the user to perform a game operation to open a treasure chest set in a waiting slot. When consuming virtual currency, if the opening lottery results in failure, the same gems as when success is determined may be awarded, or another item may be awarded in addition to the gems. Furthermore, when consuming virtual currency, it is desirable to consume a fixed amount of virtual currency regardless of the time remaining until the waiting time.

[0102] <Granting this item before and after the waiting time has elapsed> In the above-described embodiment, when it is determined that the opening of a treasure chest set in a waiting slot has failed, a gem is granted that has a lower rarity level than the gem granted when the waiting time for the treasure chest has elapsed. In this case, the minimum rarity level of the gem granted by the item granting unit 203 may be increased as the remaining time until the waiting time for the treasure chest decreases. For example, as shown in FIG. 13 , when a user performs a game operation to open a treasure chest, the minimum rarity level of the gem granted by the item granting unit 203 may be set to be higher as the remaining time until the waiting time decreases. When a user fails to open a treasure chest, the longer the waiting time, the more likely the user is to feel frustrated. However, since the minimum rarity level of the gem increases as the waiting time increases, such frustration of the user can be alleviated.

[0103] FIG. 13 is a diagram illustrating the relationship between the time remaining until the waiting time and the minimum rank of gems that will be granted in the event of failure. Here, the relationship between the time remaining until the waiting time and the minimum rank is determined for each type of treasure chest. Each treasure chest is set so that the minimum rank of rarity set for gems that will be granted in the event of failure increases as the time remaining until the waiting time decreases.

[0104] <Special standby slot> In the above embodiment, a special waiting slot the size of three normal waiting slots may be temporarily set up, and a user may be allowed to acquire an extra-large treasure chest the size of three normal treasure chests. In this case, when the extra-large treasure chest is placed in the special waiting slot, it can be opened after the waiting time corresponding to the special waiting slot (for example, 24 hours) has elapsed.

[0105] <Special treasure chest> In the above embodiment, the user may be allowed to acquire a special treasure chest with a shorter waiting time than the normal waiting time. For example, if a special "gold treasure chest" is acquired and set in the waiting slot, the waiting time will be one-third of the normal "3 hours," or "1 hour."

[0106] <Use multiple waiting slots> In the above embodiment, it may be possible to set not only one waiting slot but also multiple waiting slots (a second or third waiting slot) for one treasure chest. In this case, the waiting time is shortened by the number of waiting slots. For example, if a "gold treasure chest" is normally set in one waiting slot, the waiting time is "3 hours." However, by setting it using another waiting slot, the waiting time is halved to "1 hour and 30 minutes." And if yet another waiting slot is set, the waiting time is halved to "1 hour." Furthermore, it may be possible to set multiple waiting slots for an already set treasure chest, and it may be possible to cancel the set partway through.

[0107] <Temporary Item Granting Department> In the above embodiment, the temporary item granting unit 202 determines whether treasure chests (temporary items) are set in all waiting slots, and if it is determined that treasure chests are set in all waiting slots, it is also possible to control so that no treasure chests are granted to the user. By doing so, the user will be unable to acquire treasure chests during a battle, and will want to open the set treasure chests quickly to create empty waiting slots. In this case, it is effective to open the treasure chest midway without waiting for the waiting time to elapse.

[0108] <Contents> In the above embodiment, the content is a temporary item set in the temporary item information and a real item set in the real item information, but the content is not limited to this. For example, the content may be a character, a card, a figure, an avatar, etc. [Explanation of symbols]

[0109] 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 memory unit, 140 Client communication unit, 150 Operation acceptance unit, 160 Screen display unit, 200 Server control unit, 201 Game execution unit, 202 Virtual item granting unit, 203 Real item granting unit, 204 Waiting time control unit, 205 Display control unit, 220 Server memory unit, 221 Character information storage unit, 222 Virtual item information storage unit, 223 Real item information storage unit, 224 User information storage unit, 240 Server communication unit, 500 Setting screen, 501 Treasure chest display area, 502 Waiting frame set area, 502a First waiting frame, 502b second waiting frame, 502c third waiting frame, 503 operation button, 550 waiting screen, 551 waiting frame display area, 551a first waiting frame, 551b second waiting frame, 551c third waiting frame, 552 operation button, B bus line, N network

Claims

1. a provisional content providing unit that provides provisional content to a user prior to providing the actual content; A lottery is conducted with a success probability that increases as the remaining time until the waiting time for the provisional content elapses due to the user's game operation being performed before the waiting time for the provisional content has elapsed, and if a success is determined as a result of the lottery, the content is granted to the user, and a real content providing unit that provides the real content to the user when a waiting time for the provisional content has elapsed without the user performing a game operation; An information processing device comprising:

2. 2. The information processing device according to claim 1, The content has a rarity of one of a plurality of rarity classes set therein, The content providing unit If the lottery result is determined to be successful, the player will be granted a Content of the same rarity as the Content granted after the waiting time for the Provisional Content has elapsed, and If the lottery result is determined to be unsuccessful, the player will be awarded a Content with a lower rarity than the Content that will be awarded after the waiting time for the provisional Content has elapsed.

1. An information processing device comprising:

3. 3. The information processing device according to claim 2, The content providing unit When granting a content with a lower rarity than the content granted after the waiting time for the provisional content has elapsed, The minimum rarity level of the Content to be granted is increased as the remaining time until the standby time of the Provisional Content decreases.

1. An information processing device comprising:

4. The information processing device according to any one of claims 1 to 3, the provisional content providing unit provides any type of provisional content selected from a plurality of types of provisional content; a standby time control unit that consumes one of the provisional contents of the same type to reduce the standby time of the other provisional content that is in a standby state before the standby time has elapsed; An information processing device comprising:

5. 5. The information processing device according to claim 4, The standby time control unit When the provisional content providing unit provides provisional content of the same type as the provisional content in the standby state before the standby time has elapsed, automatically consuming the given provisional content of the same type, thereby automatically reducing the waiting time of the provisional content in a waiting state; 1. An information processing device comprising:

6. The information processing device according to any one of claims 1 to 3, a standby time control unit that counts a blank time when there is no provisional content in a standby state before the standby time has elapsed, and reduces the standby time based on the blank time when there is provisional content in a standby state; An information processing device comprising:

7. The information processing device according to any one of claims 1 to 6, the content providing unit provides the user with the real content only for the provisional content set in a finite number of waiting frames for counting the waiting time of the provisional content; 1. An information processing device comprising:

8. Computer, a provisional content providing means for providing provisional content to a user prior to providing the actual content; A lottery is conducted with a success probability that increases as the remaining time until the waiting time for the provisional content elapses due to the user's game operation being performed before the waiting time for the provisional content has elapsed, and if a success is determined as a result of the lottery, the content is granted to the user, and a content providing means for providing the real content to the user when a waiting time for the provisional content has elapsed without the user performing any game operation; A program to function as a

Citation Information

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