Game system and program

The game system addresses player abandonment by granting game elements based on play interruption duration, allowing players to recover and engage through varied rewards, thus preventing game abandonment.

JP2025133873APending Publication Date: 2025-09-11BANDAI NAMCO ENTERTAINMENT INC
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Patent Information

Application Number
JP2025113191
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-07-03
Publication Date
2025-09-11

AI Technical Summary

Technical Problem

Conventional game systems fail to prevent players from abandoning the game due to uniformly weakening player character parameters based on the time elapsed since the last play session.

Method used

A game system that grants players game elements based on the interruption period when they resume play, allowing the player to recover from disadvantages, with the quantity and type of elements varying based on the length of interruption, and enabling players to use these elements to change object parameters.

Benefits of technology

Motivates players to resume gameplay by providing incentives to overcome previous disadvantages, preventing abandonment and enhancing game engagement through varied and timed rewards.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game system and the like capable of preventing a player from quitting a game when the player suspends game play.SOLUTION: When a player suspends game play in a predetermined game mode and then resumes it, the player is allowed to perform processing for granting a game element on the basis of a suspension period from the suspension to the resumption. In reception of use of a game element on the basis of operation information of the player, parameters of an object correlated with the player are changed.SELECTED DRAWING: Figure 11
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Description

[Technical Field]

[0001] The present invention relates to a game system and a program. [Background technology]

[0002] Conventionally, there have been games (e.g., role-playing games) in which a player character controlled by a player competes against an enemy character based on the player's operation information, and the player enjoys growing (increasing) the player character's parameters (e.g., level).

[0003] In such conventional game systems, there is a technique for weakening the parameters of a player's character based on the time elapsed since the player's last game play (see, for example, paragraphs 0052, 0117, and 0118 of Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Patent No. 4806491 Summary of the Invention [Problem to be solved by the invention]

[0005] However, conventional technology has the problem that it cannot prevent players from abandoning the game because it uniformly weakens the parameters of the player's character based on the amount of time that has elapsed since the player's last game play.

[0006] The present invention has been made to solve the above-mentioned problems, and its purpose is to provide a game system etc. that can prevent a player from abandoning the game when the player stops playing the game. [Means for solving the problem]

[0007] (1) The present invention is A game system for controlling parameters of an object associated with a player, comprising: a game element granting unit that, when the player interrupts and resumes game play in a predetermined game mode, grants the player game elements based on the interruption period from the interruption to the restart; a parameter control unit that, when accepting use of a game element based on operation information from the player, changes a parameter of the object based on the game element; The present invention relates to a game system comprising:

[0008] The present invention also relates to a server device including the above-mentioned units. The present invention also relates to a terminal device including the above-mentioned units. The present invention also relates to a program that causes a computer to function as the above-mentioned units. The present invention also relates to a computer-readable information storage medium that stores a program that causes a computer to function as the above-mentioned units.

[0009] Furthermore, the "use" of a game element may mean a one-time use, i.e., consumption, for one game unit (e.g., one mission), or may mean that the authority to vary parameters based on the game element continues until an expiration date or indefinitely.

[0010] According to the present invention, by using game elements, a player can recover from a disadvantage that occurred during a suspension period, thereby providing a motivation for the player to resume game play, thereby preventing a player who has suspended game play from abandoning the game.

[0011] Furthermore, the present invention leaves it up to the player to decide when to use the acquired game elements, which gives the player discretion in using the game elements and can improve the fun of the game when it is resumed.

[0012] (2) In addition, in the game system, server device, terminal device, program, and information storage medium according to the present invention, further comprising a game element determination unit that determines a game element to be awarded to the player; The game element determination unit At least one of the number and type of game elements to be given to the player may be varied depending on the length of the interruption period.

[0013] The present invention varies at least one of the quantity and type of game elements granted to a player depending on the length of the interruption period. For example, the longer the interruption period, the greater the quantity of game elements (e.g., the more points or items granted). Furthermore, the present invention can make the types of game elements more advantageous to the player, for example, the longer the interruption period. Therefore, the present invention further motivates players to resume game play, preventing them from abandoning the game.

[0014] (3) The present invention is A game system for controlling parameters of an object associated with a player, comprising: a game element granting unit that, when the player interrupts and resumes game play in a predetermined game mode, grants the player game elements based on the interruption period from the interruption to the restart; a parameter control unit that, when accepting use of a game element, changes a parameter of the object based on the game element; a game element determination unit that determines a game element to be awarded to the player; Including, The game element determination unit The present invention relates to a game system characterized in that at least one of the number and type of game elements to be given to the player is changed depending on the length of the interruption period.

[0015] The present invention also relates to a server device including the above-mentioned units. The present invention also relates to a terminal device including the above-mentioned units. The present invention also relates to a program that causes a computer to function as the above-mentioned units. The present invention also relates to a computer-readable information storage medium that stores a program that causes a computer to function as the above-mentioned units.

[0016] According to the present invention, for example, game elements can be used based on player or computer (CPU) control. In such cases, by making up for disadvantages that occurred during the suspension period, the player can be motivated to resume game play. As a result, it is possible to prevent players who have suspended game play from abandoning the game.

[0017] Furthermore, the present invention varies at least one of the quantity and type of game elements to be given to the player depending on the length of the interruption period. For example, the longer the interruption period, the greater the quantity and type of game elements to be given. (For example, by increasing the number of points awarded or the number of items awarded). Furthermore, the present invention can make the types of game elements more advantageous to the player, for example, the longer the interruption period. Therefore, the present invention can further motivate the player to resume game play, and prevent the player from abandoning the game.

[0018] (4) Furthermore, in the game system, server device, terminal device, program, and information storage medium according to the present invention, The parameter control unit When the use of a game element is accepted, the parameters of the object may be changed based on the type of the game element.

[0019] According to the present invention, by providing a wide variety of game elements, such as type A, type B, and type C, it is possible to lead to a variety of game developments, which further motivates players to resume game play and prevents them from abandoning the game.

[0020] (5) Furthermore, in the game system, server device, terminal device, program, and information storage medium according to the present invention, The parameter control unit When the use of a game element is accepted, the parameters of the object may be changed based on the type of the game element and whether or not a predetermined condition is satisfied.

[0021] According to the present invention, whether or not a predetermined condition is satisfied is taken into consideration, which further motivates the player to resume playing the game, thereby preventing the player from abandoning the game.

[0022] (6) Furthermore, in the game system, server device, terminal device, program, and information storage medium according to the present invention, The game device further includes a selection processing unit that performs a process of selecting one of the game media from the plurality of game media by lottery, The selection processing unit When the use of a game element is accepted, the lottery probability for the lottery may be determined based on the type of the game element.

[0023] The present invention determines the lottery probability based on the type of game element, so that the player can consider which type of game element to use to increase the lottery probability, thereby making the game more interesting.

[0024] (7) Furthermore, in the game system, server device, terminal device, program, and information storage medium according to the present invention, The game device may further include a time limit control unit that, when the use of the game element is accepted, sets a time limit for the game element depending on the type of the game element.

[0025] According to the present invention, the expiration date of a game element is determined according to the type of game element, which encourages players to use the game element. Also, since the expiration date is set according to the type of game element (e.g., type A, type B, type C), players will have to consider which type of game element to use early, which makes the game more interesting.

[0026] (8) The game system, server device, terminal device, program, and information according to the present invention In the information storage medium, The parameter control unit Game play information of each player participating in the game mode may be compiled, and the parameters of the object may be changed based on the compilation result.

[0027] According to the present invention, the balance of the entire game is taken into consideration, making it easier for players who are lagging behind to catch up, and as a result, preventing players from abandoning the game.

[0028] (9) Furthermore, in the game system, server device, terminal device, program, and information storage medium according to the present invention, The game device may further include a display control unit that, when the game element is awarded, displays information indicating that the game element has been awarded on the player's terminal device.

[0029] According to the present invention, the player can know that a game element has been granted.

[0030] (10) Furthermore, in the game system, server device, terminal device, program, and information storage medium according to the present invention, The game device may further include a display control unit that, when a parameter of the object is changed based on the game element, displays information relating to the change in parameter on the terminal device of the player.

[0031] According to the present invention, the player can know that the parameters of the object have been changed based on the game elements.

[0032] (11) Furthermore, in the game system, server device, terminal device, program, and information storage medium according to the present invention, a game element determination unit that determines a game element to be awarded to the player; and an analysis unit that performs processing to analyze growth factors of other players during the suspension period, The game element determination unit The game element may be determined based on the analysis result by the analysis unit.

[0033] According to the present invention, the growth factors of other players during a player's suspension period can be analyzed, and the analysis results can be reflected in the game factors given to the player, making it easier for the player to catch up with other players and preventing players from abandoning the game.

[0034] (12) Furthermore, in the game system, server device, terminal device, program, and information storage medium according to the present invention, The analysis unit A process for analyzing the growth factors of other players may be performed based on the game play information at the time when the player's game play was interrupted.

[0035] According to the present invention, the growth factors of other players are analyzed based on game play information at the time when the player's game play was interrupted, so that when the player resumes game play, an analysis can be performed to make it easier for the player to catch up with other players.

[0036] (13) Furthermore, in the game system, server device, terminal device, program, and information storage medium according to the present invention, The game element determination unit The game element may be determined based on the analysis result and game play information up until the time when the player's game play was interrupted.

[0037] According to the present invention, the game elements to be assigned to a player are determined based on the analysis results as well as game play information up to the time the player's game play was interrupted. Therefore, it is possible to predict the pace of growth of the player after resuming game play based on the player's past game play information, and to determine optimal game elements that will make it easier for the player to catch up with other players.

[0038] (14) Furthermore, in the game system, server device, terminal device, program, and information storage medium according to the present invention, The method further includes a settlement determination unit that determines whether or not a settlement for a preferential option indicating an option for giving preferential treatment to the game to the player has been made within a valid period; The game element providing unit If it is determined that the payment for the preferential option has been made, a process may be performed to grant the game element to the player based on the interruption period.

[0039] According to the present invention, for a player who has made a payment (payment, charge) for a preferential option, a process can be performed to grant the player the game element based on the suspension period. As a result, it is possible to prevent a player who has made a payment for a preferential option from feeling a loss that occurred during the suspension period.

