Program, information processing device, information processing system, and information processing method

A structured reward system in competitive games updates player parameters and grants sequential rewards to enhance motivation, addressing fluctuations in player engagement due to variable conditions.

JP2025127883AActive Publication Date: 2025-09-02CYGAMES INC
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Patent Information

Application Number
JP2024024871
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-02-21
Publication Date
2025-09-02
Estimated Expiration
2044-02-21

AI Technical Summary

Technical Problem

In competitive games, variable reward conditions can lead to fluctuations in player motivation, with players being less inclined to play when conditions are unfavorable.

Method used

A system that updates first and second parameters linked to player identification information based on game results, allowing for sequential rewards to be granted at each stage, enhancing motivation by requiring players to meet predetermined conditions or update parameters to obtain additional rewards.

Benefits of technology

Increases player motivation by providing a structured reward system that encourages gameplay regardless of immediate conditions, ensuring consistent engagement and participation.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a program, an information processing device, an information processing system, and an information processing method capable of enhancing a player's willingness of playing a game.SOLUTION: A class point is updated on the basis of a race result of a regular race, a regular race reward is imparted, challenge event rewards of a class 1 to a class 10 are provided as rewards impartable in a challenge event, permission of impartation of a challenge event reward of each class is given in relation to a class point, and a challenge event reward up to a permitted class can be imparted in addition to a regular race reward when participating in a regular race during opening of a challenge event.SELECTED DRAWING: Figure 4
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Description

[Technical Field]

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

[0002] BACKGROUND ART Conventionally, there has been known a battle game in which a plurality of players are matched up to battle each other, and rewards are given to the players according to the battle results (see Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 7126578 Summary of the Invention [Problem to be solved by the invention]

[0004] In general, in competitive games, if there are variable factors regarding rewards obtained from a match, this affects players' motivation to play and the number of active players fluctuates. For example, if advantageous conditions for obtaining rewards are established, it may lead to an increase in players who only play when the conditions are favorable. In such a specification, it is necessary to increase players' motivation to play in order to secure opponents even when the conditions are not favorable.

[0005] The present invention has been made in view of the above circumstances, and its object is to provide a program, an information processing device, an information processing system, and an information processing method that can increase a player's motivation to play. [Means for solving the problem]

[0006] (1) The present invention relates to a program that causes a computer to function as a first parameter update unit that updates a first parameter linked to a player's identification information based on the result of a competitive game, and a reward granting unit that grants a first reward to the player's identification information based on the result of the competitive game, in which multiple stages of second rewards that can be granted in sequence are provided as rewards that can be granted to the player's identification information, and the reward granting unit authorizes the granting of the second reward at each stage in relation to the first parameter, and when the competitive game is played satisfying predetermined conditions, the program is able to grant the second reward up to the authorized stage in addition to or instead of the first reward.

[0007] (2) In the program of the present invention, when the competitive game is played and the first parameters are updated to satisfy the change conditions, the computer may be made to function as a rank setting unit that changes the rank associated with the player's identification information, and the reward granting unit may be made to grant the second reward at each stage based on the rank.

[0008] (3) In the program of the present invention, when the competitive game is played and the specified conditions are met, the computer may be configured to function as a second parameter update unit that updates a second parameter linked to the player's identification information based on the results of the competitive game and the rank.

[0009] (4) In the program of the present invention, the reward granting unit may grant the second reward when the second parameter reaches a predetermined value.

[0010] (5) In the program of the present invention, the reward granting unit may update an upper limit value of the second parameter based on the rank.

[0011] (6) The present invention relates to an information processing device that includes a first parameter update unit that updates a first parameter linked to a player's identification information based on the result of a competitive game, and a reward granting unit that grants a first reward to the player's identification information based on the result of the competitive game, wherein multiple stages of second rewards that can be granted in sequence are provided as rewards that can be granted to the player's identification information, and the reward granting unit authorizes the granting of the second reward at each stage in relation to the first parameter, and when the competitive game is played satisfying predetermined conditions, the information processing device is able to grant the second reward up to the authorized stage in addition to or instead of the first reward.

[0012] (7) The present invention relates to an information processing system including a first parameter update unit that updates a first parameter linked to a player's identification information based on the result of a competitive game, and a reward granting unit that grants a first reward to the player's identification information based on the result of the competitive game, wherein multiple stages of second rewards that can be granted in sequence are provided as rewards that can be granted to the player's identification information, and the reward granting unit authorizes the granting of the second reward at each stage in relation to the first parameter, and when the competitive game is played satisfying predetermined conditions, the system is able to grant the second reward up to the authorized stage in addition to or instead of the first reward.

[0013] (8) The present invention relates to an information processing method that causes a computer to execute a first parameter update step of updating a first parameter linked to a player's identification information based on the result of a competitive game, and a reward granting step of granting a first reward to the player's identification information based on the result of the competitive game, in which multiple stages of second rewards that can be granted in sequence are provided as rewards that can be granted to the player's identification information, and in the reward granting step, permission to grant the second reward of each stage is granted in relation to the first parameter, and when the competitive game is played satisfying predetermined conditions, the second reward up to the permitted stage can be granted in addition to or instead of the first reward.

[0014] In the above-described program, information processing device, information processing system, and information processing method of the present invention, a first parameter associated with a player's identification information is updated based on the results of a competitive game. Multiple stages of second rewards that can be granted sequentially are provided as rewards that can be granted to the player's identification information, and permission to grant each stage of second reward is granted in association with the first parameter. Therefore, in this invention, to obtain permission to grant each stage of second reward, the player must play a competitive game and update the first parameter. Furthermore, in this invention, when a competitive game is played satisfying a predetermined condition, second rewards up to the permitted stage can be granted in addition to or instead of the first reward. Therefore, when the predetermined condition is satisfied, the player is motivated to play the game to obtain the second reward. Even if the predetermined condition is not satisfied, the player is motivated to play the competitive game to update the first parameter to obtain permission to grant each stage of second reward. This invention thus enhances the player's motivation to play not only when the predetermined condition is satisfied, but also when the predetermined condition is not satisfied. [Brief explanation of the drawings]

[0015] [Figure 1] FIG. 1 is a diagram illustrating an overall configuration of an information processing system. [Figure 2] FIG. 2 is a functional block diagram of a server related to a training function and a battle function among the functions realized by the information processing system. [Figure 3] FIG. 2 is a functional block diagram of a player terminal related to a training function and a battle function among the functions realized by the information processing system. [Figure 4] FIG. 1 is a diagram showing an outline of a competitive racing event. [Figure 5] FIG. 10 is a diagram showing the progress flow of a head-to-head race event and a challenge event. [Figure 6] FIG. 10 is a diagram showing the progress flow of a regular race and a finale race. [Figure 7] FIG. 10 is a diagram showing an example of an event top screen displayed on a player terminal. [Figure 8]FIG. 10 is a diagram showing an example of a matching result display screen displayed on a player terminal. [Figure 9] FIG. 10 is a diagram showing an example of a race character status confirmation screen displayed on a player terminal. [Figure 10] FIG. 10 is a diagram showing an example of a race playback confirmation dialog displayed on a player terminal. [Figure 11] FIG. 10 is a diagram showing an example of a race result notification screen displayed on a player terminal. [Figure 12] FIG. 10 is a diagram showing an example of a regular race reward award screen displayed on a player terminal. [Figure 13] FIG. 10 is a diagram showing an example of a class point update effect executed on a player terminal. [Figure 14] FIG. 10 is a diagram showing an example of a highest attained class update notification screen displayed on a player terminal. [Figure 15] FIG. 10 is a diagram showing an example of an event top screen displayed on a player terminal. [Figure 16] FIG. 10 is a diagram showing an example of a challenge point update effect executed on a player terminal. [Figure 17] FIG. 10 is a diagram showing an example of a challenge event reward awarding effect executed on a player terminal. [Figure 18] FIG. 10 is a diagram showing an example of a reward list screen displayed on a player terminal. [Figure 19] FIG. 10 is a diagram showing an example of an event top screen displayed on a player terminal. [Figure 20] FIG. 10 is a diagram showing an example of an event top screen displayed on a player terminal. [Figure 21] FIG. 10 is a diagram showing an example of an event top screen displayed on a player terminal. [Figure 22] FIG. 10 is a diagram showing an example of a race selection confirmation dialog displayed on a player terminal. [Figure 23] FIG. 10 is a diagram showing an example of a support formation screen displayed on a player terminal. [Figure 24] FIG. 10 is a diagram showing an example of a support formation screen displayed on a player terminal. DETAILED DESCRIPTION OF THE INVENTION

[0016] The following describes embodiments of the present invention. Note that the embodiments described below do not unduly limit the content of the invention described in the claims. Furthermore, not all of the configurations described in the embodiments are necessarily essential components of the present invention.

[0017] 1. Information processing system configuration 1 is a diagram showing an example of the overall hardware configuration of an information processing system 10 according to this embodiment. In the information processing system 10 according to this embodiment, a server 20 and player terminals 40 are connected via a network 30 such as the Internet, a mobile phone network, a LAN, or a WAN, and a so-called client-server communication system is constructed.

[0018] The server 20 includes a CPU 21 (control unit), a ROM 22, a RAM 23, a communication unit 24, and a storage device 25.

[0019] The CPU 21 reads out programs and data stored in the ROM 22 and executes various processes. The RAM 23 is used as a temporary storage area such as the CPU 21's main memory and work area. The communication unit 24 is composed of a communication module and a communication interface, and performs communication processing with the player terminal 40 and other external devices via the network 30. The storage device 25 is an auxiliary storage device such as a flash memory, HDD, or SDD, and stores game-related programs, identification information such as the ID of the player using the player terminal 40, and various other player-specific information required for the game.

[0020] The player terminal 40 is a device for playing the game according to this embodiment, and may be, for example, a smartphone, a tablet, a personal computer, a portable game console, a stationary game console installed in a store or at home, etc. The player terminal 40 includes a CPU / GPU 41 (control unit), a ROM 42, a RAM 43, a communication unit 44, an operation / input unit 45, a display unit 46, a storage device 47, and a speaker 48.

[0021] The CPU / GPU 41 loads programs and data stored in the ROM 42 into the RAM 43 and executes various processes. The ROM 42 stores programs necessary for operating the player terminal 40. A flash memory (NVRAM) may be used instead of the ROM 42. The RAM 43 is used as a temporary storage area such as the CPU / GPU 41's main memory and work area. The communication unit 44 is composed of a communication module and a communication interface and performs communication processing with the server 20 and other external devices (including other player terminals 40) via the network 30. The operation / input unit 45 is a device that accepts various operations and inputs by the player, and corresponds to a touch panel, keyboard, mouse, game controller, microphone, etc. Note that if the display unit 46 is a display panel equipped with a touch panel, the touch panel is included in the operation / input unit 45. The display unit 46 is a liquid crystal display or organic EL display that displays various information, such as game images, provided by the information processing system 10 of this embodiment. The storage device 47 is an auxiliary storage device such as a flash memory, HDD, or SDD, and mainly stores game programs and various game-related data, etc. The speaker 48 is a device that outputs background music and various sounds of the game provided by the information processing system 10 of this embodiment.