[0040] (15) Furthermore, in the game system, server device, terminal device, program, and information storage medium according to the present invention, The method further includes a settlement determination unit that determines whether or not a settlement for a preferential option indicating an option for giving preferential treatment to the game to the player has been made within a valid period; The parameter control unit If it is determined that payment for the preferential option has been made, the use of the game element may be accepted.

[0041] According to the present invention, the use of game elements is accepted from players who have made payments (payments, charges) for preferential options, so that players who have made payments for preferential options are not made to feel a sense of loss that occurs during the suspension period.

[0042] (16) Furthermore, in the game system, server device, terminal device, program, and information storage medium according to the present invention, The game device may further include a game element determination unit that performs processing to change the content of the game element depending on at least one of the type of the preferential option and the payment amount of the preferential option.

[0043] According to the present invention, the content of the game elements is changed depending on at least one of the type of preferential option and the payment amount for the preferential option, so that the player can be provided with services that are commensurate with at least one of the type of preferential option and the payment amount. [Brief explanation of the drawings]

[0044] [Figure 1] 1 is a diagram showing an example of a system configuration showing the configuration of a game system according to an embodiment of the present invention; [Figure 2] FIG. 2 is a diagram showing functional blocks of a server device according to the embodiment. [Figure 3] FIG. 2 is a diagram showing functional blocks of the terminal device according to the embodiment. [Figure 4] FIG. 4 is a diagram for explaining an example of an interruption period according to the present embodiment. [Figure 5] FIG. 3 is a diagram for explaining an example of a game element according to the present embodiment. [Figure 6] FIG. 10 is a diagram for explaining an example of the relationship between the interruption period and the award probability in the present embodiment. [Figure 7] 10 shows an example of information on game elements given to a player in this embodiment. [Figure 8] FIG. 4 is a diagram showing an example of a game screen according to the present embodiment. [Figure 9] FIG. 4 is a diagram showing an example of a game screen according to the present embodiment. [Figure 10]FIG. 4 is a diagram showing an example of a game screen according to the present embodiment. [Figure 11] 1 is a flowchart showing an example of the present embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0045] The present embodiment will be described below. Note that the present embodiment described below does not unduly limit the content of the present invention described in the claims. Furthermore, not all of the configurations described in the present embodiment are necessarily essential constituent elements of the present invention.

[0046] [1] Game System First, the outline and general configuration of a game system 1 according to this embodiment will be described with reference to Fig. 1. Fig. 1 is a diagram showing an example of a system configuration showing the configuration of the game system 1 according to this embodiment.

[0047] The server device 10 is an information processing device capable of providing a service that allows a player to play a game using a terminal device (game device) 20 connected for communication via the Internet.

[0048] The terminal device 20 is a client device, and is an information processing device such as a game device, smartphone, mobile phone, PHS, computer, game device, PDA, portable game console, image generating device, etc., and is a device that can be connected to the server device 10 via a network such as the Internet (WAN) or LAN.

[0049] [1.1] Game system consisting of a server and a client 1, the game system 1 of this embodiment is configured such that a server device 10 that provides a game service and terminal devices 20 (e.g., terminal devices 20A, 20B, and 20C) are connectable to the Internet (an example of a network). In this embodiment, a server-client type game system will be mainly described.

[0050] By accessing the server device 10 from the terminal device 20, the player can play the game based on information transmitted from the server device 10 via the Internet.

[0051] In this embodiment, each game may be provided to the terminal device 20 by one server device 10, or a server system may be constructed by linking a plurality of server devices 10, and each game may be provided to the terminal device 20.

[0052] Also, although not shown, the game system may be a system in which a game server device that runs the game, a communication server device (message server device) that controls the communication of information, and terminal device 20 are connected to each other via the Internet.

[0053] It should be noted that the various processes relating to the present invention may be performed by the server device 10 alone, or by the terminal device 20 alone.

[0054] [1.2] Terminal equipment In this embodiment, the server device 10 may be realized by a single game device having the functions of the server device 10, that is, a device (standalone) that operates independently without relying on other devices such as a server device.

[0055] Furthermore, in this embodiment, the present invention may be realized by the terminal device 20 alone, without being connected to the server device 10. For example, the present invention may be realized by a game system realized by a plurality of terminal devices 20 through P2P (peer-to-peer) communication.

[0056] A plurality of such game terminal devices may be connected by wire or wirelessly, and one game device may function as the server device 10, thereby realizing the system.

[0057] The terminal device is not limited to a game device, but may also be a tablet information terminal device, a personal computer, or a game device (casing) installed in an amusement park.

[0058] [1.3] Cloud-based game system Furthermore, the game system 1 of this embodiment may be a cloud-based game system. For example, in a cloud-based game system, basic game processing (including drawing processing, etc.) is performed only by the server device 10 (cloud device), and the terminal device 20 only controls the display of the processing results of the server device 10 (cloud device). Furthermore, the terminal device 20 only transmits information such as controller input information to the server device 10. In this case, the terminal device 20 may also transmit information other than the input information. That is, in the case of a cloud-based game system 1, game elements are imparted within the server device 10 (cloud device).

[0059] Furthermore, in this embodiment, except for operation input, each function of the processing unit 200 of the terminal device 20 and the execution of the game program may be executed by the server device 10, and the terminal device 20 may realize the above game by executing operation input and image display by streaming.

[0060] [1.4] Terminal device with multiple controllers In this embodiment, one terminal device 20 may be equipped with multiple controllers (input units 260). When multiple players play a game using their own controllers on one terminal device 20, it is assumed that the multiple players are actually close to each other.

[0061] That is, in the case of a game system in which one terminal device 20 is equipped with a plurality of controllers (input units 260), the game elements are imparted within the terminal device 20.

[0062] [1.5] Examples of social games The server device 10 may also function as an SNS server that provides a communication-type service. Here, the SNS server may be an information processing device that provides a service that allows communication between multiple players.

[0063] Furthermore, when the server device 10 functions as an SNS server, for example, it is capable of providing a game called a social game that is executed using the operating environment (API (Application Programming Interface), platform, etc.) of the SNS it provides.

[0064] Social games differ from existing online games in that they require a dedicated client. This includes games that do not require software and can be played with just a web browser and an SNS account. The server device 10 is also configured to be able to connect to other players' terminal devices 20 via a network and provide online games in which players can simultaneously share the same game progress online.

[0065] [1.6] Example of a browser game In particular, the server device 10 may provide games that are provided on the web browser of the terminal device 20, such as browser games (games that can be launched simply by opening the installation site in the web browser) created in various languages, such as HTML, FLASH (registered trademark), CGI, PHP, shockwave, Java (registered trademark) applet, and JavaScript (registered trademark).

[0066] The terminal device 20 also has a web browser capable of viewing web pages (data in HTML format). That is, the terminal device 20 has a communication control function for communicating with the server device 10, a display control function using data received from the server device 10 (web data, data created in HTML format, etc.), and a web browser function for transmitting player operation data to the server device 10, and is configured to execute various processes for providing a game screen to the player and allow the player to play the game. However, the terminal device 20 may also acquire game control information provided from the server device 10, execute predetermined game processing, and play a game based on the game processing.

[0067] Specifically, when the terminal device 20 makes a request to the server device 10 to play a predetermined game, the terminal device 20 is connected to the game site of the server device 10 and the game starts. In particular, the terminal device 20 may be configured to use an API as necessary to cause the server device 10 functioning as an SNS server to perform predetermined processing, or to obtain player information managed by the server device 10 functioning as an SNS server, and then execute the game.

[0068] [1.7] Other The server device 10 may be configured with one (device, processor) or multiple (devices, processors). Information (e.g., player information, game information, etc.) stored in a storage area (storage unit 140 described later) of the server device 10 may be stored in a database (broadly speaking, a storage device, a memory) connected via a network (an intranet or the Internet). The communication line between the terminal device 20 and the server device 10 may be wired or wireless.

[0069] [2] Server device Next, the server device 10 of this embodiment will be described with reference to Fig. 2. Fig. 2 is a diagram showing functional blocks of the server device 10 of this embodiment. The server device 10 of this embodiment may have a configuration in which some of the components (units) of Fig. 2 are omitted.

[0070] The server device 10 includes an input unit 120 for use by the administrator and other inputs, a display unit 130 for displaying predetermined information, an information storage medium 180 in which predetermined information is stored, a communication unit 196 for communicating with terminal devices 20 and others, a processing unit 100 for mainly executing processing related to the game to be provided, and a memory unit 140 for storing various data mainly used in the game.

[0071] The input unit 120 is used by a system administrator or the like to input game-related settings and other necessary settings and data. For example, the input unit 120 in this embodiment is configured with a mouse, keyboard, and the like.

[0072] The display unit 130 displays an operation screen for the system administrator. The display unit 130 is configured by a liquid crystal display or the like.

[0073] The information storage medium 180 (computer-readable medium) stores programs, data, etc., and its functions are realized by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc.

[0074] The communication unit 196 performs various controls for communicating with the outside (e.g., terminals, other servers, or other network systems), and its functions are configured by hardware such as various processors or communication ASICs, programs, etc.

[0075] The storage unit 140 serves as a work area for the processing unit 100, the communication unit 196, etc., and its functions are realized by RAM (VRAM), etc. The information stored in the storage unit 140 may be managed by a database.

[0076] In addition to the main memory unit 142, the memory unit 140 of this embodiment also has a game data memory unit 144 in which game information indicating information related to the game is stored, and a player information memory unit (user information memory unit) 146 in which player information (user information) indicating information related to each player (each user) is stored.

[0077] In particular, the game data storage unit 144 stores information about the game space (game field) in which the game is played, information about each character, information about the virtual camera, and other setting values ​​used in the game.

[0078] The game data storage unit 144 also stores information about game content managed by the server device 10.

[0079] In addition, the player information storage unit 146 stores the following information for each player: (1) The player's nickname, player ID (player identification information), and if the player belongs to a team, the name of the team and its ID (hereinafter referred to as "affiliation information"); (2) Information regarding individual and team performance, such as current level, experience points, points, rewards earned, or game time (hereinafter also referred to as "performance information"); (3) The characteristics and attributes of the player character (the character controlled by the player), (4) Information regarding the results of a match against other player characters (characters controlled by other players) and other teams in a match game (hereinafter also referred to as "match results information"), such as the number of wins and losses against other player characters and other teams; (5) location information indicating the location of each player or team within the game field; (6) Information on whether or not a player has been defeated (whether or not the game is over) (hereinafter also referred to as "defeat information"); and (7) Information regarding billing, such as billing history and billing amounts; (8) Number of games played is stored.