[0022] The functions and processing of the player terminal 40 are realized by the CPU / GPU 41 reading a program stored in the ROM 22 or the storage device 47 and executing this program. Alternatively, the CPU / GPU 41 may read a program stored in a recording medium detachable from the player terminal 40 and execute this program. The program may be supplied to the player terminal 40 in the form of a computer-readable recording medium such as a CD-ROM on which the program is recorded, or a transmission medium such as the Internet for transmitting the program. In this embodiment, the player terminal 40 is described as being a smartphone equipped with a display panel equipped with a touch panel.

[0023] The information processing system 10 of this embodiment has a function of providing, through the player terminal 40, a game in which a player raises a character (an example of game media) based on a racehorse motif and enters the raised character in a race to compete against other characters. In particular, the information processing system 10 of this embodiment has a character raising function for raising a character and a competition function for competing in a race against other characters. The following describes a case in which these functions are mainly realized by the player terminal 40. However, the above-mentioned functions may be mainly realized by the server 20, or may be shared between the server 20 and the player terminal 40. Other examples of game media may include electronic data used in the game, such as weapons, equipment, items, and cards.

[0024] Furthermore, the information processing system 10 of this embodiment is capable of providing a competition function that allows a competition race event to be held for a limited time. The competition race event is a competition function that allows a player to race against other players' trained characters in five distance categories: short distance, mile, middle distance, long distance, and dirt. The competition race event also includes a regular race (an example of a first stage of a competition game) and a finale race (an example of a second stage of a competition game), with the finale race being held at the end of the event period.

[0025] FIG. 2 is a functional block diagram showing the main functions of the server 20.

[0026] The server 20 in the information processing system 10 has the function of managing players, characters, etc. using various types of identification information, the function of performing calculations necessary for the progress of the game in response to requests from the player terminals 20, and the function of transmitting the calculation results to the player terminals 40, and these functions are realized by the server data storage unit 50 and the game calculation unit 60 working together.

[0027] The server data storage unit 50 includes a player management database 51, and is mainly realized by the storage device 25. In this embodiment, a character list, an item list, a development target list, and the like are stored in the player management database 51, linked to a player ID (an example of player identification information) assigned to each player.

[0028] The character list includes, for example, an individual character ID assigned to each trained character, a character type ID indicating the character's type, the character's status (rarity, evaluation points, course suitability, distance suitability, running style suitability, running style, speed, stamina, power, tenacity, intelligence, possessed skills, acquired titles), lock status (locked, unlocked), and the character's training history (training conditions, results of races entered during training).

[0029] In this embodiment, a "trained character" means a character that has been trained using a training function, which is one of the game functions realized by the information processing system 10 of this embodiment, and whose training has been completed and whose status has been determined.

[0030] In this embodiment, there are a "character individual ID" and a "character type ID", and the difference between them is as follows.

[0031] First, the "character individual ID" is an ID that is assigned when character training is completed using the training function and the trained character is registered in the character list, and is used to identify each trained character linked to the player ID.

[0032] In addition, in this embodiment, the training function is designed so that the player can select the character to be trained from multiple types of characters, and the "character type ID" is an ID assigned to identify the type of character to be trained.

[0033] The "locked state" indicates whether or not a trained character can be transferred (deleted from the character list). If the character is unlocked, it can be transferred, and if the character is locked, it cannot be transferred. Examples of situations in which a character can be locked include when the player selects an individual character from a list of trained characters, or when a trained character is registered to run in a race.

[0034] The training target list stores data in which information on either released or not released is associated with a character type ID. In this embodiment, characters associated with information on released in the training target list are characters that the player can select as a training target in the training function. In this embodiment, it is also possible to release new characters by using release items or by drawing lots to acquire characters, and the number of characters that can be selected as a training target varies depending on the player. Hereinafter, characters that can be selected as a training target in the training function may be referred to as released characters.

[0035] The item list includes data related to the items, enhancement points, race points (RP), and in-game currency owned by the player. In this embodiment, for example, the content and amount of items owned, the amount of enhancement points owned, the amount of race points (RP), the amount of in-game currency owned, etc. are stored as an item list in the player management database 51.

[0036] In this embodiment, items are used, for example, to support character development or to change the starting conditions of a race, and can be obtained based on the results of a race or by consuming in-game currency.

[0037] Further, the strengthening points are used to strengthen support items, which are items that support character development, and the stronger the support items are, the more advantageous the character development environment can be.

[0038] Data stored in the player management database 51 also includes a friend list. In this embodiment, other players can be registered as friends, and characters and support items can be rented and used from other players registered as friends in the training function. To register a friend, a player inputs the player ID of another player on a friend registration screen displayed on the display unit 46 of the player terminal 40. If a player matching the player ID exists and is available for friend registration, the player taps a registration button on the friend registration screen, and the player ID of the other player to be registered is added to the friend list. There is an upper limit (e.g., 50) on the number of friends that can be registered per player, and there is also an upper limit (e.g., 100) on the number of friends that can be registered per player. Therefore, as long as neither limit has been reached, a new friend can be registered.

[0039] The server data storage unit 50 also includes a match management database 52, and data related to match race events is stored in the match management database 52. For example, data related to the match race event schedule and races held, a class point update setting table, a class point correction setting table, a challenge point update setting table, a reward setting table, a matching ID for identifying races, the player IDs of players participating in the match race event, the character individual IDs of trained characters registered by players to run in the match race event, the player's performance in the match race event (number of races run, finishing order, etc.), the player's class, the player's highest achieved class, the player's class points, the player's correction points, the player's challenge points, etc. are stored.

[0040] The class (an example of a rank) is a parameter that indicates the excellence of a player's race results, and is information that indicates the candidate opponents for regular races, and is set individually for each of the five distance categories (short distance, mile, middle distance, long distance, and dirt). A player is promoted when class points meet the promotion conditions, and demoted when class points meet the demotion conditions. In this embodiment, there are 10 classes, from Class 1 to Class 10, and a player can earn a reward for the highest class by updating the highest achieved class. Furthermore, a player can only be demoted in Class 8 to Class 10, and not in Class 1 to Class 7. It is also possible to demote in Class 1 to Class 7. The class is displayed on the player terminal 40.

[0041] Class points (an example of a first parameter) are parameters for setting a player's class, and are set individually for each of the five distance categories. In this embodiment, class points increase or decrease depending on the race results each time a player competes in a regular race. The player whose class points are updated is the player who requested to compete in the regular race. In other words, even if a trained character who has registered to compete is selected as an opponent and competes in a regular race, the class points of the player who owns that character will not change. The class points that are updated are those of the distance category in which the race was competed. Class points are displayed on the player terminal 40.

[0042] Furthermore, class points are updated by referring to a class point update setting table. In the class point update setting table, the update amount (increase / decrease) of class points is set so that class points are increased when a horse finishes within a predetermined rank (e.g., sixth place) in one regular race, and are decreased when a horse finishes below a predetermined rank (e.g., sixth place) in one regular race. Note that the class point update setting table may vary the update amount depending on the rank, or may be constant regardless of the rank. For example, the increase in class points for first place and sixth place may be different or the same. In addition, in the class point update setting table, the update amount may vary depending on the class points or correction points of the opponent, or may be constant regardless of the class points or correction points of the opponent. For example, a horse may be able to earn additional class points if it finishes ahead of an opponent with a higher class point or correction point value, or may not be able to earn additional class points even if it finishes ahead.

[0043] The update amount of the class points calculated by referring to the class point update setting table is corrected based on the correction points, and the class points are updated by the corrected update amount.

[0044] The correction point (an example of a first parameter) is a parameter that indicates the quality of a player's race results, and is set individually for each of the five distance categories. In this embodiment, the correction point increases or decreases depending on the race results each time a player competes in a regular race. The players whose correction points are updated are the player who requested to compete in the regular race and the player who becomes the opponent. In other words, even if a trained character who has registered to compete is selected as an opponent and competes in a regular race, the correction point of the player who owns that character will change. Furthermore, the correction point that is updated is the correction point for the distance category in which the race was run. The correction point is not displayed on the player terminal 40. In this way, the player cannot check the correction point, but the player can understand the quality of the race results based on the class.

[0045] The correction points are used to correct the update amount of the player's class points, and the update amount of the class points is corrected based on the correction points and by referring to a class point correction setting table, in which the update amount of the class points is set so that the value of the class points approaches the value of the correction points.

[0046] The correction points are also information that serves as an indicator of potential opponents in the finale race, and in the finale race, other players with correction points lower than the player's own correction points are determined as opponents.

[0047] Challenge points (an example of a second parameter) are parameters for acquiring a challenge event reward, and if the challenge points satisfy the reward acquisition conditions, the challenge event reward can be acquired. In this embodiment, a challenge event is held for a limited time during the period in which a regular race is held, and challenge points are accumulated by participating in a regular race while the challenge event is being held. In other words, if you participate in a regular race while the challenge event is being held, you will also be participating in the challenge event, and you can earn more rewards. In addition, challenge points are applied in common to five distance categories, and the same challenge points are updated regardless of which distance category you participate in a regular race.

[0048] The challenge points are updated by referring to a challenge point update setting table, which is set so that the higher the class of the regular race entered, the more challenge points are earned, and the better the race result, the more challenge points are earned.

[0049] In addition, in challenge events, challenge event rewards are set for each class, and when the highest reached class is updated, rewards that the player can obtain are unlocked. In challenge events, by accumulating challenge points, players can obtain unlocked rewards in order, starting with rewards for class 1. In other words, rewards for unreleased (unreached classes) cannot be obtained.

[0050] Furthermore, the class, class points, correction points, and challenge points are linked to the player ID, but are not linked to the character individual ID.

[0051] The game calculation unit 60 performs a process of performing calculations necessary for the progression of the game in response to a request from the player terminal 40, transmitting the calculation results to the player terminal 40, and transmitting data necessary for the progression of the game to the player terminal 40 in response to a request from the player terminal 40, and is mainly realized by the CPU 21 and the communication unit 24. For example, when a training instruction request is received from the player terminal 40 in the training function, the game calculation unit 60 calculates whether the training is successful or unsuccessful and transmits the calculation result to the player terminal 40. For example, when a race entry request is received in the training function, the game calculation unit 60 performs a race running simulation with multiple characters including a character to be trained and a non-player character (NPC), and transmits the results of the running simulation to the player terminal 40. For example, when a race entry request is received in the battle function, the game calculation unit 60 performs a race running simulation with multiple characters including a trained character organized by the player and a trained character organized by an opponent, and transmits the results of the running simulation to the player terminal 40.

[0052] The game calculation unit 60 includes a matching processing unit 61. The matching processing unit 61 performs matching processing to determine opponents for players who have completed character registration in a competitive race event. In the information processing system 10 of this embodiment, a player participating in a regular race or a finale race can input a matching request (matching input) on the player terminal 40. When the matching input is made on the player terminal 40, the matching request is transmitted from the player terminal 40 to the server 20. In response to the matching request from the player terminal 40, the matching processing unit 61 creates a player list that extracts other players who are candidate opponents and randomly extracts other players (e.g., 11 players) for one race from the player list. In this embodiment, there are normal matching and special matching for opponent matching. In regular races, the matching processing unit 61 determines opponents through normal matching. In normal matching, a player list is created by extracting 100 players from other players in the same class as the player who requested the matching request by sorting them in order of login, and the 11 players are extracted. The matching processing unit 61 also creates a new match record in the match management database 52. This match record records the match history (opponent, participating characters, finishing order, time, etc.) for one regular race. If an opponent cannot be found, the matching processing unit 61 extracts another player to be an opponent from a class above or below the player who has made the matching request. A non-player character (hereinafter sometimes abbreviated as NPC, as necessary) may also be assigned as an opponent.