[0080] The performance information, battle record information, and defeat information included in the player information are updated at predetermined intervals, such as every five minutes, when the player logs out, at a predetermined time in the game (e.g., 8:00 AM), or when a predetermined event occurs (when one of the individual or team matches ends).

[0081] In addition, an upper limit may be set for the experience points. For example, when the experience points reach the upper limit (for example, 100), When the player reaches the maximum level, the server device updates the experience value to the initial value (0) and increments the player's level by 1. The server device may set a level for each player according to the total accumulated experience value. In other words, the server device controls the level to increase according to the increase in the total accumulated experience value.

[0082] The storage unit 140 also includes a game element storage unit 148 and a compilation information storage unit 149 .

[0083] The processing unit 100 performs various processes using the main memory unit 142 in the memory unit 140 as a work area. The functions of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.), or by programs.

[0084] The processing unit 100 performs various processes of this embodiment based on programs (data) stored in the information storage medium 180. That is, the information storage medium 180 stores programs for causing a computer to function as each unit of this embodiment (programs for causing a computer to execute the processing of each unit).

[0085] For example, the processing unit 100 (processor) controls the entire server device 10 based on a program stored in the information storage medium 180, and performs various processes such as controlling the transfer of data between the various units. Furthermore, the processing unit 100 performs processes to provide various services in response to requests from the terminal device 20.

[0086] In this embodiment, the server device 10 may perform part or all of the operations, or the terminal device 20 may perform part of the operations.

[0087] Specifically, the processing unit 100 of this embodiment has at least a communication control unit 101, a Web processing unit 102, a game control unit 103, a timer management unit 104, a display control unit 107, a game element granting unit 111, a game element determination unit 112, a parameter control unit 113, a selection processing unit 114, a deadline control unit 115, an analysis unit 116, and a payment judgment unit 117.

[0088] The communication control unit 101 transmits and receives information to and from the terminal device 20 via the network.

[0089] The Web processing unit 102 functions as a Web server. For example, the Web processing unit 102 performs a process of transmitting data in response to a request from a Web browser installed in the terminal device 20, and a process of receiving data transmitted by the Web browser of the terminal device 20, via a communication protocol such as HTTP (Hypertext Transfer Protocol).

[0090] The game control unit 103 works in conjunction with the terminal device 20, and executes game processing of the game provided in this embodiment for each player based on player operations input via the terminal device 20. The game control unit 103 also executes control over preset characters such as NPCs (non-player characters).

[0091] The timer management unit 104 has a timer function and is used to manage the progress of the game. In particular, the timer management unit 104 works in conjunction with the game control unit 103 to output the current time and preset times to each unit. The timer management unit 104 is also used to synchronize with each terminal device 20.

[0092] The display control unit 107 controls the display of given information on the terminal device 20. The display control unit 107 may also perform transmission control to display a game screen on the terminal device 20. In other words, the display control unit 107 generates display control information for the game screen, etc., and controls the generated display control information to be displayed on the terminal device 20 of the player.

[0093] When a game element is granted, the display control unit 107 of this embodiment displays information indicating that the game element has been granted on the player's terminal device.

[0094] Furthermore, when the parameters of an object are changed based on a game element, the display control unit 107 displays information relating to the parameter change on the player's terminal device 20. For example, the display control unit 107 may display information relating to the parameter change based on the game element on the player's terminal device 20 until the expiration date of the game element arrives.

[0095] When a player interrupts and then resumes game play in a predetermined game mode, the game element providing unit 111 performs processing to provide game elements to the player based on the interruption period from the interruption to the resumption.

[0096] When it is determined that the preferential option has been paid for, the game element providing unit 111 may perform processing to provide the game element to the player based on the interruption period.

[0097] The game element determination unit 112 determines the game elements to be granted to the player. For example, the game element determination unit 112 may vary at least one of the quantity and type of game elements to be granted to the player depending on the length of the interruption period. Note that the game element determination unit 112 may determine the change content for each type of game element.

[0098] Furthermore, the game element determination unit 112 may determine the game elements based on the analysis results by the analysis unit 116.

[0099] The game element determination unit 112 may also determine the game elements based on the analysis results by the analysis unit 116 and game play information up until the time the player's game play was interrupted.

[0100] Furthermore, the game element determination unit 112 may change the content of the game elements depending on at least one of the type of preferential option and the payment amount of the preferential option.

[0101] When the parameter control unit 113 receives the use of a game element based on the player's operation information or based on computer control (CPU control), it changes the parameters of the object associated with the player based on the game element.

[0102] Furthermore, when the parameter control unit 113 receives a request to use a game element, it may change the parameters of the object associated with the player based on the type of the game element.

[0103] Furthermore, when the parameter control unit 113 receives a request to use a game element, it may change the parameters of the object associated with the player based on the type of the game element and whether or not a predetermined condition is satisfied.

[0104] Furthermore, the parameter control unit 113 may tally up game play information of each player participating in the game mode, and change the parameters of the object associated with the player based on the tallying result (tallying information).

[0105] In addition, the parameter control unit 113 determines that the preferential option is being paid for. In this case, the use of the game element may be accepted. When the game element is accepted, the parameters of the object may be changed based on the game element.

[0106] The selection processing unit 114 performs a process of selecting one of a plurality of game media by lottery. For example, when the selection processing unit 114 receives a request to use a game element, the selection processing unit 114 may determine the probability of the lottery based on the type of the game element.

[0107] When the use of a game element is accepted, the expiration control unit 115 sets an expiration date for the game element depending on the type of the game element.

[0108] The analysis unit 116 performs a process of analyzing the growth factors of other players during the suspension period. For example, the analysis unit 116 may perform a process of analyzing the growth factors (e.g., level, number of acquired items) of other players based on game play information (e.g., level) at the time when the player's game play was suspended.

[0109] The settlement determination unit 117 determines whether or not the preferential option has been settled (billed).

[0110] [3] Terminal device Next, the terminal device 20 of this embodiment will be described with reference to Fig. 3. Fig. 3 is an example of a functional block diagram showing the configuration of the terminal device of this embodiment. Furthermore, the terminal device 20 of this embodiment may have a configuration in which some of the components (units) of Fig. 3 are omitted.

[0111] The input unit 260 is used by the player to input operation data, and this function can be realized by a touch panel or a touch panel display, etc. That is, the input unit 260 includes a detection unit 262 that can detect two-dimensional pointed position coordinates (x, y) on a screen on which an image is displayed. For example, the input unit 260 includes a detection unit 262 that can detect two-dimensional contact position coordinates (x, y) in a contact detection area (touch panel).

[0112] The touch operation on the display screen (hereinafter referred to as "touch panel" unless otherwise specified) may be performed using a fingertip or an input device such as a touch pen.

[0113] The input unit 260 may also include a button, lever, keyboard, steering wheel, microphone, acceleration sensor, etc., which can input operation information (operation signal) other than the indicated position.

[0114] The storage unit 270 serves as a work area for the processing unit 200, the communication unit 296, etc., and its functions can be realized by RAM (VRAM) or the like. The storage unit 270 of this embodiment includes a main memory unit 271 used as a work area, and an image buffer 272 in which the final display image, etc. are stored. Note that some of these may be omitted, or the storage unit 140 of the server device 10 may constitute part of them.

[0115] The information storage medium 280 (computer-readable medium) stores programs, data, etc., and its functions can be realized by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc.

[0116] The information storage medium 280 also stores programs for causing a computer to function as each unit of this embodiment (programs for causing a computer to execute the processing of each unit). As will be described later, the processing unit 200 performs various processes of this embodiment based on programs (data) stored in an information storage medium 280.

[0117] The display unit 290 outputs the image generated by this embodiment, and its function can be realized by a CRT, LCD, touch panel display, HMD (head mounted display), or the like.

[0118] In particular, in this embodiment, the display unit 290 also functions as an input unit 260 where the player operates the game by using a touch panel display. Here, the touch panel may be, for example, a resistive type (four-wire type, five-wire type), a capacitance type, an electromagnetic induction type, an ultrasonic surface acoustic wave type, or an infrared scanning type.

[0119] The sound output unit 292 outputs the sound generated by this embodiment, and its function can be realized by a speaker, headphones, or the like.

[0120] The communication unit 296 performs various controls for communicating with the outside (for example, the server device 10 or other terminal devices 20), and its functions can be realized by hardware such as various processors or communication ASICs, or programs.

[0121] The terminal device 20 may receive, via a network, programs and data for causing a computer to function as each unit of the present embodiment, which are stored in the information storage medium 180 or the storage unit 140 of the server device 10, and store the received programs and data in the information storage medium 280 or the storage unit 270. Such cases in which the terminal device 20 functions by receiving programs and data are also included within the scope of the present invention.

[0122] The processing unit 200 (processor) performs processing such as game processing, image generation processing, or sound generation processing in conjunction with the server device 10 based on input data from the input unit 260, programs, and the like.

[0123] In particular, in this embodiment, the game processing includes processing for starting the game when a game start condition is met, processing for progressing the game, processing for placing objects such as a player character (e.g., a player character CA associated with a player PA) and an enemy character CE, processing for displaying objects, processing for calculating the game result, and processing for ending the game when a game end condition is met.

[0124] The processing unit 200 performs various processes using the storage unit 270 as a work area. The functions of the processing unit 200 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.), or by programs.

[0125] The processing unit 200 includes a communication control unit 210, a web browser 211, a game processing unit 212, a display control unit 213, a drawing unit 220, and a sound processing unit 230. Note that some of these may be omitted.

[0126] The communication control unit 210 performs processing for transmitting and receiving data to and from each server device 10. The communication control unit 210 also performs processing for storing data received from the server device 10 in the storage unit 270, processing for analyzing the received data, and other control processing related to the transmission and reception of data.

[0127] The communication control unit 210 may store and manage destination information (IP address, port number) of the server device 10 in the information storage medium 280. The control unit 210 may be configured to communicate with the server device 10 when receiving input information from the player to start communication.

[0128] In particular, the communication control unit 210 performs processing to transmit player identification information and operation information to the server device 10 and receive data (player's web page, game screen, etc.) from the server device 10.

[0129] The communication control unit 210 may transmit and receive data to and from the server device 10 at a predetermined cycle, or may transmit and receive data to and from the server device 10 when input information is received from the input unit 260. In particular, the communication control unit 210 of this embodiment performs processing to receive given screen information (for example, information on a game screen, a guide screen, etc.) from the server device 10.

[0130] The web browser 211 is an application program for viewing web pages (game screens), downloading HTML files, image files, etc. from the web server (server device 10), analyzing the layout, and controlling the display. The web browser 211 also transmits data to the web server (server device 10) using input forms (links, buttons, text boxes, etc.).

[0131] The web browser 211 of this embodiment can realize a browser game. For example, the web browser 211 may execute a program written in JavaScript (registered trademark), FLASH (registered trademark), Java (registered trademark), or the like, received from a web server (server device 10).

[0132] The terminal device 20 can display information from a web server specified by a URL (short for Uniform Resource Locator) via the Internet using the web browser 211. For example, the terminal device 20 can display a game screen (data such as HTML) received from the server device 10 using the web browser 211.

[0133] The game processing unit 212 performs various game processes, such as a process for starting a game when a game start condition is met, a process for progressing the game, and a process for ending the game when a game end condition is met.

[0134] The game processing unit 212 may then perform processing to place and set various objects (objects composed of primitives such as polygons, free-form surfaces, or subdivision surfaces) representing display objects such as player characters, buildings, stadiums, cars, trees, pillars, walls, and maps (terrain) in the object space.

[0135] Here, the object space is a virtual space, and includes both two-dimensional space and three-dimensional space. Two-dimensional space is a space in which an object is placed, for example, using two-dimensional coordinates (X, Y), and three-dimensional space is a space in which an object is placed, for example, using three-dimensional coordinates (X, Y, Z).

[0136] Furthermore, the game processing unit 212 performs game processing (for example, processing of a competitive game, etc.), lottery processing, and the like, based on the input information of the player input by the input unit 260.

[0137] For example, the terminal device 20 may make a lottery request to the server device 10, and upon receiving the lottery request from the terminal device 20, the server device 10 may perform control so as to carry out lottery processing.

[0138] The game processing unit 212 may be executed in conjunction with the server device 10, or a part of the server device 10. Alternatively, the entire system may be formed in the server device 10.

[0139] Furthermore, the display control unit 213 performs processing to display a game screen on the display unit 290. For example, the display control unit 213 may display the game screen using the Web browser 211. That is, the display control unit 213 causes the display unit 290 to display information required during the game based on information transmitted from the server device 10. For example, the terminal device 20 displays display information for the game screen received from the server device 10.

[0140] The drawing unit 220 performs drawing processing based on various processes (for example, game processing) performed by the processing unit 200, thereby generating an image, which is output to the display unit 290 by the display control unit 213. The image generated by the drawing unit 220 may be a so-called two-dimensional image or a so-called three-dimensional image.

[0141] The sound processing unit 230 performs sound processing based on the results of various processes performed by the processing unit 200 , generates game sounds such as background music, sound effects, or voices, and outputs them to the sound output unit 292 .

[0142] [4] Overview This embodiment relates to a role-playing game (hereinafter referred to as an RPG game) in which a player participating in the game controls a character associated with the player (hereinafter referred to as a player character) and aims to achieve a goal by overcoming missions (quests, adventures, exploration, battles with enemy characters, etc.) given to the player in a fictional game situation.

[0143] In the RPG game of this embodiment, the player character acquires experience points through missions, and the player character's level increases, thereby growing. Furthermore, as the player character grows, the range of action (map) that can be explored in the game space can be expanded.

[0144] In particular, in this embodiment, a process is performed to grant a game element to a player based on the length of time the player has suspended game play. For example, in this embodiment, a game element that increases attack power is granted to the player based on the length of time the player has suspended game play, and the attack power parameter of an object is changed to increase based on the game element. In this way, a player who has fallen behind due to a suspension of game play can easily catch up with other players who have progressed further in the game than the player. In this way, the game system of this embodiment has the effect of preventing players from abandoning the game.

[0145] [5] Explanation of the suspension period First, the interruption period in this embodiment will be described with reference to Figure 4. In this embodiment, the "interruption period" is the period Tb from the time T1 when a player interrupts game play in a predetermined game mode to the time T2 when the player resumes the game. The interruption period may also be referred to as a rest period or a log-off period.

[0146] Here, "interrupting" game play means stopping game play midway, ending game play, etc. The timing T1 at which the player interrupts game play is the timing at which the player last interrupted game play. In other words, it is the timing at which the player most recently interrupted game play, relative to the current time.

[0147] The server device 10 stores information about the timing T1 at which the player stopped playing and the timing T2 at which the player restarts playing for each player in the player information storage unit 146. That is, the server device 10 stores the history of the timing T1 at which each player stopped playing the game and the timing T2 at which the player restarted playing the game. The history of the game T0 and the game play period Ta may also be stored.

[0148] Then, the server device 10 calculates the interruption period Tb from the interruption timing T1 of the last game play to the restart timing T2.

[0149] For example, in this embodiment, various events are prepared, such as an event EA in which a player character (an example of an object associated with a player) operated by the player plays a treasure hunt game, and an event EB in which the player character plays a battle game against an enemy character. In such a case, when a player interrupts game play of an event EA (an example of a predetermined game mode), the "interruption period" is a period Tb from the timing T1 at which the event EA is interrupted to the timing T2 at which the event EA is resumed. Note that during the interruption period Tb, there may be a situation in which the player is playing a different event EB.

[0150] Furthermore, the "interruption period" may refer to a log-off period. In other words, when a player logs off from game play in a logged-in state (an example of a predetermined game mode), the "interruption period" is the period Tb from the timing T1 of log-off to the timing T2 of re-login. In other words, interruption may refer to logging off, and resumption may refer to logging in.

[0151] Furthermore, the "interruption period" may refer to a period during which the power is not turned on. In other words, when a player switches a game play that is in a power-on state (an example of a predetermined game mode) to a power-off state, the "interruption period" is the period Tb from the timing T1 at which the power is turned off to the timing T2 at which the power is turned on again. In other words, interruption may refer to turning off the power of the terminal device 20 operated by the player (powering off, shutting down), and resumption may refer to turning on the power (powering on, starting up).

[0152] [6] Game element description Next, the game elements of this embodiment will be described with reference to Fig. 5. Fig. 5 shows an example of information on game elements used in this embodiment.

[0153] Here, "game elements" refer to parameters that can be used in a game (e.g., points), virtual items, missions (dungeons, maps), events that occur within the game, rights, etc. In other words, game elements can also be referred to as benefits, bonuses, service elements, or effect contents.

[0154] For example, an "item" is a character such as a player character, game media, game cards, game objects, weapons, armor, tools, magic, etc. owned by a character.

[0155] 5, there are multiple types of game elements, such as type A, type B, and type C. In the game system of this embodiment, the type, target object, target parameter type, change amount, and validity period are stored in association with the game element ID in the game element storage unit 148 of the server device 10.

[0156] That is, in this embodiment, the content is determined for each type of game element. When the server device 10 receives a request to use a game element, the server device 10 changes the target parameter of the target object according to the amount of change based on the content corresponding to the type of game element.

[0157] Here, the "target object" refers to an object for which a game element can be used, such as a player character or a specific item (item 1, item 2, etc.). It is possible to not specify some target objects.

[0158] Furthermore, the "target parameter" refers to a target parameter when using a game element, such as attack power, defense power, recovery power, speed, or other game element classified by characteristics.

[0159] Furthermore, the "amount of change" indicates the magnitude, extent, degree, rate of change, etc. of the change in the parameter of the target object.

[0160] Furthermore, the "validity period" is the validity period when the game element is used on the target object, and timing of the validity period starts based on a given timing (for example, when the game element is used).

[0161] To give a specific example, a type A game element with a game element ID=001 increases the attack power of the player character by 10% and is valid for one day from the time of use of the game element.

[0162] Furthermore, the type B game element with game element ID=002 increases the defensive power of the object of item 1 by 20 (adds 20), and is valid for two days from the time of use of the game element.

[0163] Furthermore, the target object is not specified for the type C game element with game element ID=003. Type C game elements double the growth effect and are valid for three days from the time of use.

[0164] For example, growth effects relate to experience points and level increases gained in a given game (events, dungeons, etc.) Growth effects are primarily applied to the player character, but if an item has experience points, that item also receives the growth effect.

[0165] For example, suppose that a player character normally gains 10 experience points when clearing a dungeon game. In such a case, if the dungeon is cleared using a game element of type C, the experience points gained will be doubled to 20.

[0166] Although not shown, if the "game element" relates to a mission (dungeon, map), it may reduce the number of enemy characters appearing in that mission. For example, a game element of type J with game element ID = 020 reduces the number of enemy characters in the mission by "1" and has a validity period of one day. In such a case, the number of enemy characters appearing in the mission is controlled to be reduced by one for one day from the time of use of that game element. For example, if the normal number of enemy characters in that mission is "5," the number of enemy characters will be reduced to "4" when that game element is used.

[0167] Furthermore, if a "game element" is related to an event, it may change the experience points that can be acquired when the objective of the event is achieved. For example, a game element of type K with game element ID = 021 will increase the experience points acquired when the objective of the event is achieved by five times, and its validity period is one day. In this case, the experience points acquired when the event is achieved will be increased by five times for one day from the time of use of the game element.

[0168] [7] Adding game elements In this embodiment, when a player suspends and resumes game play, a process is performed in which the game element is granted to the player based on the suspension period from the suspension to the resumption. In other words, since the player acquires game elements according to the interruption period, even if other players have progressed ahead in the game, the player can use the game elements to quickly catch up with the other players.

[0169] The timing at which the server device 10 provides the game element to the player is when game play resumes, T2, as shown in FIG. 4, but it may be at a given timing after the resume time T2.

[0170] Furthermore, in this embodiment, performing a process of granting game elements to the player based on the suspension period may mean granting game elements to the player with a 100% probability, or may mean granting game elements to the player with a given probability of granting (for example, a 50% probability).

[0171] For example, as shown in Figure 6, the probability of granting a game element may be increased as the interruption period is longer. In other words, if the interruption period is 0, the probability of granting a game element is set to 0%, and the probability of granting a game element increases as the interruption period becomes longer. Then, for a player whose interruption period is 30 days or more, the game element is granted with a 100% probability of granting a game element.