[0053] In the finale race, the matching processing unit 61 determines some (for example, four) of the 11 other players who will be opponents through normal matching, and determines the remaining opponents (for example, seven) through special matching, and in the special matching, sorts other players associated with correction points lower than the correction points of the player who requested the matching (an example of a matching requesting player) in order of login to create a player list of 100 players, and extracts seven players. The matching processing unit 61 also creates a new battle record for the finale race.

[0054] The game calculation unit 60 includes a simulation processing unit 62 (an example of a race calculation unit). The simulation processing unit 62 performs a race running simulation (an example of a race game calculation) for a regular race or a finale race of a race event, involving a player who has issued a race request (race request) and 11 opponent players, a total of 12 characters registered to race. In the race running simulation, the race conditions described below are applied, and calculations are performed based on each character's status (speed, stamina, power, tenacity, intelligence, course suitability, distance suitability, running style, and possessed skills) to determine the race development, running speed, stamina consumption, skill activation lottery, skill activation condition determination, finishing order, and time. The results of the race running simulation performed in the regular race or the finale race of the race event are recorded in a race record created in the race management database 52. In this way, the simulation processing unit 62 performs a race running simulation for the regular race or the finale race based on the results of the matching process.

[0055] Furthermore, when performing a race running simulation for a regular race or finale race of a competitive racing event, the simulation processing unit 62 performs a gate lottery to assign race numbers to a total of 12 characters registered to run by the player who made the matching request and 11 opponent players. In the gate lottery, a race number from "1" to "12" is assigned to each character so that they do not overlap with other characters. In this embodiment, a race running simulation is performed in which the 12 characters line up in order of their race numbers from the inside of the course used in the race and start the race. Here, the characters registered to run by the opponent player are characters that the opponent player registered to run in a regular race or finale race of the target distance category when the opponent player previously ran in the race.

[0056] The simulation processing unit 62 also determines race conditions when performing a race running simulation for a regular race or finale race of a competitive racing event. In this embodiment, the race conditions are determined as weather (four types: sunny, cloudy, rainy, and snowy) and course conditions (four types: good, slightly heavy, heavy, and poor). When a request for use of an item that changes the race conditions, such as the weather or course conditions, is received, the simulation processing unit 62 determines the race conditions by referring to the used item; when no request for use of an item is received, the race conditions are determined by a condition lottery.

[0057] In the information processing system 10 of this embodiment, the server 20 transmits various processing result information, such as the matching results performed by the matching processing unit 61, the race numbers of the 12 characters, the race conditions, and the results of the race running simulation performed by the simulation processing unit 62, to the player terminal 40. Also, in the information processing system 10 of this embodiment, the player terminal 40 is able to watch the race on the display unit 46 based on the various processing result information received from the server 20.

[0058] The game calculation unit 60 includes a correction point update unit 64 (an example of a first parameter update unit). When a race is held in a regular race of a racing event, the correction point update unit 64 performs a correction point update process in which the correction point update unit 64 refers to the class point update setting table stored in the race management database 52, calculates the update amount (increase / decrease) of the correction points corresponding to the race result (ranking), and updates the correction points. The correction point update process updates the correction points of all players who participated in the race. Specifically, the correction point update amount of each participating player is calculated based on the race result (ranking) of each character registered to run by each player, and the correction points of each player are updated. Therefore, the correction points are updated whether a player runs in a regular race seeking an opponent or is selected as an opponent and runs in a regular race. Information regarding the correction points is not transmitted to the player terminal 40.

[0059] In addition, when the reset date and time arrives during the regular race period, the correction point update unit 64 resets the correction point values ​​of distance categories that have reached class 7 or higher to the lower limit value of class 7 (class initial value), and maintains the current correction point values ​​for distance categories that have not reached class 7.

[0060] The game calculation unit 60 includes a class point update unit 65 (an example of a first parameter update unit). When a race is held in a regular race of a racing event, the class point update unit 65 performs a class point update process to update the class points of the player who has requested the race. The class point update process includes an update amount calculation process, a correction process, and an update process. The update amount calculation process refers to a class point update setting table stored in the race management database 52, and calculates the update amount (increase / decrease) of the class points corresponding to the race result (ranking: an example of the result of a racing game) of the character registered to race by the player who has requested the race. The correction process refers to the class point correction setting table stored in the race management database 52, and corrects the update amount (increase / decrease) of the class points based on the correction point. The update process updates the class points by reflecting the update amount of the class points in the current class points. The class point update unit 65 transmits information regarding the class points to the player terminal 40.

[0061] In addition, when the reset date and time arrives during the regular race period, the class point update unit 65 resets the class point values ​​of distance categories that have reached class 7 or higher to the lower limit value of class 7 (class initial value), and maintains the current class point values ​​for distance categories that have not reached class 7.

[0062] The game calculation unit 60 includes a challenge point update unit 66 (an example of a second parameter update unit). When a regular race is held during the challenge event period, the challenge point update unit 66 performs a challenge point update process in which the challenge point update setting table stored in the race management database 52 is referenced, and an update amount (increase) of the challenge points corresponding to the class and race result (ranking) is calculated, and the challenge points are updated. In the challenge point update process, the challenge points of the player who has requested the race entry are updated. The challenge point update unit 66 transmits information related to the challenge points to the player terminal 40.

[0063] Furthermore, the challenge point update unit 66 resets the challenge points to an initial value (for example, 0) when the reset date and time comes during the period in which a regular race is held.

[0064] The game calculation unit 60 includes a class setting unit 67 (an example of a rank setting unit). The class setting unit 67 promotes a class when class points are updated and meet promotion conditions (an example of a change condition) in regular races of a racing event, and demotes a class when class points meet demotion conditions (an example of a change condition). However, the class setting unit 67 maintains a class without demoting it even if the demotion conditions are met for Class 1 to Class 7. Classes are set for five distance categories and can be changed within a range of 10 levels, from Class 1 to Class 10, for each distance category. Each player's highest achieved class in all distance categories, their highest achieved class for each distance category, and their current class are managed in the race management database 52 in association with their player ID. Class changes are only performed when class points are updated based on the race results (rankings) of regular races. When promoting a class, the class setting unit 67 updates the highest achieved class if the promoted class exceeds the highest achieved class stored in the race management database 52. The class setting unit 67 also transmits information about the highest achieved class to the player terminal 40 .

[0065] Furthermore, when the reset date and time arrives during the period of a regular race, the class setting unit 67 resets the class of distance categories that have reached class 7 or higher to class 7, and maintains the current class for distance categories that have not reached class 7, and also resets the highest reached class to class 7 if the highest reached class is class 7 or higher, and maintains the highest reached class if the highest reached class is less than class 6.

[0066] The game calculation unit 60 includes a reward granting unit 63. When a regular race in a racing competition event is competed, the reward granting unit 63 grants a regular race reward (an example of a first reward) to the player ID (player) of the requester of the entry request. Here, granting a reward to a player ID means granting a reward to the player of the player terminal 40 linked to the player ID by registering the reward in an item list linked to the player ID, and the same applies in the following description. Furthermore, when a competition is competed in a finale race, the reward granting unit 63 grants a finale race reward to the player ID of the requester of the entry request according to the race result (ranking) of the character registered to participate by the player and the highest class in the distance category of the race in which the player competed. The contents of the regular race reward and the finale race reward are determined by referring to the reward setting table stored in the competition management database 52. Furthermore, when the highest achieved class is updated during the regular race period, the reward granting unit 63 refers to the reward setting table and grants the highest class reward to the player ID. The reward granting unit 63 also transmits information regarding the regular race reward, the finale race reward, and the highest class reward to the player terminal 40.

[0067] Furthermore, when the challenge points satisfy the reward acquisition condition during the challenge event period, the reward granting unit 63 refers to the reward setting table and grants a challenge event reward (an example of a second reward) to the player ID. In this embodiment, a challenge event reward is set for each class, and the reward granting unit 63 permits (releases) the granting of the challenge event reward for each class based on the highest reached class (an example of a class) and updates the accumulation upper limit of challenge points (an example of an upper limit). Specifically, when a class is promoted, if the highest reached class is updated by comparing the promoted class with the current highest reached class, the reward granting unit 63 permits the granting of the challenge event reward for the updated class and updates the accumulation upper limit of challenge points. Then, each time a predetermined amount (e.g., 100: an example of a predetermined value) of challenge points is accumulated from the initial value (e.g., 0), the reward granting unit 63 grants the challenge event reward for the class for which granting is permitted, in order from class 1. For example, if a challenge event reward is awarded every time 100 challenge points are accumulated, and the highest achieved class is updated from class 7 to class 8, the awarding of a challenge event reward for class 8 is permitted, and the upper limit of accumulated challenge points is increased from 700 to 800. The reward awarding unit 63 also transmits information regarding the challenge event reward, the permission to award the challenge event reward, and the upper limit of accumulated challenge points to the player terminal 40.

[0068] Furthermore, when the reset date and time comes during the period in which a regular race is held, the reward granting unit 63 resets the acquisition status of the challenge event reward, making it possible to acquire all challenge event rewards again.

[0069] The game calculation unit 60 includes a time management unit (clock) that manages the start and end of the competition race event, regular race, challenge event, and finale race based on the time management unit (clock).

[0070] FIG. 3 is a functional block diagram showing the main functions of the player terminal 40. As shown in FIG.

[0071] As shown in FIG. 3, the player terminal 40 in the information processing system 10 of this embodiment has a terminal data storage unit 70 and a game execution unit 80 working together to realize a training function, a battle function, and the like.

[0072] The terminal data storage unit 70 stores data used by the game execution unit 80 to perform various processes, and is realized mainly by the ROM 42, the RAM 43, and the storage device 47.

[0073] The terminal data storage unit 70 includes a player data storage unit 71, which stores data related to a character list, a development target list, an item list, a friend list, and the like, corresponding to a player ID. In this embodiment, when an application is started or ended, or in other necessary situations, synchronization processing is performed between the player data storage unit 71 of the player terminal 40 and the player management database 51 of the server 20 regarding data linked to the player ID (such as the character list, development target list, item list, and friend list), and various game processes are executed using the data stored in the player data storage unit 71. In this embodiment, when the character list, development target list, item list, or friend list needs to be changed in conjunction with the execution of various game processes, the stored contents of the player data storage unit 71 are updated and the updated stored contents are backed up in the player management database 51 of the server 20, thereby synchronizing the stored contents of both. Data linked to player IDs, such as character lists, development target lists, item lists, and friend lists, may be downloaded from the player management database 51 to the player data storage unit 71 as needed, such as when the application is launched.

[0074] The terminal data storage unit 70 also includes a training progress data storage unit 72, which stores data (training progress data) necessary for the progress of the training function of characters that can be selected as training targets in the training function (characters with character type IDs associated with released information in the training target list). In this embodiment, training goals, game events, etc. are prepared for each character in relation to the training function, and training progress data including at least the setting contents of the training goals and the setting contents of the game events is stored in the training progress data storage unit 72 in association with the character type ID.

[0075] The terminal data storage unit 70 also includes a race control data storage unit 73, which stores data for controlling the character's movements and skill activation when watching a race in which a character participates in the training function or battle function, as well as text data and audio data for the race commentary.

[0076] The terminal data storage unit 70 also includes an event data storage unit 74, which stores various data for controlling the competitive race events. In this embodiment, the event data storage unit 74 stores data on the competition race event schedule and the races that are held, data on the highest class for each distance category linked to the player ID, the current class, and the highest achieved class, class point management data linked to the player ID, challenge point management data linked to the player ID, data for managing the acquisition status of the highest class reward, data for managing the acquisition status of the challenge event reward, data for generating images for display screens and dialogues, and the like.

[0077] The game execution unit 80 performs processes such as starting a game when a game start condition is met, executing a selected game mode from a plurality of game modes, progressing the game, causing an event to occur when an event occurrence condition is met, calculating a game result, ending the game when a game end condition is met, requesting calculations from the server 20, obtaining calculation results and necessary data from the server 20, and transmitting calculation results and data of the player terminal 40 to the server 20, and is realized mainly by the CPU / GPU 41 and the communication unit 44. In this embodiment, the game execution unit 80 includes a training function providing unit 81 and a battle function providing unit 82.

[0078] The development function providing unit 81 performs processing to provide a development function for developing a character. In this embodiment, it accepts input related to character development and displays the results of calculations performed in response to the input.

[0079] In this embodiment, when training a character using the training function, the player is required to select an action that will consume a turn for each turn. Actions that will consume a turn include training, entering a race, going out, and visiting the nurse's office. The training function providing unit 81 accepts the selection of an action that will consume a turn via a training home screen displayed on the display unit 46, and requests the server 20 to calculate the result of the selected action. Upon receiving the request, the server 20 calculates the result of the selected action and transmits the calculation result to the player terminal 40, and the training function providing unit 81 causes the display unit 46 to display a display screen corresponding to the calculation result received from the server 20.

[0080] In this embodiment, a training goal is set according to the type of character to be trained, and a training goal may include a required action that must be selected in a specific turn. For example, a training goal may involve participating in a specific race or achieving a specific finishing position in a specific race. In this case, in a turn in which a specific race associated with the training goal is set, participating in the race is a required action, and actions that consume turns other than participating in the race cannot be selected. In this way, the training function providing unit 81 performs control to restrict the selection of actions other than the required action in a turn in which the selection of a required action is accepted.

[0081] The battle function providing unit 82 performs processing to provide a battle function that allows a player's trained character to compete in a race against other players' trained characters or non-player characters (NPCs). In this embodiment, the battle function includes a permanent battle function and an event battle function.

[0082] The permanent battle function is a battle function that can be used without time restrictions, and there are three types of races that players can use: team arena, daily races, and daily legend races.

[0083] The Team Arena is a permanent battle feature in which players select three characters from their existing training pool to form five teams for each of the five distance categories: short distance, mile, middle distance, long distance, and dirt. They then compete against teams formed by other players in five races related to each distance category. The team with the character that comes in first in each distance category wins, and a team that wins three of the five races defeats its opponent. In the Team Arena, arena points are awarded based on the character's behavior and finishing order in each race. Players' rankings are determined by the total of their arena points in the five races, and rewards are awarded according to their ranking.

[0084] Daily races are available in mile or medium distance categories with different rewards and difficulty levels. Players can select one of their trained characters and enter the character in a race against a non-player character (NPC). In daily races, players can earn rewards based on the finishing position of their trained character.

[0085] Daily Legend Races are a permanent battle feature that allows players to earn character pieces as rewards based on the results of their races. Character pieces are items that, by consuming a certain number of character pieces, can unlock an unreleased character for further development or increase the rarity of an already-released character. In Daily Legend Races, race conditions are set for each character. Players select the character for which they wish to earn character pieces, select one of their own trained characters, and enter the selected trained character in the race. In Daily Legend Races, if a trained character the player entered wins a race, they can earn a character piece for the character corresponding to the race they entered.

[0086] In the permanent battle functions of the team stadium, daily race, and daily legend race, when a player decides to participate in a race, the battle function providing unit 82 transmits a battle result request to the server 20. When the server 20 receives the battle result request from the player terminal 40, it executes a running simulation of the race, and the battle function providing unit 82 acquires the results of the running simulation from the server 20. When the player terminal 40 receives the results of the running simulation from the server 20, the battle function providing unit 82 generates video related to the spectator effects of the race based on the results of the running simulation, based on the various data stored in the race control data storage unit 73, and displays the generated video related to the spectator effects on the display unit 46, allowing the player to watch the race.

[0087] The event battle function is a battle function that is available for a limited time, and includes a battle race event. In the battle race event, a regular race and a finale race are held, and a challenge event is set as an event for the regular race. The battle function providing unit 82 includes a regular race control unit 83, a challenge event control unit 84, a finale race control unit 85, and a time management unit (clock) as control units that carry out the game progress related to the battle race event. The battle function providing unit 82 manages the start and end of the battle race event, regular race, challenge event, and finale race based on the time management unit (clock).

[0088] The regular race control unit 83 controls the progress of regular races in which a player can participate at any time in five distance categories and compete against other players in the same class. Specifically, the regular race control unit 83 accepts input to select a race to compete in from among the regular races of the five distance categories. The regular race control unit 83 also accepts input to select one of the trained characters owned by the player to compete in the regular race. The regular race control unit 83 also transmits a matching request to the server 20. When the regular race control unit 83 receives the results of the opponent matching in response to the matching request from the server 20, it accepts a race decision input that determines participation in the race and transmits a race request (a competition request) to the server 20 based on the race decision input. When the player terminal 40 receives the results of the race simulation in response to the race request from the server 20, the regular race control unit 83 executes a spectator effect that allows the player to watch the race on the display unit 46. Furthermore, when the player terminal 40 receives information accompanying the race results (such as the amount of class points earned, the class status, the status of the highest class reached, the details of the regular race reward earned, and the details of the top class reward) from the server 20, the regular race control unit 83 performs processing to store the information in the event data storage unit 74. Furthermore, when the regular race viewing performance ends, the regular race control unit 83 controls the display unit 46 to display the race results and information accompanying the race results (some or all of the amount of class points earned, the class status, the status of the highest class reached, the details of the regular race reward earned, and the details of the top class reward earned, etc.).

[0089] The challenge event control unit 84 controls the progress of the challenge event, which is an event held for a limited time during the period of a regular race, and in which by participating in the regular race, an additional reward (challenge event reward) can be earned in addition to the regular race reward. Specifically, when the player terminal 40 receives information about the challenge event (the amount of challenge points earned, the content of the challenge event reward earned, the release status of the challenge event reward, the upper limit of the accumulated challenge points, etc.) from the server 20 as information accompanying the race result, the challenge event control unit 84 performs processing to store the information in the event data storage unit 74. Furthermore, when the regular race spectator performance ends, the challenge event control unit 84 controls the display unit 46 to display information about the challenge event (some or all of the amount of challenge points earned, the content of the challenge event reward earned, the release status of the challenge event reward, the upper limit of the accumulated challenge points, etc.).

[0090] The finale race control unit 85 (an example of a display control unit) controls the progress of the finale race, in which a player can participate only once for each of the five distance categories. Specifically, the finale race control unit 85 receives input for selecting a race to run from among the finale races of the five distance categories. The finale race control unit 85 also receives input for selecting one of the trained characters owned by the player to run in the finale race. The finale race control unit 85 also transmits a matching request to the server 20. When the finale race control unit 85 receives the results of the opponent matching in response to the matching request from the server 20, it receives a race entry decision input for deciding to enter the race, and transmits a race request to the server 20 based on the race entry decision input. When the player terminal 40 receives the results of the race simulation in response to the race entry request from the server 20, the finale race control unit 85 executes a spectator display that allows the player to watch the race on the display unit 46. Furthermore, when the player terminal 40 receives information accompanying the race results (such as details of the finale race rewards obtained) from the server 20, the finale race control unit 85 performs processing to store the information in the event data storage unit 74. Furthermore, when the viewing performance of the finale race ends, the finale race control unit 85 performs control to display the race results and information accompanying the race results (such as details of the finale race rewards obtained) on the display unit 46.

[0091] The finale race control unit 85 also performs display control to guide the player to select a finale race of the most suitable distance category from among the finale races of five different distance categories (an example of a multiple-type competitive game). Furthermore, once a player has run (participated) in a finale race once, the finale race control unit 85 performs processing to invalidate the input for selecting a race to run from among the five different distance categories.

[0092] 2. Control method of this embodiment The control method of this embodiment will be described below by taking as an example a case where the game program of this embodiment is applied to a game application of a player terminal 40 provided as a smartphone. Note that specific control processing is realized by the main functions of the server 20 and the player terminal 40 described above. However, it may be realized mainly by the functions of the server 20, or may be realized by sharing the functions of the server 20 and the player terminal 40.

[0093] The game program of this embodiment is configured to be able to provide multiple types of game functions, and one of the main game functions is a battle function that allows multiple characters to compete in a race. In this battle function, the player does not control the characters during the race, but rather can watch the results of a race simulation performed based on the status of each participating character through the player terminal 40. In the information processing system 10 to which the game program of this embodiment is applied, the server 20 matches opponents in response to a request from the player terminal 40, and a battle race event is provided for a limited time as an event battle function, in which characters registered to compete from each player terminal 40 compete in a race.

[0094] FIG. 4 is a diagram showing an outline of the implementation of a competitive race event. In this embodiment, an example will be described in which the competitive race event starts on Monday and continues for four weeks (an example of a predetermined period). As shown in FIG. 4, the competitive race event is divided into a period in which regular races are held (an example of a predetermined section) and a period in which a finale race is held (an example of the final section). During the regular race period, regular races of five distance categories (short distance, mile, middle distance, long distance, and dirt) are held on a permanent basis, and players can enter any race any number of times at any time by consuming race points (RP). During the finale race period, finale races of five distance categories are held, and players can enter only one race. Note that finale races are not held during regular race periods, and regular races are not held during finale race periods. When the regular race period ends, the finale race period begins. Furthermore, the competitive race event is held in a four-week unit (one season), with both regular and finale races held within each unit. The finale race can only be entered once, at the end of each competitive race event. By participating in a regular race, a player can earn a regular race reward, and class points are increased or decreased depending on the race result (ranking). Class points are also used to promote or demote a player's class. In this embodiment, a separate class is set for each of the five distance categories. When a player is promoted to a new highest-achieved class, they can earn a top-class reward. The top-class reward can only be earned once for all distance categories. For example, if a player is promoted to Class 3 in a short distance race and earns the top-class reward for Class 3, they will not receive the top-class reward for Class 3 even if they are promoted to Class 3 in a long distance race. Furthermore, once a player has earned a top-class reward, it will not be re-granted even if they are demoted and promoted again. A class upgrade reward may be provided for each distance category, separate from the top-class reward, so that a player can earn a class upgrade reward each time they are promoted in each distance category.

[0095] During the regular race period, a challenge event is held only on the Saturdays and Sundays of the first to third weeks. If you enter a regular race during a challenge event (an example of when certain conditions are met), you will also participate in the challenge event. In other words, any player can participate in the challenge event. In the challenge event, you can earn challenge event rewards.