[0172] [8] Methods for determining game elements In this embodiment, the server device 10 assigns game elements determined based on the interruption period. For example, when a player interrupts and resumes game play, the server device 10 determines game elements to assign to the player based on the interruption period from the interruption to the resumption.

[0173] For example, the server device 10 determines the game elements to be given to the player by varying at least one of the quantity and type of game elements to be given to the player depending on the length of the interruption period.

[0174] Here, the "quantity of game elements to be granted" refers to, for example, the value of points to be granted, or the number of game elements or items to be granted. Points can be used in the game. For example, by consuming a predetermined number of points in the game, an item can be obtained or a predetermined service can be used.

[0175] Also, the "type of game elements to be granted" refers to, for example, the classification of game elements, which is an attribute of the effect in the game.

[0176] [8.1] Method for determining the quantity of game elements The server device 10 of the present embodiment determines the game elements to be granted to the player. In particular, in the present embodiment, the quantity of game elements to be granted to the player may be determined according to the length of the interruption period.

[0177] For example, when the interruption period Tb is within 1 day (within 24 hours) (Tb ≤ 1), the server device 10 sets the number of game elements to be granted to the player to 1, and when the interruption period exceeds 1 day and is within 2 days (1 < Tb ≤ 2), the number of game elements to be granted to the player is set to 2, when the interruption period exceeds 3 days and is within 4 days (3 < Tb ≤ 4), the number of game elements to be granted to the player is set to 3, and when the interruption period exceeds 4 days (4 < Tb), the number of game elements to be granted to the player is determined to be 4.

[0178] In this way, by increasing the quantity of game elements to be granted to the player as the interruption period becomes longer, the player can be motivated to resume the game play.

[0179] Also, since the player can obtain a larger quantity of game elements as the interruption period becomes longer, even if other players have advanced the game first, the player can catch up with other players by using a large number of these game elements.

[0180] Note that the server device 10 may determine the point value such that the longer the length of the interruption period, the higher the point value, as in the method for determining the quantity of game elements.

[0181] [8.2] Method for determining the type of game element In addition, in this embodiment, the type of game element to be given to the player may be determined according to the length of the interruption period.

[0182] For example, when the interruption period Tb is within 1 day (within 24 hours) (Tb≤1), the server device 10 sets the game element to be given to the player to type A (a game element with a 10% increase in attack power). When the interruption period exceeds 1 day and is within 2 days (1<Tb≤2), the game element to be given to the player is set to type D (a game element with a 20% increase in attack power). When the interruption period exceeds 3 days and is within 4 days (3<Tb≤4), the game element to be given to the player is set to type E (a game element with a 30% increase in attack power). When the interruption period exceeds 4 days (4<Tb), the game element to be given to the player is determined to be type F (a game element with a 40% increase in attack power).

[0183] In this way, by making the type of game element given to the player more advantageous for game progress (for example, a game element with stronger attack power) as the interruption period becomes longer, the player can be motivated to resume the game play.

[0184] [8.3] Method for determining the quantity and type of game elements Note that the server device 10 may determine the type of game element to be given to the player and the quantity of that type according to the length of the interruption period.

[0185] For example, when the interruption period Tb is within 1 day (within 24 hours) (Tb≤1), the server device 10 sets the quantity of the game element to be given to the player to 1, and the type of the game element to type A. And when the interruption period exceeds 1 day and is within 2 days (1<Tb≤2), the attack power Grant two game elements of type D with an increased rising rate (a game element with an attack power increased by 20%). And when the interruption period exceeds 3 days and is within 4 days (3 < Tb ≤ 4), grant three game elements of type E with an increased attack power rising rate (a game element with an attack power increased by 30%). When the interruption period exceeds 4 days (4 < Tb), grant four game elements of type F with an increased attack power rising rate (a game element with an attack power increased by 40%).

[0186] Also, the server device may increase the types to be granted to the player according to the length of the interruption period.

[0187] For example, when the interruption period Tb is within 1 day (within 24 hours) (Tb ≤ 1), the server device 10 sets the quantity of game elements to be granted to the player to 1, and the type of the game element to type A. And when the interruption period exceeds 1 day and is within 2 days (1 < Tb ≤ 2), the number of game elements to be granted to the player is set to 2, and the types of the game elements are set to type A and type D. And when the interruption period exceeds 3 days and is within 4 days (3 < Tb ≤ 4), the number of game elements to be granted to the player is set to 3, and the types of the game elements are set to type A, type D, and type E. When the interruption period exceeds 4 days (4 < Tb), the number of game elements to be granted to the player is set to 4, and the types of the game elements are set to type A, type D, type E, and type F.

[0188] Also, for a player with an interruption period of 30 days or more, the server device 10 sets the number of game elements to be granted to the player to 5, and the types of the game elements are set to type A, type D, type E, type F, and type X (for example, a game element that sets the opponent's defense power to 0 and doubles the attack power).

[0189] [9] Management of Granted Game Elements The server device 10 of this embodiment performs a process of registering (storing) information about game elements assigned to players in association with the player ID of each player in the game element storage unit 148. In other words, assigning means storing in the game element storage unit 148, and the server device 10 stores information about each game element assigned to each player in association with the player ID in the game element storage unit 148.

[0190] 7 shows an example of game elements assigned to a player PA. Each game element has a usage flag and an expiration date set.

[0191] The usage flag is a flag that indicates whether or not a game element has been used, and is set to "0" if it has not been used, and is updated to "1" if it has been used. The initial value is set to "0".

[0192]

[10] Expiration date The server device 10 of this embodiment manages the expiration dates of each game element assigned to a player in the game element storage unit 148 in association with the player ID of each player.

[0193] In other words, the server device invalidates game elements that have passed their expiration dates, i.e., controls the game elements so that they do not undergo parameter changes based on the content of the game elements that have passed their expiration dates.

[0194] The expiration date is the expiration date of the game element, and is measured based on the timing when an instruction to use the game element is given under the control of the player or computer (CPU). For example, if the expiration date of the game element with game element ID=001 is one day, and player PA gives an instruction to use the game element with game element ID=001 at 20:10:00 on July 15, 2020, the expiration date of the game element will be set to 20:10:00 on July 16, 2020.

[0195] In this way, in this embodiment, a player who has stopped playing the game can make up for lost time by using game elements, but by setting an expiration date for the game elements, it is possible to prevent the player from getting too far ahead in the game.

[0196] In this embodiment, parameter changes based on game elements may be prohibited regardless of the expiration date if a given prohibition condition is met, such as when the level of the player or player character reaches a predetermined level (for example, the average level).

[0197] Furthermore, the effect obtained by using the game element may be attenuated as time passes from when the game element is first used until the expiration date. For example, the server device 10 may increase the attack power of the player character by 10% when the game element of type A with game element ID=001 is first used, gradually decrease the increase rate of the attack power to 9%, 8%, 7%, etc. as time passes, and set the increase rate of the attack power to 0% when the expiration date has passed.

[0198] In this embodiment, there may be game elements that do not have an expiration date. There may be game elements whose parameters can be changed.

[0199] Furthermore, server device 10 may set (update) the expiration date so that the validity period of parameter variation of the game element is extended depending on the length of the interruption period. For example, if player PA issues an instruction to use a game element with game element ID=001 at 20:10:00 on July 15, 2020, and the interruption period is less than one day, the expiration date of the game element is set to 20:10:00 on July 16, 2020, if the interruption period is one day or more but less than two days, the expiration date of the game element is set to 20:10:00 on July 17, 2020, and if the interruption period is three days or more, the expiration date of the game element is set to 20:10:00 on July 18, 2020.

[0200]

[11] Change parameters [11.1] Use of game elements based on player interaction information In this embodiment, when the use of a game element is accepted based on the player's operation information, the parameters of the object are changed based on the game element.

[0201] For example, as shown in FIG. 4, when the server device 10 receives a request to use a game element at a given timing T3 after the timing T2 at which game play is resumed, the server device 10 changes the parameters of the object based on the type of the game element.

[0202] For example, suppose that the terminal device 20 of the player PA receives an instruction to use a game element with a game element ID=001 (type A) based on the operation information of the player PA. Then, the terminal device 20 of the player PA transmits information of the instruction to use to the server device 10. The information of the instruction to use includes the game element ID of the game element to be used (e.g., 001 (type A)) and the quantity of the game element to be used.

[0203] Then, the server device 10 receives the use instruction information from the terminal device 20. For example, when the server device 10 receives use instruction information to use one game element with game element ID=001 (type A), it updates the use flag of the unused game element (use flag=0) with game element ID=001 (type A) to 1, and sets an expiration date based on the validity period (e.g., one day) of the game element ID=001 (type A) from the time when the use instruction information for game element ID=001 (type A) was received.

[0204] In this embodiment, parameter change processing is performed based on the content of game element ID=001 (type A) until the expiration date of game element ID=001 (type A) arrives.

[0205] To explain parameter changes in more detail, for example, a type A game element with game element ID=001 increases the attack power of a player character by 10%, so the attack power of player character CA, the object of operation by player PA, is increased by 10%. In other words, assume that the attack power of player character CA is 100 when the game element with game element ID=001 is not used. In this case, when player character CA uses the game element with game element ID=001, the attack power parameter of player character CA is changed so that the attack power of player character CA becomes 110.

[0206] When a game element is consumed, no expiration date is set, and after changing the parameters based on the content of the game element ID=001 (type A), the game element is prohibited from use for the number of pieces used of the game element ID=001 (type A). For example, for ease of management, the server device 10 may store the number of pieces available in association with the game element ID. For example, when a game element is granted, the number of pieces available of the game element ID is granted. The number of used game elements is added to the available number, and each time the game element is used, the number of used game elements is subtracted from the available number.

[0207] [11.2] Use of computer-controlled game elements The server device 10 may automatically accept the use of game elements under computer (CPU) control, without relying on the player's operation information.

[0208] The timing when the server device 10 issues the instruction to use a game element may be when game play is resumed. For example, when game play is resumed, if there is a game element (for example, game element ID=001) whose parameter to be changed is attack power, the server device 10 accepts the instruction to use the game element and performs processing to change the parameter of attack power based on the game element.