[0096] In the challenge event, challenge event rewards are set for each class, and when the highest achieved class is updated, rewards that the player can obtain are unlocked. In the challenge event, by accumulating challenge points, players can obtain unlocked rewards in order, starting with rewards for class 1.

[0097] During the regular race period, regular races will be held, and player event information such as class points, class, highest achieved class, and challenge points will be reset every week from the first to third week. The regular race period ends on the Friday of the fourth week, and the finale race period begins on the Saturday of the fourth week. The finale race period ends on the Sunday of the fourth week, and the competitive race event ends. During the finale race period, players can only enter one race in a class 2 or higher distance category out of the five finale race distance categories (sprint, mile, middle distance, long distance, and dirt).

[0098] Next, the flow of the head-to-head race event will be described. Figure 5(A) is a diagram showing the progress flow of the head-to-head race event, and Figure 5(B) is a diagram showing the progress flow of the challenge event.

[0099] In this embodiment, player logins are managed according to a login management cycle that defines one day as 5:00 AM to 4:59 AM the following day, and the start and end of the periods for the battle race event, regular race, challenge event, and finale race are managed in accordance with this login management cycle. Also, in this embodiment, the server 20 provides phase information indicating the period for the regular race when the challenge event is not being held (weekdays in the first to fourth weeks), the period for the challenge event (Saturdays and Sundays in the first to fourth weeks), and the period for the finale race (Saturday and Sunday in the fourth week), and the event currently being held is determined by determining which phase (period) the date on which the player terminal 40 connected to the server 20 falls into based on the phase information.

[0100] As shown in Figure 5(A), when the competitive race event starts at 5:00 AM on the event start date (for example, Monday), regular races are held on a permanent basis (step S100), and as shown in Figure 4, the regular race period ends at 4:59 AM on Saturday of the fourth week, and the finale race date and time arrives at 5:00 AM on Saturday of the fourth week (step S101), the regular race ends (step S102), the finale race is held (step S103), and players can only enter the finale race once (step S104), and when the finale race period (the competitive race event period) ends at 4:59 AM on Monday of the fifth week, the competitive race event ends.

[0101] 5(B), when the challenge event starts at 5:00 AM on each Saturday of the first to third weeks during the regular race period (step S110), the challenge event will be held only on Saturdays and Sundays (step S111). When the challenge event period ends at 4:59 AM on the following Monday (reset date and time) (step S112), the challenge event ends (step S113), and the regular races and player event information (class points, class, highest achieved class, and challenge points) are reset (step S114).

[0102] Specifically, the class, class points, and correction points are reset for distance categories that have reached Class 7 or higher. After the reset, the class for the target distance category is set to Class 7, and the class points and correction points are set to the lower limit of Class 7 (the class initial value). This allows players who join midway through a competitive racing event to catch up with players who have already played extensively, increasing the motivation to participate even in the middle of the competitive racing event. Furthermore, the class, class points, and correction points are maintained for distance categories that have not yet reached Class 7. This prevents casual users who do not play much or have not played many times from losing motivation to play. The highest achieved class is also reset to Class 7. Therefore, after the reset, players can once again earn the highest class rewards for Classes 8 to 10. Challenge points are also reset to their initial value (e.g., 0), allowing players to once again earn all challenge event rewards for Classes 1 to 10. Thus, during the regular race period, a reset is performed on the weekend of each of the first to third weeks, with the races changing each week and players being able to reacquire previously acquired rewards (highest class rewards, challenge event rewards). This provides an incentive for players who have acquired all rewards to play again, ensuring active players to compete against. Note that when a week passes, the correction points may be maintained without being reset. This makes it easier for class points to increase after the reset, enhancing players' interest in the game. Note that when a week passes, the challenge points may be maintained without being reset, and the challenge points may be managed throughout the duration of the competitive race event (four weeks).

[0103] Next, the flow of the regular race and the finale race will be explained. Figure 6 is a diagram showing the progress flow of the regular race and the finale race. The flow of the regular race and the finale race is almost the same. First, the regular race held when the challenge event is not held (held on weekdays) will be explained.

[0104] When entering (participating in) a regular race, the racer selects which race to enter from among the regular races in five distance categories (step S200). The race selection is performed on the event top screen.

[0105] FIG. 7 is a diagram showing an example of the display of an event top screen. The event top screen displays the duration of the competitive race event, the current highest achieved class, the distance category of the highest achieved class, and the current class point value for that distance category. The event top screen also has five distance category selection buttons 101 indicating regular races for each distance category. Each distance category selection button 101 displays the race conditions, current class, and class point acquisition status for the corresponding distance category. If the player has not run in a race of that distance category, text such as "No race information" is displayed. When a tap input is made on one of the distance category selection buttons 101 on the event top screen, details of the race of the corresponding distance category (such as the race name and reward details) are displayed. Next, a race character registration screen (not shown) is displayed, which accepts registration of one trained character to run in the race and accepts matching to determine the opponent (step S201). The race character registration screen displays a list of trained characters owned by the player, allowing the player to select a trained character to run in the race.

[0106] The race character registration screen is provided with a confirm button, and when the confirm button is tapped with one of the trained characters selected, the registration of the character to be raced is completed, and it is determined that a matching input has been made, and a matching request is sent from the player terminal 40 to the server 20. Upon receiving the matching request from the player terminal 40, the server 20 performs a matching process to determine an opponent and create a new battle record (step S202).

[0107] In regular races, 11 opponents are determined through normal matching. In normal matching, a player list is created from players of the same class based on the player's class, and opponents are randomly searched for. The standard class in normal matching is the class of the player who made the matching request in the distance category in which the player is participating. Therefore, players of a different class in the target distance category will not be selected as opponents.

[0108] When the opponent matching is completed, the server 20 transmits the matching results, including the gate lottery results and the condition lottery results, to the player terminal 40, and the matching result display screen is displayed on the player terminal 40.

[0109] FIG. 8 is a diagram showing an example of the matching result display screen. The matching result display screen displays opponent information 104, which includes information about the 11 opponent players (player names and character ranks) as the matching results. In this embodiment, opponent players (e.g., stronger players) whose correction points are significantly different from the player's own and who significantly affect the update amount (increase or decrease) of class points depending on the race results are displayed separately from other opponent players, making it easier for the player to understand the cause of a large increase or decrease in class points. The matching result display screen is provided with a next button 106 and a cancel button 108. Tapping the cancel button 108 returns the player to the event top screen shown in FIG. 7. The matching results are saved, and the player can return to the matching result display screen from the event top screen and resume game progress. Tapping the cancel button 108 on the matching result display screen may return the player to the race character registration screen, where the matching results are discarded. On the other hand, when the next button 106 is tapped on the matching result display screen, a notification is sent that the opponents have been selected, information about the 11 characters who will be the opponents is displayed, and then a race preparation dialog (not shown) is displayed, accepting input regarding the use of items (step S203). In the race preparation dialog, the player can select the use of items that will increase the motivation of the characters participating in the race, or items that will change the race conditions, such as the weather and course conditions. In this embodiment, two items can be used per race, and the player can decide whether or not to use an item. Each item can be used up to five times per day, and the use limit is reset to five at a fixed time (e.g., 12:00).

[0110] The race preparation dialog has an entry button, and when the entry button is tapped (entry decision input), a race request including information indicating the use of items is sent from the player terminal 40 to the server 20. Upon receiving the race request, the server 20 determines the race numbers and race conditions (weather and course conditions) for the 12 characters, and performs a race running simulation using the determined race numbers and race conditions for the 12 characters (step S204).

[0111] In the race simulation, the race development, finishing order, time, etc. are calculated based on course information, race conditions, and the status (speed, stamina, power, tenacity, intelligence, possessed skills) of the 12 participating characters, and the race results are recorded in the race record. The race development here includes the movement history of each character from the start point of the course to the finish line, and the event occurrence history of each character (skill activation, accident occurrence), etc. Based on the race results, the server 20 also calculates the update amount (increase / decrease) of correction points and the update amount (increase / decrease) of class points, grants regular race rewards, etc., and updates player event information in the race management database 52, such as correction points, class points, class, highest class in each distance category, and highest achieved class (step S205).

[0112] Specifically, the server 20 performs correction point update processing by the correction point update unit 64, class point update processing by the class point update unit 65, class setting processing by the class setting unit 67, and reward granting processing by the reward granting unit 63, etc.

[0113] In the correction point update process, the amount of update (increase or decrease) of the correction points of each player who participated in this race is calculated based on the race results (ranking), which are the results of the running simulation, and the correction points of each player are updated. The correction points to be updated are the correction points of the distance category of the race in which the player ran. In addition, in the correction point update process, the class point update setting table is referenced to calculate the amount of update (increase or decrease) of the correction points so that the correction points are increased if the ranking in this race is within a predetermined rank (for example, 6th place) and are decreased if the ranking in this race is lower than the predetermined rank (for example, 6th place).

[0114] In the class point update process, the update amount (increase / decrease) of the class points of the player who requested the matching is calculated based on the race results (ranking), which are the results of the driving simulation. The calculated update amount (increase / decrease) of the class points is then corrected based on the correction points to update the class points of the player who requested the matching. The class points to be updated are the class points of the distance category in which the race was run; the class points of the opponents are not updated. In the class point update process, the update amount (increase / decrease) of the class points is calculated by referring to the class point update setting table, similar to the correction points. In this embodiment, the correction points are also updated when a player is selected as an opponent, so they may have a value different from the class points. Therefore, in this embodiment, the update amount of the class points is corrected so that they approach the correction points. In detail, the class point correction setting table is referenced. For example, if the class point value is lower than the correction point value and the class points increase due to the results of the regular race, the class point value is corrected by increasing the update amount (increase) of the class points so that the class point value approaches the correction point value. In contrast, if the class points decrease due to the results of the regular race, the class points are decreased by the same amount as the update amount (decrease) of the correction points. In addition, if the class point value is higher than the correction point value, and the class points increase as a result of the regular race, the class points are increased by the same amount as the update amount (increase amount) of the correction points, and if the class points decrease as a result of the regular race, the class point value is corrected so that it approaches the value of the correction points by increasing the update amount (decrease amount) of the class points.

[0115] Furthermore, in this embodiment, the class point update process is performed after the correction point update process. Therefore, in the class point update process, the update amount of the class points is corrected so that they approach the correction points updated based on the race results of the current regular race. Note that in this embodiment, the correction point update process may be performed after the class point update process is performed. In this case, the update amount of the class points is corrected so that they approach the correction points before they were updated based on the race results of the current regular race (the correction points before the start of the current regular race). In this way, the server 20 can transmit a match completion response (described later) to the player terminal 40 that has requested the race to take place before performing the correction point update process, thereby enabling information regarding the race results, class points, etc. to be promptly transmitted to the player terminal 40 that has requested the race to take place.

[0116] In the class setting process, class points are updated based on the race results (ranking), which are the results of the driving simulation. If the class points satisfy the promotion condition, the class is promoted, and if the class points satisfy the demotion condition, the class is demoted. In this embodiment, the initial value of class points (and correction points) is set to 0 points, the initial class is set to Class 1, and 100, 200, 300, 400, 500, 600, 700, 800, and 900 points are set as the promotion and demotion conditions for Classes 1 to 10, respectively. For example, if the class points reach 100 points from less than 100 points, it is determined that the promotion condition for Class 2 has been met. Also, for example, if the class points decrease from 800 points or more to within the range of 700 to 799 points, it is determined that the demotion condition for Class 8 has been met. However, in this embodiment, even if the demotion condition is met in Classes 1 to 7, the class is not demoted but maintained. If the class is maintained, the class points are also maintained at the lower limit of the maintained class. Class changes are made only when class points are updated based on the race results (rankings) of regular races. In the class setting process, when a class is promoted, if the promoted class exceeds the highest class achieved in the race management database 52, the highest class achieved is updated.

[0117] In the reward granting process, a regular race reward is granted to a player ID based on the race result (ranking), which is the result of the driving simulation. Examples of regular race rewards include in-game currency, and the same reward (participation reward) is granted regardless of the ranking (race result) of the character registered to run by the player who requested the matching. Note that in regular races, regular race rewards may be granted according to the ranking (race result) of the character registered to run by the player who requested the matching. For example, the higher the ranking of the character registered to run by the player who requested the matching, the greater the amount of regular race reward granted. Furthermore, in the reward granting process, when the highest achieved class is updated, a highest class reward is granted to the player ID. Examples of highest class rewards include in-game currency and various items, and the higher the highest achieved class, the greater the amount of in-game currency and items granted.

[0118] When the race running simulation is completed on the server 20 side, a race completion response is sent to the player terminal 40 that originated the race request, which response includes the results of the running simulation, including the race numbers and race conditions of the 12 determined characters, as well as information such as the updated class point amounts, updated class point values, class, the highest class for each distance category, the highest achieved class, the regular race reward, and the highest achieved class reward. The player terminal 40 that received the race completion response updates the player event information, such as the class points, class, the highest class for each distance category, and the highest achieved class, in the event data storage unit 74 (step S205), and accepts a choice of whether to watch the race (step S206). The choice of whether to watch the race is made on the participating character status confirmation screen.

[0119] FIG. 9 is a diagram showing a display example of a race character status confirmation screen, and FIG. 10 is a diagram showing a display example of a race replay confirmation dialog. The race character status confirmation screen is displayed by tapping the Race button in the race preparation dialog. The race character status confirmation screen displays the status of the characters participating in the race (speed, stamina, power, guts, intelligence, course suitability, distance suitability, running style suitability, running technique, motivation, strategy, and possessed skills). Characters are switched by tapping switch button 110, allowing the status of each of the 12 characters participating in the race to be confirmed. The race character status confirmation screen also has a Next button 112 and a Skip button 114. Tapping the Next button 112 displays a race replay confirmation dialog, as shown in FIG. 10. Tapping the OK button 116 in the race replay confirmation dialog executes a race viewing effect (step S207). Once the race viewing effect ends, a race result notification screen displaying the race results is displayed. On the other hand, when the skip button 114 is tapped, the race result notification screen is displayed without executing the spectator performance.

[0120] 11 is a diagram showing a display example of a race result notification screen. The race result notification screen displays the ranking of the player's character, and when the next button 118 is tapped, regular race rewards are awarded, class points and the class are displayed and reflected, and if the highest reached class is updated based on the results of this race (updated class points), a notification of the update of the highest reached class and the award of the highest class reward are performed (step S208).

[0121] FIG. 12 is a diagram showing an example of a display of a regular race reward award screen notifying the awarding of regular race rewards, FIG. 13 is a diagram showing an example of a display of a class point update effect notifying the update of class points, and FIG. 14 is a diagram showing an example of a display of a highest reached class update notification screen notifying the update of the highest reached class and the awarding of the highest class reward. The regular race reward award screen is transitioned from the race result notification screen, and displays regular race rewards awarded according to the race results (ranking) of regular races. When the next button 148 is tapped on the regular race reward award screen, a class point update effect is executed, as shown in FIG. 13. In the class point update effect, a class point gauge 122 is displayed, and the gauge increases or decreases.

[0122] When the next button 124 is tapped on the screen shown in Fig. 13, if the highest reached class has been updated based on the results of this race (updated class points), a highest reached class update notification screen is displayed as shown in Fig. 14, and the highest class reward granted for updating the highest reached class is displayed, and when a tap is made on the highest reached class update notification screen, the screen returns to the home screen (not shown) or the event top screen shown in Fig. 7, and if the highest reached class has not been updated, the highest reached class update notification screen is not displayed and the screen can return to the home screen or the event top screen shown in Fig. 7. This completes one regular race.

[0123] In this way, in regular races, it is possible to repeatedly compete in races of five different distance categories, and the class points, correction points, and class change as the competition is repeated. In this embodiment, challenge events occur on Saturdays and Sundays of the first to third weeks during the period in which a regular race is held. Since challenge events can be participated in by competing in regular races during the period in which the challenge event is held, the flow of the challenge event is the same as that of regular races held on weekdays. The following explanation will focus on the differences from regular races held on weekdays.

[0124] Fig. 15 is a diagram showing a display example of the event top screen. When a challenge event is held, text 126 such as "Challenge event occurring!" is displayed on the event top screen, as shown in Fig. 15. Then, while the challenge event is being held, when the server 20 performs a race driving simulation (step S204 shown in Fig. 6), it performs a challenge point update process in addition to a correction point update process, a class point update process, a class setting process, and a reward granting process.

[0125] In the challenge point update process, the update amount (increase amount) of the challenge points of the player who has requested the matching is calculated based on the race result (ranking) and class, which are the results of the driving simulation, and the challenge points of the player who has requested the matching are updated. In this embodiment, the higher the class in the distance category of the race in which the player has participated and the better the race result (ranking), the greater the update amount (increase amount) of the challenge points.

[0126] During the challenge event, the reward granting process permits the granting of challenge event rewards for each class based on the highest achieved class, and updates the accumulated upper limit of challenge points. The reward granting process then performs a challenge point update process based on the race results (ranking) and class, which are the results of the driving simulation. When the challenge points satisfy the reward acquisition conditions, the challenge event reward for the class that met the reward acquisition conditions is granted from among the challenge event rewards up to the class for which granting was permitted. For example, if the acquisition condition for the challenge event reward for class 1 is set to 100 points, the challenge point update process is performed, and when the challenge points exceed 100 points, the challenge event reward for class 1 is granted. For example, if the acquisition condition for the challenge event rewards for classes 1 to 3 is set to 100 points each, and 300 points are acquired at once, the challenge event rewards for up to class 3 are granted all at once. Challenge event rewards include in-game currency and various items, and the higher the class, the greater the amount of in-game currency and items granted. In this embodiment, the granting of challenge event rewards for each class is permitted regardless of whether a challenge event is being held or not, and is permitted when the highest achieved class is updated even when a challenge event is not being held (when regular weekday races are being held).

[0127] Furthermore, while a challenge event is being held, when the racing simulation is completed on the server 20 side, the server 20 transmits a match completion response to the player terminal 40 that originated the race request, which includes information on the updated amount and value of challenge points, challenge event reward, etc. in addition to the class and class points, etc. The player terminal 40 that received the match completion response updates the player event information such as the challenge points in the event data storage unit 74 in addition to the class and class points, etc. (step S205 shown in FIG. 6), and reflects the display of the challenge points, and if a challenge event reward has been awarded based on the result of this race (updated challenge points), awards the challenge event reward, etc. (step S208 shown in FIG. 6).

[0128] FIG. 16 is a diagram showing a display example of a challenge point update effect notifying that challenge points have been updated, and FIG. 17 is a diagram showing a display example of a challenge event reward award effect notifying that a challenge event reward has been awarded. The challenge point update effect is performed on the regular race reward award screen shown in FIG. 12 after the class point update effect shown in FIG. 13 has ended or after the highest reached class update notification screen shown in FIG. 14 has been displayed. When the highest reached class update notification screen shown in FIG. 14 is displayed when the challenge point update effect is executed, the screen returns to the regular race reward award screen shown in FIG. 12 before the challenge point update effect is executed. Note that the challenge point update effect may also be executed on the regular race reward award screen shown in FIG. 12. In the challenge point update effect, a challenge point gauge 128 is displayed, and the gauge increases or decreases, as shown in FIG. 16. When a tap input is made on the next button 130 on the screen shown in Figure 16, if a challenge event reward has been awarded as a result of the current race (challenge point update), a challenge event reward awarding display will be displayed as shown in Figure 17, and when a tap input is made, the screen will return to the home screen (not shown) or the event top screen shown in Figure 7, and if a challenge event reward has not been awarded, the challenge event reward awarding display will not be displayed and the screen will return to the home screen (not shown) or the event top screen shown in Figure 7.

[0129] In this embodiment, during the period of the competitive race event, the acquisition status and permission status (release status) of the challenge event reward can be checked on the reward list screen. The reward list screen can be accessed by tapping the reward list icon 132 on the event top screen shown in FIG.

[0130] FIG. 18 is a diagram showing an example of the display of the reward list screen. The reward list screen displays a challenge point gauge 134, which allows the user to check the accumulation status of challenge points. The reward list screen also displays challenge event rewards for each class, from class 1 to class 10. Challenge event rewards that have already been acquired are grayed out and an acquired image 136 including the word "CLEAR!" is displayed. Challenge event rewards for classes for which acquisition is not permitted are also grayed out and a locked image 138 is displayed. This allows the user to check the acquisition status of challenge event rewards and the grant permission status (release status). The reward list screen also displays the acquisition status of challenge event rewards and the grant permission status (release status) for each week. By tapping the switch button 146, the screen can be switched to a different week's display, allowing the user to check the acquisition status of challenge event rewards and the grant permission status (release status) for each week.

[0131] In this manner, in this embodiment, class points are updated based on the race results (rankings) of regular races. If the updated class points satisfy the promotion conditions, the player is promoted to a higher class, and if the class points satisfy the demotion conditions, the player is demoted to a lower class. When a class is promoted, if the promoted class exceeds the highest attained class, the highest attained class stored in the race management database 52 is updated. In this embodiment, a challenge event reward is set for each class, and the granting of the challenge event reward for each class is permitted in relation to the class points. In other words, when the permission conditions related to class points are satisfied, the granting of the challenge event reward for the class that satisfies the permission conditions is permitted. Specifically, the granting of the challenge event reward for each class is permitted based on the highest attained class. Therefore, in this embodiment, in order to obtain permission to grant a challenge event reward for each class, the player must compete in regular races to increase (update) their class points and promote their class. In this embodiment, when a player competes in a regular race during a challenge event (an example of a case where a competitive game is played after satisfying predetermined conditions), challenge event rewards up to the permitted class can be awarded in addition to regular race rewards. Therefore, during the challenge event (Saturday to Sunday), the player is motivated to compete in (participate in) regular races to earn additional rewards (challenge event rewards). Even during periods when the challenge event is not being held (Monday to Friday), the player is motivated to compete in (participate in) regular races to increase (update) class points and advance to a higher class in order to obtain permission to award challenge event rewards for each class. Furthermore, the higher the highest class achieved, the more challenge event rewards can be earned, so the player is motivated to compete in (participate in) regular races to advance to a higher class. This embodiment thus enhances the player's motivation to play not only in regular races held on weekends (during the challenge event) but also in regular races held on weekdays.