[0209] Furthermore, the server device 10 may issue an instruction to use a game element when a predetermined use condition is satisfied. For example, when the vitality value (HP value) of the player character falls below a predetermined value, the server device 10 issues an instruction to use a game element to increase the attack power of the player character, thereby performing a change process to increase the attack power of the player character.

[0210]

[12] Prescribed conditions When the server device 10 receives a request to use a game element, the server device 10 may change the parameters of the object based on the type of the game element and whether or not a predetermined condition is satisfied.

[0211] Here, the "predetermined condition" refers to (A) the game situation reaching a predetermined state (for example, the level of an object associated with the player reaching a predetermined value or higher), (B) the billing situation reaching a predetermined state (for example, the billing amount reaching a predetermined amount or higher), (C) the play frequency reaching a predetermined frequency (for example, the number of games played per month (number of logins or number of starts of a predetermined game mode) reaching a predetermined number), or (D) the lottery situation reaching a predetermined state (for example, the result of the lottery process being a win).

[0212] That is, when at least one of the above conditions (A) to (D) is satisfied, the server device 10 may change the parameters of the object based on the type of game element for which a use instruction from the player has been received. Note that conditions for using a game element may be predetermined for each type of game element. For example, the server device 10 may determine that the condition for using a game element ID=001 (type A) is (A) that the game situation has reached a predetermined situation. The condition for using a game element ID=002 (type B) is (B) that the billing situation has reached a predetermined situation. The condition for using a game element ID=003 (type C) is (C) that the play frequency has reached a predetermined frequency. The condition for using a game element ID=004 (type D) is (D) that the lottery situation has reached a predetermined situation.

[0213]

[13] Lottery Probability The server device performs a process of selecting one of a plurality of game contents (e.g., items) by lottery. In this case, when the server device 10 receives a request to use a game element, the server device 10 may determine the lottery probability based on the type of the game element.

[0214] For example, the server device 10 sets the lottery probability when a game element is not used to 5%. Then, when the server device 10 receives the use of game element ID=001 (type A), the server device 10 increases the lottery probability by 5% to 10%. ), the lottery probability is increased by 10% to 15%. If the use of game element ID=003 (Type C) is accepted, the lottery probability is increased by 15% to 20%. If the use of game element ID=004 (Type D) is accepted, the lottery probability is increased by 20% to 25%.

[0215]

[14] Parameter changes based on the results of gameplay information The server device 10 may compile game play information of each player participating in a predetermined game mode, and change (correct) the parameters (attack power, defense power, etc.) of the object based on the compilation result (compiled information).

[0216] The game play information is data indicating the progress of each player (each player character), such as the level.

[0217] For example, the server device 10 tally the levels of each player and calculates the average level, the variance of the levels (degree of dispersion), and the standard deviation of the levels (degree of deviation from the average). The server device 10 stores game play information (e.g., level) of each player in the player information storage unit 146. The server device 10 also stores the calculated tally results (e.g., average level, variance, standard deviation) in the tally information storage unit 149. The server device 10 also stores (updates) the game play information and tally results of each player at a predetermined interval (e.g., every minute or every hour). The server device 10 may also store a history of the game play information and tally results in the tally information storage unit 149.

[0218] If the level of the player character CA of the player PA who resumed game play is lower than the average value (for example, 50), the server device 10 increases the attack power so that the level of the player character CA approaches the average value. In other words, the server device 10 causes the computer to automatically increase the attack power of the player character CA according to the interruption period of the player PA.

[0219] The rate of increase in attack power may be determined based on the standard deviation. For example, if the average value is 50 and the standard deviation is 10, it is considered that there are many characters whose levels are within a range of 10 based on the average value. Therefore, the rate of increase in attack power is determined so that the level of the player character CA falls within a range based on the average value and the standard deviation (for example, a range of 40 to 60). For example, if the level of the player character CA is less than 10, the rate of increase in attack power is set to 30%; if the level of the player character CA is 10 or more but less than 40, the rate of increase in attack power is set to 20%; and if the level of the player character CA is 10 or more but less than 50 (below the average value), the rate of increase in attack power is set to 10%.

[0220] Furthermore, when the game play is resumed, if the level of the player character CA of the player PA is equal to or higher than the average value (for example, 50), the server device 10 controls the computer so that the attack power is not automatically increased.

[0221] This will give the player an incentive to resume playing the game, and will also prevent the player from abandoning the game.

[0222] Furthermore, the server device 10 may perform control so as not to increase the offensive power of a player whose level is higher than a predetermined value (for example, an average value).

[0223] In addition, when the game device 20 controls the game offline, aggregated information (such as the average value, variance, and standard deviation) may be stored in advance in a memory unit, and the parameters of the objects (such as attack power and defense power) may be changed (corrected) based on the aggregated information.

[0224] The server device 10 may change the parameters based on the results of compiling the game play information, regardless of whether the game elements are provided or used.

[0225] Furthermore, when the server device 10 receives an instruction to use a game element, the server device 10 may further change the parameter of the game element to be changed based on the results of the compilation of game play information. For example, the target parameter of type A of game element is "attack power," so the increase rate of the attack power is changed based on the results of the compilation of game play information. Type A of game element increases the attack power by 10%, but the increase rate of the attack power may be further changed based on the results of the compilation of game play information. For example, the target parameter of type B of game element is "defensive power," so the increase rate of the defensive power is changed based on the results of the compilation of game play information. Type B of game element increases the defensive power by 20, but the added value of the defensive power may be further changed based on the results of the compilation of game play information.

[0226]

[15] Display Control When a game element is granted, the server device 10 may perform control so that information indicating that the game element has been granted is displayed on the player's terminal device 20. Note that "displaying" information means notifying the player (player's terminal device 20) of the information, and providing (presenting) the information to the player (player's terminal device 20).

[0227] 8 shows an example of the game screen Sc1 of the terminal device 20 of the player PA. For example, when a game element of type A is assigned to the player PA, the server device 10 performs control so as to display information indicating that the game element has been assigned on the game screen Sc1.

[0228] The information indicating that a game element has been added is information A1 that says "A game element has been added" and information A2 that says the type of game element (for example, type A and the content of type A that says "Attack power increased by 10%)).

[0229] Furthermore, when the parameters of an object are changed based on game elements, the server device 10 may perform control so that information relating to the change in parameters is displayed on the terminal device 20 of the player.

[0230] 9 shows an example of a game screen Sc2 of the terminal device 20 of the player PA. For example, when the attack power of the player character CA of the player PA is increased by 10% based on the game element of type A, the server device 10 controls the terminal device 20 of the player PA to display information regarding the change in the parameters of the player character CA (for example, service content information B1 such as "catch-up service in progress" and parameter change information B2 such as "attack power 10% increase"), as shown in FIG.

[0231]

[16] Preferential Option [16.1] Explanation of preferential options First, we will explain the preferential option. The preferential option is a service that allows players to receive preferential treatment. The preferential option can also be called a subscription.

[0232] The server device 10 executes preferential processing for a player to whom a preferential option is set, and controls not to execute preferential processing for a player to whom a preferential option is not set. Note that a "player to whom a preferential option is set" may be rephrased as an "option-setting player", and a "player to whom a preferential option is not set" may be rephrased as a "non-option player". This can also be called an "action setting player."

[0233] The target of the preferential treatment process is a player for whom the preferential option is set or an object (player character, etc.) that is operated by the player.

[0234] Furthermore, the "preferential treatment process" is a process that allows a player to whom a preferential option is set or an object operated by the player to receive various preferential treatments. In other words, the preferential treatment process is a process that provides preferential services.

[0235] In this embodiment, the server device 10 performs preferential treatment processing within a given validity period (preferential treatment period).

[0236] Furthermore, when the server device 10 receives an instruction to acquire a preferential option from a player, it sets the preferential option for the player.

[0237] In this embodiment, the preferential option may be a service that requires payment (fee, chargeable). That is, the server device 10 may set the preferential option to the player when the player consumes the fee corresponding to the preferential option.

[0238] When a preferential option is a service to be paid for, the server device 10 sets in advance a price (charge amount) corresponding to the preferential option. Then, when the server device 10 receives a payment instruction (payment instruction) for the preferential option, it performs a process of consuming the price corresponding to the preferential option and sets the preferential option for the player. Note that, when the server device 10 receives in advance from the player an automatic payment instruction to continue using the preferential option for the next valid period at the end of the valid period of the preferential option, the server device 10 may automatically receive a payment instruction for the preferential option for the next valid period at the end of the valid period.

[0239] The process related to the payment of the server device 10 may be performed by a payment server connected to the server device 10 via a network.

[0240] The process of consuming the price corresponding to the preferential option includes consuming (subtracting) the price corresponding to the preferential option from in-game currency, virtual currency, points, etc. associated with the player ID, paying the price corresponding to the preferential option from electronic money associated with the player ID, paying the price corresponding to the preferential option from a credit card associated with the player ID, etc.

[0241] There may be multiple types of preferential options, for example, there may be multiple types of preferential options with different preferential treatments or valid periods.

[0242] Furthermore, when there are multiple types of preferential options, a corresponding price (charge amount) is set in advance for each preferential option. For example, the higher the preferential content (preferential effect) enjoyed by the player, the higher the price is set. Then, when the server device 10 or the payment server receives a payment instruction for a preferential option selected by the player from multiple preferential options, it performs a process of consuming the price corresponding to the preferential option and sets the preferential option to the player.

[0243] The valid period (preferential period) is a period (also called a season) that indicates a division from the start of a predetermined game to a predetermined end. The valid period is from the start of a predetermined game or a predetermined event such as the start of a match to the start of a promotion. It may also be a period until the timing arrives in association with an event such as the player character reaching a goal.

[0244] The preferential option information is stored in the player information storage unit 146. The preferential option information includes the player ID of each player and flag information indicating whether or not the preferential option is set for each player (hereinafter referred to as "preferential option setting flag information"). For example, for a player for whom the preferential option is set, the preferential option setting flag is set to "1" in association with the player's ID, and for a player for whom the preferential option is not set, the preferential option setting flag is set to "0" in association with the player's ID. If there are multiple preferential options, a preferential option setting flag is set for each preferential option.

[0245] [16.2] Preferential Treatment The server device 10 then executes preferential processing for the player for whom the preferential option is set, while controlling not to execute preferential processing for the player for whom the preferential option is not set.