[0132] Furthermore, in the challenge event of this embodiment, challenge points are accumulated based on the race results (ranking) and class of regular races, and when the challenge points meet the reward acquisition conditions, the challenge event reward for the class that meets the reward acquisition conditions is awarded, out of the challenge event rewards up to the class for which the awarding is permitted, thereby providing players with an incentive to enter (participate in) regular races in order to accumulate challenge points in order to earn the challenge event reward.

[0133] In this embodiment, when the highest achieved class is updated, the granting of challenge event rewards for the updated class is permitted, and the upper limit of challenge points is updated, allowing challenge points to be accumulated. This provides the player with an incentive to enter (participate in) regular races in order to update the highest achieved class and update the upper limit of challenge points.

[0134] In addition, in this embodiment, by setting up challenge events that are held for a limited time, it is possible to add variety to the regular race competitions, and even light users can earn additional rewards (challenge event rewards) simply by participating in regular races while the challenge event is being held.This means that a wide range of players, including heavy users and light users, can enjoy the competitive racing events, and it is possible to increase players' interest in the game.

[0135] Furthermore, in this embodiment, players can be motivated to participate in regular races not only when challenge events are being held, but also when challenge events are not being held (Monday to Friday), so that active players can be secured throughout the entire period when regular races are being held, regardless of the time of day, and a situation where there are not enough players to compete against can be prevented.

[0136] Next, we will explain the finale race. The flow of the finale race is the same as that of the regular races held on weekdays, so we will focus on the differences from the regular races held on weekdays. Even after the regular race period ends and the finale race period begins, information such as class, class points, correction points, and challenge points will not be reset and will be maintained.

[0137] FIG. 19 is a diagram showing an example of the display on the event top screen. When a finale race is held, as shown in FIG. 19, text 142 such as "You may enter the finale race only once" and "You cannot enter races below CLASS 2" is displayed on the event top screen. Furthermore, during the period when the finale race is being held, the event top screen provides five distance category selection buttons 140 indicating the finale races of each distance category. Each distance category selection button 140 displays the race conditions and current class for the corresponding distance category. In this embodiment, during the finale race, the event top screen displays the distance category selection button 140 for the distance category with the highest reach class among the five distance categories in a normal display, while the distance category selection buttons 140 for the remaining four distance categories are grayed out. Furthermore, during the finale race, tap input to the distance category selection button 140 for the distance category with Class 1 as the class is disabled on the event top screen. This guides the player to select a finale race in the distance category that is optimal for that player. If the highest reached class is Class 1 (if the classes of all distance categories are Class 1), all distance category selection buttons 140 are displayed in gray, and tap input is disabled.

[0138] In the finale race, of the 11 opponents in the matching process, four are selected through regular matching and seven are selected through special matching. In special matching, a player list is created based on the player's adjustment points, and opponents are randomly searched for from among other players with adjustment points lower than the player requesting the match. The standard adjustment points in special matching are the adjustment points of the requesting player in the distance category in which the requesting player participates, and the adjustment points used for comparison are the adjustment points of other players in the same distance category. Therefore, other players with higher adjustment points in the target distance category are not selected as opponents in special matching. In this way, in the finale race, opponents are selected based on each player's adjustment points so as to include at least other players with adjustment points lower than the player requesting the match.

[0139] In the finale race, when the server 20 performs a race driving simulation (step S204 shown in FIG. 6), it performs a reward granting process, but does not perform correction point update process, class point update process, class setting process, challenge point update process, etc.

[0140] In the reward granting process for the finale race, a finale race reward is granted to the player based on the race result (ranking) resulting from the driving simulation and the highest class in the distance category of the race in which the player competed. Finale race rewards include in-game currency and various items, and the higher the highest class in the distance category of the race in which the player competed, the greater the amount of in-game currency and items or the variety of items granted. In other words, the higher the highest class in the distance category of the finale race, the better the finale race rewards can be earned. Furthermore, the finale race rewards are more abundant and more varied than regular race rewards, and the content of the rewards is better. The finale race rewards may also include rewards that are only awarded in the finale race. After conducting a driving simulation of the finale race, the server 20 updates the status of the finale race to "Participated."

[0141] Furthermore, in the finale race, when the running simulation of the finale race is completed on the server 20 side, the server 20 transmits a match completion response including information on the running simulation results and the finale race reward to the player terminal 40 that originated the race request. Upon receiving the match completion response, the player terminal 40 awards the finale race reward (step S208 shown in FIG. 6). The awarding of the finale race reward is performed on a finale race reward award screen (not shown), which displays the race results (ranking) of the finale race and the finale race reward awarded according to the class of the race entered. The finale race reward award screen has the same display format as the regular race reward award screen shown in FIG. 12, and by transitioning from the race result notification screen shown in FIG. 11 and tapping on the regular race reward award screen, it is possible to return to the home screen or the event top screen shown in FIG. 7.

[0142] When a player has run (participated) in a finale race once, the event top screen displays text 144 saying "You have already run in the finale race" instead of text such as "You can only run in the finale race once" or "You cannot run in races below CLASS 2," as shown in Figure 20, and all distance category selection buttons 140 are grayed out, disabling tap input on any of the distance category selection buttons 140. As a result, in this embodiment, by accepting only one race request from the same player (player ID), the player can run (participate) in any of the five distance category finale races only once.

[0143] In this embodiment, a player can only enter (participate in) the finale race once, and in the matching for the finale race, four opponents are determined through normal matching and seven opponents are determined through special matching, so that the opponents are determined so that the player who requested the matching can advance in the finale race (battle) at an advantage, making it easier for even light users to finish in the top five. As a result, according to this embodiment, the battle race event can be ended in a way that does not cause negative feelings among players of any level, such as heavy users or light users, and it is possible to prevent a decline in players' motivation to play.

[0144] In the special matching for the finale race in this embodiment, opponents are determined based on adjustment points, and since adjustment points are updated by participating in regular races, including when a player is selected as an opponent, the adjustment points reflect the player's performance in regular races. This allows the player who has made the matching request to be appropriately matched with an opponent who is likely to arrive first in the finale race.

[0145] Furthermore, in the finale race of this embodiment, the higher the highest distance class of the race entered, the better the finale race reward that can be earned. During the finale race, display control is performed on the player terminal 40 to guide the player to select a finale race of the distance category that is optimal for that player (the player can earn the most finale race rewards). Specifically, on the event top screen, the distance category selection button 140 for the distance category with the highest reach class of the five distance categories is displayed normally, while the distance category selection buttons 140 for the remaining four distance categories are displayed grayed out. This makes it easier for the player to select a finale race of the optimal distance category in this embodiment.

[0146] In this embodiment, when a running simulation of a regular race or a finale race is performed, the simulation processing unit 62 changes the distance aptitude of the 12 trained characters for the distance category of the race in which they will participate. Distance aptitude affects the character's speed status. In this embodiment, eight ranks (rank G to rank S) are provided for distance aptitude, with the ranks increasing in the order of rank G (lowest rank) < rank F < rank E < rank D < rank C < rank B < rank A < rank S (highest rank). The higher the rank, the higher the distance aptitude is set. If the distance aptitude is rank B or lower, the speed status is corrected so that the status decreases. If the distance aptitude is rank A, the speed status is maintained as is. If the distance aptitude is rank S, the speed status is corrected so that the status increases. The increase in the character's distance aptitude rank is determined by lottery while the character is being trained using the training function, and the distance aptitude is confirmed when training is completed. In this embodiment, if the distance aptitude is rank A, it is changed to rank S. As a result, in competitive racing events, even trained characters with distance aptitudes of A rank can expect to place highly in the races, so even players who do not have trained characters with distance aptitudes of S rank can enjoy competitive racing events, thereby increasing players' motivation to play. Furthermore, when training a character using the training function, the burden on the player of repeatedly training a character until it achieves distance aptitude of S rank can be reduced. If the distance aptitude is B rank or lower, the current rank is maintained, but ranks below B may also be changed to S rank. The distance aptitude ranks of the 12 trained characters participating in the race may also be increased by a certain level (for example, one level). In this case, the S rank is maintained as is.

[0147] Also, in the cultivation function of this embodiment, there is a support item (an example of a game medium) that imitates a card as an item for supporting the cultivation of a character. By using the support item, it is possible to obtain an effect of increasing performance parameters and increase the types of skills that can be acquired. When cultivating a character, it is necessary to compile six support items. Among the six support items, five are selected from the support items owned by the player himself / herself, and the remaining one is rented from the support items owned by other players as a friend frame.

[0148] Support items are classified into six categories according to their performance: speed, stamina, power, determination, wisdom, and friend. Regarding speed, stamina, power, determination, and wisdom, literally, they exert an effect of increasing parameters during training corresponding to the performance parameters of the character. Regarding friend, it exerts an effect such as recovering physical strength and motivation. The category of the support item can be identified by a category icon, and the player selects six support items to be used in this cultivation relying on the category icon. Also, there are three levels of rarity for support items: Rare (R), Super Rare (SR), and Special Super Rare (SSR). In this embodiment, the rarity increases in the order of R < SR < SSR, and basically, the higher the rarity, the higher the support effect.

[0149] Also, in this embodiment, when the cultivation function providing unit 81 starts cultivating a character by the cultivation function, it accepts the selection of support items. The selection of support items is made on the support compilation screen. FIG. 23 is a diagram showing an example display of the support compilation screen.

[0150] As shown in FIG. 23 , the support organization screen has five player support slots 310-314 and one friend support slot 315. When a tap input is performed on any of the player support slots 310-314, the item list in the player data storage unit 71 is referenced to acquire a list of support items (player support list). Then, based on the acquired player support list, a screen displaying a list of support items possessed by the player is generated and a selection of a support item is accepted. When a tap input is performed on the friend support slot 315, a friend support acquisition request is sent to the server 20. Upon receiving the friend support acquisition request, the server 20 references the friend registration information linked to the player ID of the sender of the friend support acquisition request and transmits to the player terminal 40 a list of support items (friend support list) that other players registered as friends have set in their profile information. Based on the received friend support list, the player terminal 40 generates a screen displaying a list of support items that can be set in the friend support slot 315 and accepts a selection of a support item.

[0151] As shown in Figure 23, when six support items are organized on the support organization screen and the training start button 316 is tapped, the screen transitions to a final confirmation screen, which accepts the player's input to confirm the start of training. The final confirmation screen displays the organization details of the character to be trained, the inherited character, and the support items selected by the player. Then, when the confirmation input is made on the final confirmation screen, the training progress process for training the character begins.

[0152] In this embodiment, during the period of the competitive racing event, in addition to the friend slot, one more support item can be rented when organizing six support items. In other words, of the six support items, four can be selected from support items owned by the player themselves, one can be used as a friend slot to rent a support item owned by another player, and the remaining one can be used as a rental slot to rent a support item provided by the game operator. Whether or not to use the rental slot is left to the player's discretion.

[0153] Figure 24 is a diagram showing an example of the display of the support organization screen. As shown in Figure 24, rental support items, which are support items provided by the game operator, have the word "rental" 156 displayed. The number of times that rental support items can be rented is preset to three times per day, and during the period when a competitive race event is being held, a remaining rental count display 158 showing the remaining number of rentals that can be rented per day is displayed on the support organization screen. If no rental support items are included in the organization, the support organization screen displays the normal organization screen, but if a rental support item is included in the organization, the rental support item is displayed in a way that distinguishes it from other support items.