[0246] In this embodiment, one of the preferential treatment processes may be a process of giving game elements to a player based on the player's suspension period.

[0247] That is, the server device 10 determines whether or not the player has paid for the preferential option, and if it determines that the player has paid for the preferential option, performs processing to grant the game element to the player as a benefit based on the suspension period. The timing of granting the game element may be when game play is resumed or at a given timing after the resumption.

[0248] In this way, a service can be provided that does not make a player who has paid for a preferential option even though he or she is not playing a game feel as if he or she is losing out.

[0249] Furthermore, in this embodiment, as one of the preferential treatment processes, the use of game elements may be accepted for a player for whom a preferential option is set.

[0250] Then, when it is determined that payment for the preferential option has been made and the use of the game element is accepted, the server device 10 changes the parameters of the object based on the game element.

[0251] For example, the server device 10 accepts the use of game elements from a player for whom a preferential option has been set based on the player's operation information. Alternatively, the server device 10 may accept the use of game elements from a player for whom a preferential option has been set automatically by the computer (CPU) without relying on the player's operation information.

[0252] That is, when the server device 10 receives a request from a player to whom a preferential option is set to use a game element through the player's operation information or computer control, the server device 10 changes the parameters of the object based on the game element. For example, when the server device 10 receives a request from a player PA to whom a preferential option is set to use a game element of type A, the attack power of the player character CA of the player PA can be increased by 10%.

[0253] In this way, it is possible to prevent players who have acquired the preferential option from feeling a sense of loss during the interruption period, and it is also possible to make up for lost time during the interruption period, thereby providing a service that gives players a sense of satisfaction.

[0254] Furthermore, the server device 10 may perform processing to change the content of the game elements depending on at least one of the type of preferential option and the payment amount for the preferential option.

[0255] For example, suppose that preferential option a and preferential option b are both preferential processes that grant game elements to a player and accept game elements based on the player's suspension period. Furthermore, suppose that preferential option a costs 500 yen, and preferential option b costs 250 yen.

[0256] Then, when the player PA suspends and resumes game play, if the preferential option a is set for the player PA, the server device 10 will grant the type A game element (10% increase in attack power), and if the preferential option b is set for the player PA, the server device 10 will grant the type G game element (5% increase in attack power). In other words, the type G game element is considered to be inferior to the type A game element.

[0257] In this embodiment, various processes may be performed so that a player to whom a preferential option is set is provided with a more advantageous effect in the game than a player to whom a preferential option is not set. For example, when a player to whom a preferential option is set and a player to whom a preferential option is not set complete the same mission, the player to whom the preferential option is set may be given a special item, and the player to whom the preferential option is not set may not be given the special item.

[0258] [16.3] Guide to obtaining preferential options The server device 10 may present a guide for obtaining the preferential option to a player who has not set the preferential option and who resumes the interrupted game play.

[0259] FIG. 10 shows an example of a screen Sc3 including guidance information for acquiring a preferential option that is displayed on the terminal device 20 of the player PA. For example, if the preferential option setting flag associated with the ID of the player PA is "0," the server device 10 controls the terminal device 20 of the player PA to display guidance information for the preferential option when the player PA resumes game play. The guidance information may include, for example, a message such as "Would you like to subscribe to the preferential option? The purchase price is 100 coins" or charge amount information C1, game element information such as "If you subscribe to the preferential option, you will be granted a game element of type A (attack power increased by 10%)," and a link C3 instructing to acquire the preferential option (a link for performing a process to purchase the preferential option). The guidance information for the preferential option may also include the validity period of the preferential option.

[0260] [16.4] Other Although the preferred option has been described as being subject to a charge, the preferred option may not be subject to a charge. In other words, the preferred option may be free of charge.

[0261] The preferential option may also be acquired by the player as a game item. For example, in the "preferential option setting" step, the preferential option is set by using (consuming) a game item for the preferential option that the player owns. In such a case, when the game item for the preferential option is acquired, the preferential option may be set for the player at the same time as the acquisition.

[0262] Furthermore, the preferential option may be acquired by the player as "authority to receive preferential treatment" without using a game item. For example, in the case of "setting preferential options," the preferential option is set by activating the authority that the player has. In such a case, In this case, when the privilege for the preferential option is acquired, the preferential option may be set for the player at the same time as the privilege is acquired.

[0263] The preferential option may also be an option that is acquired and set by a player through a transfer from another player.

[0264] The preferential option may be an option that is acquired and set by the player when the player wins the lottery process.

[0265] In addition, the preferential option may be acquired and set by the player based on his / her registration as a game member or with a platform service that provides the game.

[0266]

[17] Flowchart Next, the flow of processing for changing parameters in the server device 10 of this embodiment will be described with reference to FIG.

[0267] First, it is determined whether or not the player has stopped playing the game (step S1), that is, it is determined whether or not the player has stopped playing the game in a predetermined game mode.

[0268] If the game is interrupted (Y in step S1), the timing of the interruption is stored in the storage unit in association with the player's ID (step S2).

[0269] Next, it is determined whether the player has resumed game play (step S3). That is, it is determined whether the player has resumed game play in the predetermined game mode that was interrupted by the player.

[0270] If the game is resumed (Y in step S3), the timing of the restart is stored in the storage unit in association with the player's ID (step S4).

[0271] Then, the game elements to be given to the player are determined based on the interruption period from the time of interruption to the time of resumption (step S5). For example, the type and quantity of game elements are determined depending on the length of the interruption period.

[0272] A process of granting game elements to the player is performed (step S6). For example, the server device 10 stores information about the game elements granted to the player in a storage unit.

[0273] Then, when the use of a game element is accepted, the parameters of the object associated with the player are changed based on the game element (step S7). For example, when the use of a type A game element that increases attack power by 10% is accepted based on the player's operation information or computer control (CPU control), the attack power of the player character associated with the player is increased by 10%. This ends the processing.

[0274]

[18] A method for determining game elements based on analysis results In this embodiment, information such as how much other players have grown during the period when the player has suspended game play, and how other players at the same level or a similar level who have suspended game play are currently growing and playing the game may be analyzed. Then, based on the analysis results, game elements (benefits) may be determined and granted to the player so that the player can catch up relatively easily.

[0275] First, the server device 10 stores game play information for each player with time information added. For example, the game play information of each player is stored in the storage unit 140 (for example, the aggregated information storage unit 149) in association with the time at a predetermined interval (for example, every minute). The game play information includes growth factors such as the player's level, the level of each character owned by the player, and items acquired by the player.

[0276] The server device 10 then analyzes the growth factors of the other players during the player's suspension period. For convenience of explanation, let's take player PA as an example. Suppose player PA suspends game play at time T1 and then resumes it at time T2. Then, at the time T2 when player PA resumes game play, the server device 10 acquires game play information of the other players during the period from time T1 when game play was suspended to time T2 when the game was resumed.

[0277] Here, the other players are players who are at the same or similar level as the player PA at the time T1 when the game play was interrupted, or players who have a predetermined relationship with the player PA (for example, friend players). The other players may be one or more, or may be a predetermined number (for example, 10).

[0278] That is, the server device 10 performs a process of analyzing the growth factors of other players based on the game play information (for example, level) of the player PA at time T1 when the game play was interrupted.

[0279] The following description will be given taking as an example a case where the level of players PA, PB, and PC is "10" at time T1 when player PA's game play is suspended, and players PB and PC are other players related to player PA.

[0280] For example, the server device 10 analyzes game play information of the players PB and PC during the interruption period (the period from T1 to T2) from when the game play of the player PA is interrupted to when it is resumed at T2.

[0281] For example, the levels of players PB and PC at time T1 when game play by player PA is interrupted and the levels of players PB and PC at time T2 when game play is resumed are obtained.

[0282] The server device 10 then analyzes the increase in the levels of the players PB and PC during the player PA's suspension period. For example, if the player PB's level increases from "10" to "12" during the player PA's suspension period, the server device 10 calculates the increase in the level of the player PB as "2." Also, if the player PC's level increases from "10" to "20" during the player PA's suspension period, the server device 10 calculates the increase in the level of the player PC as "10."

[0283] Furthermore, the server device 10 may calculate the average value of the increase in the levels of the players PB and PC during the suspension period of the player PA. For example, the average value of the increase in the levels of the other players PB and PC is "6."

[0284] Furthermore, the server device 10 may calculate the increase in level of each character owned by the player PB and the player PC during the suspension period of the player PA, and the average value of the increase in level of each character.

[0285] Furthermore, the server device 10 may calculate the items acquired by players PB and PC and the average number of acquired items during the pause period of player PA.

[0286] Then, the server device 10 determines the game element to be given to the player PA based on the analysis result.

[0287] For example, based on the increase of "2" of player PB during the player PA's suspension period, the server device 10 determines a game element to be granted to player PA that will enable the player PA to catch up to the level of player PB. For example, the server device 10 determines an item that increases attack power by 10% as the game element to be granted to player PA.

[0288] The server device 10 may determine a game element that will enable the player PB and the player PC to catch up to the average level based on the average increase of "6" of the player PB and the player PC during the player PA's suspension period. For example, the server device 10 may determine an item that increases the attack power by 30% as the game element to be given to the player PA.

[0289] The server device 10 determines the parameters of the game elements to be given to the player PA based on the analysis result value based on the analysis result.

[0290] For example, the parameters of the game elements (attack power, defense power, recovery power, speed, etc.) given to the player PA may be controlled so that the higher the increase in the level of the player PB during the player PA's suspension period (an example of an analysis result value) becomes, the higher the parameters of the game elements given to the player PA (attack power, defense power, recovery power, speed, etc.).

[0291] The increase in the level of player PB is an example of an analysis result value. The analysis result value may be the number of items acquired by player PB during the suspension period of player PA. Furthermore, the analysis result value is not limited to a value for a single player PB. For example, the analysis result value may be the average value of the increase in the levels of multiple other players PB and PCs, or the average value of the number of items acquired by player PB and PC during the suspension period of player PA.

[0292] Furthermore, the server device 10 may determine game elements based on the analysis results of the game play information of other players during the player's suspension period, and the game play information (e.g., level, number of acquired items, etc.) up to the time the player's game play was suspended.

[0293] For example, if the level of player PA at time T1 when game play is interrupted is equal to or greater than a predetermined value (e.g., level 80 or greater), the server device 10 can predict that the player is a highly skilled player. On the other hand, if the level of player PA at time T1 when game play is interrupted is less than a predetermined value (e.g., level less than 10), the server device 10 can predict that the player is a less skilled player.

[0294] Therefore, the server device 10 may determine the game element to be granted based on the level of the player PA at the time T1 when game play was interrupted. For example, the game element to be granted to a player of level 80 or higher may be an item with a lower parameter, such as attack power, than the game element to be granted to a player of level 10 or lower.

[0295] Specifically, the server device 10 increases the parameters of game elements (attack power, defense power, recovery power, speed, etc.) assigned to player PA as the analysis result values ​​of other players (e.g., the increase in the level of player PB) increase during the player PA's suspension period; further, if the player PA's level at time T1 when game play is suspended is above a predetermined value (e.g., level 80 or above), the server device 10 adjusts the parameters of the game elements to decrease by 10%, and if the player PA's level at time T1 when game play is suspended is below a predetermined value (e.g., level less than 10), the server device 10 increases the parameters of the game elements by 10%.

[0296] In addition, if the number of items acquired by player PA up to the time T1 when game play was interrupted is large in recovery items and attack items and small in defensive items, the server device 10 may determine that defensive items are the game elements to be awarded.

[0297] Furthermore, the server device 10 may predict a growth value of the player PA after the time T2 at which the game play is resumed, based on the game play information of the player PA in the past. Then, the server device 10 may determine a game element for catching up with other players, based on the analysis result of the game play information of the players PB and PC and the predicted growth value of the player PA.

[0298] For example, the server device 10 calculates the level increase value per unit time (e.g., one hour of game play) during the game play period from when the player PA starts the game to the game play interruption time T1 as the growth value, and determines the game element based on the growth value of the level.

[0299] For example, during the player PA's suspension period, the server device 10 increases the parameters of the game elements (attack power, defense power, recovery power, speed, etc.) assigned to the player PA as the analysis result value of other players (e.g., the increase in the level of the player PB) increases, and further, if the growth value of the player PA is equal to or greater than a predetermined value (e.g., 3 or greater), the server device 10 controls the parameters of the game elements to decrease by 10%, and if the growth value of the player PA is less than the predetermined value (e.g., less than 1), the server device 10 increases the parameters of the game elements by 10%.

[0300]

[19] Application example [19.1] Number of game elements The server device 10 may set a preset number of game elements for the player and grant game elements according to the set number.

[0301] For example, when the set number is one, the server device 10 controls so that only one game element is granted and two or more game elements cannot be granted.

[0302] Furthermore, when a player performs a charging process to increase the set number, the server device 10 may increase the set number according to the charged amount. For example, the set number may be increased by one each time the player charges in-game currency (100 coins).

[0303] The server device 10 may also associate the set number with the type of parameter of the target game element. For example, the type of parameter is the type of parameter that is affected by the use of the game element, such as "attack power," "defense power," "recovery power," or "speed."

[0304] The server device may increase the number of different types of settings each time a charge is made (for example, a process of consuming 100 in-game coins). Note that if the player has reserved the number of settings for all types, the server device may increase the number of settings for the same type redundantly.

[0305] In this way, the player can acquire a wide variety of game elements, which can increase the player's motivation to resume playing the game.

[0306] [19.2] Examples of adding game elements If there are game elements (e.g., specific Christmas-only items) that were uniformly granted to other players who were playing the game during the player PA's interruption period, the server device 10 may grant those game elements to the player PA when the player PA resumes playing the game.

[0307] [19.3] Processing without adding game elements The server device 10 of the present embodiment assigns game elements to the player based on the interruption period and changes the object associated with the player by using the game elements based on the player's operation information or computer control (CPU control), but may also perform processing that does not require game elements. For example, the server device 10 may change the parameters of the object associated with the player based on the interruption period.

[0308] [19.4] Terminal Processing In this embodiment, some or all of the processes performed by the server device 10 may be performed by the terminal device 20.

[0309]

[20] Other The present invention is not limited to the above-described embodiments, and various modifications are possible. For example, terms cited in the specification or drawings as broadly defined or synonymous terms can be replaced with broadly defined or synonymous terms in other descriptions in the specification or drawings.

[0310] In this embodiment, the game is not limited to an RPG game, but can be used for, for example, action games, fighting games, sports games, and other competitive games, music games, training games, and other simulation games.

[0311] The present invention includes configurations that are substantially the same as the configurations described in the embodiments (for example, configurations with the same functions, methods, and results, or configurations with the same purpose and effects). The present invention also includes configurations in which non-essential parts of the configurations described in the embodiments are replaced. The present invention also includes configurations that achieve the same effects as the configurations described in the embodiments or that can achieve the same purpose. The present invention also includes configurations in which publicly known technology is added to the configurations described in the embodiments.

[0312] Although the embodiments of the present invention have been described in detail as above, it will be readily apparent to those skilled in the art that many modifications can be made without substantially departing from the novel features and effects of the present invention. Therefore, all such modifications are intended to be included within the scope of the present invention. [Explanation of symbols]

[0313] 10 Server device 20, 20A, 20B, 20C terminal equipment, 100 processing unit, 101 communication control section, 102 Web processing section, 103 Game control unit, 104 timer management unit, 107 display control unit, 111 Game element assignment section, 112 game element determination unit, 113 parameter control section, 114 selection processing unit, 115 Deadline control section, 116 Analysis Department, 117 Settlement Judgment Department, 140 storage section, 142 Main memory, 144 game data storage unit, 146 player information storage unit, 148 Game element memory unit, 149 Aggregate information storage unit, 180 Information storage media, 196 Communications Department, 120 input section, 130 Display section, 200 processing unit, 210 Communication control section, 211 Web browser, 212 game processing unit, 213 display control unit, 220 Drawing section, 230 sound processing unit, 260 input section, 262 detection unit, 270 memory section, 271 Main memory, 272 drawing buffers, 280 Information storage media, 290 display section, 292 sound output unit, 296 Communications Department

Claims

1. A game system for controlling parameters of an object associated with a player, comprising: a game element granting unit that, when the player interrupts and resumes game play in a predetermined game mode, grants the player game elements based on the interruption period from the interruption to the restart; a parameter control unit that, when accepting use of a game element based on operation information from the player, changes a parameter of the object based on the game element; A game system comprising:

2. In claim 1, further comprising a game element determination unit that determines a game element to be awarded to the player; The game element determination unit A game system characterized in that at least one of the number and type of game elements to be given to the player is varied depending on the length of the interruption period.

3. A game system for controlling parameters of an object associated with a player, comprising: a game element granting unit that, when the player interrupts and resumes game play in a predetermined game mode, grants the player game elements based on the interruption period from the interruption to the restart; a parameter control unit that, when accepting use of a game element, changes a parameter of the object based on the game element; a game element determination unit that determines a game element to be awarded to the player; Including, The game element determination unit A game system characterized in that at least one of the number and type of game elements to be given to the player is varied depending on the length of the interruption period.

4. In any one of claims 1 to 3, The parameter control unit A game system characterized in that, when a use of a game element is accepted, parameters of the object are changed based on the type of the game element.

5. In any one of claims 1 to 4, The parameter control unit A game system characterized in that, when a request to use a game element is received, the parameters of the object are changed based on the type of the game element and whether or not a predetermined condition is satisfied.

6. In any one of claims 1 to 5, The game device further includes a selection processing unit that performs a process of selecting one of the game media from the plurality of game media by lottery, The selection processing unit A game system characterized in that, when the use of a game element is accepted, the lottery probability of the lottery is determined based on the type of the game element.

7. In any one of claims 1 to 6, When the use of the game element is accepted, the game element is used according to the type of the game element. A game system further comprising a time limit control unit that sets the time limit for game elements.

8. In any one of claims 1 to 7, The parameter control unit A game system characterized in that game play information of each player participating in said game mode is compiled, and parameters of said object are changed based on the compilation result.

9. In any one of claims 1 to 8, A game system further comprising a display control unit that, when the game element is granted, displays information indicating that the game element has been granted on the player's terminal device.

10. In any one of claims 1 to 9, A game system further comprising a display control unit that, when the parameters of the object are changed based on the game elements, displays information regarding the parameter change on the player's terminal device.

11. In any one of claims 1 to 10, a game element determination unit that determines a game element to be awarded to the player; and an analysis unit that performs processing to analyze growth factors of other players during the suspension period, The game element determination unit A game system characterized in that the game elements are determined based on the analysis results by the analysis unit.

12. In claim 11, The analysis unit A game system characterized by performing a process for analyzing growth factors of other players based on game play information at the time when the player's game play was interrupted.

13. In claim 11 or 12, The game element determination unit A game system characterized in that the game elements are determined based on the analysis results and game play information up to the time the player's game play was interrupted.

14. In any one of claims 1 to 13, The method further includes a settlement determination unit that determines whether or not a settlement for a preferential option indicating an option for giving preferential treatment to the game to the player has been made within a valid period; The game element providing unit A game system characterized in that, when it is determined that payment for the preferential option has been made, a process is performed to grant the game element to the player based on the suspension period.

15. In any one of claims 1 to 14, The method further includes a settlement determination unit that determines whether or not a settlement for a preferential option indicating an option for giving preferential treatment to the game to the player has been made within a valid period; The parameter control unit A game system characterized in that, when it is determined that payment for the preferential option has been made, use of the game element is accepted.

16. In claim 14 or 15, A game system further comprising a game element determination unit that performs processing to change the content of the game element depending on at least one of the type of the preferential option and the payment amount of the preferential option.

17. A program for controlling parameters of an object associated with a player, a game element granting unit that, when the player interrupts and resumes game play in a predetermined game mode, grants the player game elements based on the interruption period from the interruption to the restart; A program that causes a computer to function as a parameter control unit that changes parameters of the object based on the game element when the use of the game element is accepted based on the operation information of the player.

18. A program for controlling parameters of an object associated with a player, a game element granting unit that, when the player interrupts and resumes game play in a predetermined game mode, grants the player game elements based on the interruption period from the interruption to the restart; a parameter control unit that, when accepting use of a game element, changes a parameter of the object based on the game element; A computer is caused to function as a game element determination unit that determines a game element to be given to the player. The game element determination unit A program characterized by varying at least one of the number and type of game elements to be given to the player depending on the length of the interruption period.

Citation Information

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