[0154] During the competitive racing event, when a tap input is made on any of the player support slots 310-314 on the support organization screen, a rental support acquisition request is sent to the server 20. Upon receiving the rental support acquisition request, the server 20 sends a list of rental support items (rental support list) to the player terminal 40. The player terminal 40 generates a screen displaying a list of settable support items based on the received rental support list and the player support list, which is a list of support items possessed by the player, and accepts the selection of a support item. As a result, in this embodiment, during the competitive racing event, rental support items can be used to train characters with higher performance than the characters currently in stock, thereby increasing the player's motivation to play with the character. Furthermore, in this embodiment, even if a player is unable to rank higher in a regular race in the competitive racing event because they are unable to place highly, the player can still use the rental support items to train a trained character and increase their class, thereby increasing the player's motivation to play regular races.

[0155] Furthermore, in this embodiment, when two rental support items are organized on the support organization screen, the training start button 316 is displayed in gray out, tap input to the training start button 316 is disabled, and a message is displayed indicating that only one rental support item can be organized. Furthermore, in this embodiment, as a function related to the organization of support items, there is an auto organization function (random organization function) that automatically organizes six support items, and although the auto organization function is configured not to organize rental support items, rental support items may also be organized using the auto organization function.

[0156] In addition, in this embodiment, a support item formation save function is provided that can create and save a support item formation, and the support item formation save function can be used to form a formation of five support items excluding the friend slots as a preliminary preparation for character development using the development function. In this embodiment, during the period when a competitive race event is being held, rental support items can also be formed when forming a support item formation in advance using the support item formation save function.

[0157] Note that this embodiment is not limited to cases where challenge events are held on Saturdays and Sundays during regular races. For example, an event execution lottery may be held each time a player enters a regular race during a regular race, and if the player wins the event execution lottery, the player may be able to participate in the challenge event. Alternatively, an event execution lottery may be held each time a player enters a regular race during a challenge event, and if the player wins the event execution lottery, the player may be able to participate in the challenge event. In this case, when the server 20 receives a request to participate in a regular race during a regular race or a challenge event, the server 20 may hold an event execution lottery, and if the player wins the event execution lottery (an example of a case where a predetermined condition is satisfied), the server 20 may perform processing related to the challenge event, such as a challenge event update process, and transmit a match completion response including information such as the result of the event execution lottery, the updated amount and value of challenge points, and the challenge event reward to the player terminal 40 that issued the request to participate in the race. In this case, the event execution lottery may be held at the player terminal 40, or, for example, the event execution lottery may be held based on a participation decision input.

[0158] Also, for example, a challenge event may be held on a predetermined day of the week other than Saturday and Sunday of the first to third weeks. Also, for example, a challenge event may be held when a condition (for example, coming in first place) is met during a regular race. Also, an item that triggers a challenge event may be provided, and a challenge event may be held when that item is used.

[0159] Furthermore, in this embodiment, while the challenge event is being held, it is not limited to the case where a challenge event reward can be obtained in addition to the regular race reward by participating in a regular race. For example, when participating in a regular race during the challenge event, a participation reward for the challenge event (an example of a second reward) may be always awarded in addition to the regular race reward. Also, for example, when participating in a regular race during the challenge event, a special reward (an example of a second reward) may be awarded instead of the regular race reward. The special reward may be a better reward than the regular race reward (including a larger amount or variety of rewards, or a reward that is awarded only in the challenge event).

[0160] Furthermore, in this embodiment, the challenge event reward is not limited to being awarded based on challenge points during the challenge event, but may be awarded according to the achievement status of a mission, for example. Missions for acquiring a challenge event reward may include participating in three regular races during the challenge event, or coming in first in ten regular races during the challenge event, and the challenge event reward may be awarded when one or more of these missions are achieved.

[0161] In this embodiment, the challenge event reward and the finale race reward may be better rewards than the regular race reward (including rewards with a larger amount or variety, or limited rewards), the finale race reward may be better rewards than the challenge event reward, or the challenge event reward may be better rewards.

[0162] In this embodiment, classes may be set based on the correction points. For example, a race may be held in a regular race of a race competition event, and the correction points may be updated. If the correction points satisfy a promotion condition, the class may be promoted, and if the correction points satisfy a demotion condition, the class may be demoted. In this case, permission to award challenge event rewards for each class may be granted in relation to the correction points.

[0163] In this embodiment, the opponents in the special matching for the finale race may be determined based on class points. In this case, a player list may be created based on the player's class points, from among other players who have lower class points than the player who issued the matching request, to determine the opponents.

[0164] In this embodiment, the opponents in the special matching for the finale race may be determined based on class. In this case, a player list may be created based on the player's class, from among other players whose class is lower than that of the player who issued the matching request, and the opponents may be determined.

[0165] In this embodiment, the player who requests the matching request may be given an advantage in the finale race (battle) by determining a smaller number of players as opponents in the finale race than in the regular race. In this case, the regular race may be run against 11 other players, for a total of 12 characters, while the finale race may be run against, for example, five other players, for a total of 6 characters. This reduces the probability that a player with a significantly different correction point from the player will be selected as an opponent, allowing the player to advance to the finale race (battle) at an advantage. Furthermore, reducing the number of characters participating in the race increases the probability of winning a top prize. Furthermore, this embodiment reduces the influence of the race number.

[0166] In this embodiment, a greater number of non-player characters (NPCs) may be determined as opponents in the finale race than in the regular race, allowing the player who requested the matching to have an advantage in the finale race (battle). In this case, the regular race involves a race between 11 other players, not including non-player characters (NPCs), for a total of 12 characters, and in the finale race, for example, four characters may be determined through normal matching, and seven non-player characters (NPCs) may be determined or the parameters of the non-player characters (NPCs) may be adjusted based on the parameters (status) of the trained characters registered to run by the player who requested the matching.

[0167] In this embodiment, parameters of attributes with set compatibility may be set as character status, and some or all of the parameters of characters with advantageous attributes may be increased relative to unfavorable attributes. In this case, in matching for the finale race, a player with an advantageous compatibility may be determined as an opponent, so that the player requesting the matching can proceed advantageously in the finale race (battle). For example, in matching for the finale race, a player with a character with an unfavorable attribute may be determined as an opponent relative to the attribute of the trained character registered to run by the player requesting the matching request.

[0168] In addition, in this embodiment, when a race running simulation is performed in the finale race (step S204 shown in Figure 6), processing may be performed to increase the status of a trained character registered to run by the player who requested the matching request, activate a special skill, or lower the status of the opponent's character.

[0169] In addition, in this embodiment, in the finale race, the player may be awarded a finale race reward based on the race result (ranking) which is the result of the driving simulation and the class to which the player belonged at the time of starting in the distance category of the race in which the player competed.

[0170] In this embodiment, during the finale race, tap input to the distance category selection buttons of the four distance categories other than the highest reach class out of the five distance categories may be disabled on the event top screen.

[0171] In this embodiment, during the finale race, on the event top screen, of the five distance categories, only the distance category selection buttons 140 for distance categories whose class is Class 1 are displayed in gray, while the distance category selection buttons 140 for distance categories whose class is Class 2 or higher are displayed normally, and as shown in Figure 21, an icon 150 displaying the message "Recommended!" may be displayed on the distance category selection button 140 for the distance category of the highest reach class.

[0172] In addition, in this embodiment, if a tap is made on the distance category selection button for a distance category that is not the highest reached class on the event top screen during the finale race, a race selection confirmation dialog may be displayed as shown in Figure 22, and a message may be displayed in the race selection confirmation dialog indicating that the distance category is not the highest reached class, and the user may be able to return to the event top screen by tapping the cancel button 152 in the race selection confirmation dialog.

[0173] Furthermore, this embodiment is not limited to providing individual correction points for each of the five distance categories, and the correction points may be common to all distance categories. [Explanation of symbols]

[0174] 10 Information processing systems, 20 Server, 21 CPU, 22 ROM, 23 RAM, 24 communication unit, 25 storage device, 40 Player terminal, 41 CPU / GPU, 42 ROM, 43 RAM, 44 communication unit, 45 operation / input unit, 46 display unit, 47 storage device, 48 speaker, 50 server data storage unit, 51 player management database, 60 game calculation unit, 61 matching processing unit, 62 simulation processing unit, 63 match result evaluation unit, 64 correction point update unit, 65 class point update unit, 66 Challenge Point Update Section, 67 Class Setting Section, 70 terminal data storage unit, 71 player data storage unit, 72 training progress data storage unit, 73 race control data storage unit, 74 event data storage unit, 80 game execution unit, 81 training function providing unit, 82 battle function providing unit, 83 Regular Race Control Section, 84 Challenge Event Control Section, 85 Finale Race Control Unit

Claims

1. a first parameter update unit that updates a first parameter associated with the player's identification information based on the result of the competitive game; causing the computer to function as a reward granting unit that grants a first reward to the identification information of a player based on a result of the competitive game; As a reward that can be granted to the player's identification information, a plurality of stages of second rewards that can be granted in sequence are provided, The reward granting unit, The second reward is granted at each stage in association with the first parameter; A program capable of granting the second reward up to an allowed level in addition to or instead of the first reward when the competitive game is played while satisfying predetermined conditions.

2. In claim 1, when the competitive game is played and the first parameter is updated to satisfy a change condition, causing the computer to function as a rank setting unit that changes the rank associated with the player's identification information; The reward granting unit, A program that authorizes the granting of the second reward at each stage based on the rank.

3. In claim 2, A program that causes a computer to function as a second parameter update unit that, when the competitive game is played with the specified conditions satisfied, updates a second parameter linked to the player's identification information based on the results of the competitive game and the rank.

4. In claim 3, The reward granting unit, a program for granting the second reward when the second parameter reaches a predetermined value;

5. In claim 4, The reward granting unit, a program for updating an upper limit value of the second parameter based on the class;

6. a first parameter update unit that updates a first parameter associated with the player's identification information based on the result of the competitive game; a reward granting unit that grants a first reward to the identification information of a player based on a result of the competitive game, As a reward that can be granted to the player's identification information, a plurality of stages of second rewards that can be granted in sequence are provided, The reward granting unit, The second reward is granted at each stage in association with the first parameter; An information processing device that can grant the second reward up to an allowed level in addition to or instead of the first reward when the competitive game is played while satisfying predetermined conditions.

7. a first parameter update unit that updates a first parameter associated with the player's identification information based on the result of the competitive game; a reward granting unit that grants a first reward to the identification information of a player based on a result of the competitive game, As a reward that can be granted to the player's identification information, a plurality of stages of second rewards that can be granted in sequence are provided, The reward granting unit, The second reward is granted at each stage in association with the first parameter; An information processing system that can grant the second reward up to an allowed level in addition to or in place of the first reward when the competitive game is played while satisfying predetermined conditions.

8. a first parameter update step of updating a first parameter associated with the player's identification information based on the result of the competitive game; a reward providing step of providing a first reward to the identification information of the player based on the result of the competitive game; As a reward that can be granted to the player's identification information, a plurality of stages of second rewards that can be granted in sequence are provided, In the reward granting step, The second reward is granted at each stage in association with the first parameter; An information processing method in which, when the competitive game is played while satisfying predetermined conditions, the second reward can be awarded up to an allowed level in addition to or instead of the first reward.

Citation Information

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