Game device, game method and game program
By implementing a system with a storage unit and re-lottery condition determination for game media association, the processing load is reduced, allowing users to efficiently obtain higher-value game media through controlled re-lottery processes.
Patent Information
- Application Number
- JP2025108233
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-06-26
- Publication Date
- 2025-09-17
AI Technical Summary
The existing game systems face increased processing load due to the possibility of always allowing re-draws in lottery processes, which can reduce the efficiency of obtaining higher-value game media.
Implement a system with a storage unit to associate game media with user identification, a lottery processing unit for a single normal lottery, and a re-lottery condition determination unit to perform a re-lottery process only when specific conditions are met, such as rarity and non-duplication of owned media.
This approach reduces processing load while making it easier for users to obtain higher-value game media through re-lottery, enhancing user experience.
Smart Images

Figure 2025134965000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a game device, a game method, and a game program. [Background technology]
[0002] A game system is known that includes a reception processing unit that receives a request to acquire game content from a terminal device, and a lottery processing unit that performs a lottery process to allow a user to acquire game content when a request to acquire game content is made. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2018-171310 Summary of the Invention [Problem to be solved by the invention]
[0004] Incidentally, if the game medium selected in the lottery process is of low value to the user, it may be useful from a user-friendly perspective to provide the user with an opportunity to re-select the game medium.
[0005] However, if the specifications are such that a re-draw is always possible if the user desires, a problem arises in that the processing load due to the re-draw process increases. Therefore, in one aspect, the present invention aims to reduce the processing load of the re-lottery process while making it easier for users to obtain types of game media with higher value through the re-lottery. [Means for solving the problem]
[0006] In one aspect, the present invention includes a storage unit that stores, for each user identification information, game medium information representing one or more game media associated with the user identification information; and a lottery processing unit that, for each user identification information, newly associates a game medium selected from among multiple types of game media based on a lottery process with the user identification information, wherein the lottery processing unit implements a single normal lottery process by randomly selecting one game medium from a lottery target group that includes the one or more game media for each type; a re-lottery condition determination unit that determines whether a re-lottery condition is satisfied based on a result of the normal lottery process performed by the normal lottery execution unit and the user identification information stored in the storage unit; and a re-lottery execution unit that, when it is determined that the re-lottery condition is satisfied, performs a re-lottery process using a group of re-lottery targets obtained by extracting only some of the game media from the group of lottery targets used by the normal lottery execution unit, wherein the re-lottery condition is satisfied when, in a relationship between the game media selected in the normal lottery process and the game media owned by a user associated with the user identification information, a first condition is satisfied that information indicating rarity included in the game media information of the game medium selected in the normal lottery process is equal to or greater than information indicating a predetermined rarity, and a second condition is satisfied that the game medium selected in the normal lottery process is the same as the game medium owned by a user associated with the associated user identification information. [Effects of the Invention]
[0007] According to one aspect, the present invention can reduce the processing load of the re-lottery process, while making it easier for users to obtain types of game media with higher value through the re-lottery. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a block diagram of a game system according to an embodiment of the present invention. [Figure 2] FIG. 10 is a diagram showing information about a user. [Figure 3] FIG. 2 is a diagram showing information about game media. [Figure 4A] An explanatory diagram of the evolution of the first game medium. [Figure 4B] An explanatory diagram of strengthening the first game medium. [Figure 5] FIG. 10 is a diagram showing an example of a play screen displayed on a terminal device. [Figure 6] FIG. 10 is a diagram showing the functional configuration of the part related to the game medium lottery processing in the server control unit. [Figure 7A] FIG. 10 is a diagram conceptually illustrating an aspect of a normal lottery process. [Figure 7B] FIG. 10 is a diagram conceptually illustrating an aspect of a re-lottery process. [Figure 8] FIG. 10 is an explanatory diagram of communication between the server device and the terminal device when a re-lottery process is executed. [Figure 9] FIG. 10 is a diagram showing an example of a screen that asks the user whether or not they wish to have a re-draw. [Figure 10] 10 is a schematic flowchart showing an example of processing executed by a lottery processing unit. [Figure 11] 10 is a schematic flowchart showing another example of the processing executed by the lottery processing unit. [Figure 12] 10 is a schematic flowchart showing yet another example of the processing executed by the lottery processing unit. DETAILED DESCRIPTION OF THE INVENTION
[0009] Each embodiment will be described in detail below with reference to the accompanying drawings.
[0010] (Game system overview) An overview of a game system 1 according to one embodiment of the present invention will be described with reference to Fig. 1. The game system 1 includes a server device 10 and one or more terminal devices 20. For simplicity, three terminal devices 20 are shown in Fig. 1, but the number of terminal devices 20 may be two or more.
[0011] The server device 10 is an information processing device such as a server managed by a game operator. The terminal device 20 is an information processing device used by a user, such as a mobile phone, smartphone, tablet terminal, PC (Personal Computer), or game device. The terminal device 20 is capable of executing a game application according to this embodiment. The game application may be received by the terminal device 20 from a predetermined application distribution server via the network 30, or may be pre-stored in a storage device provided in the terminal device 20 or a storage medium such as a memory card readable by the terminal device 20. The server device 10 and the terminal device 20 are connected to each other via the network 30 so as to be able to communicate with each other. For example, the server device 10 and the terminal device 20 work together to execute various processes related to the game.
[0012] The network 30 may include a wireless communication network, the Internet, a Virtual Private Network (VPN), a Wide Area Network (WAN), a wired network, or any combination of these.
[0013] (Game Overview) An overview of the game according to this embodiment will be described. The game according to this embodiment includes one or more game parts. At least one of the one or more game parts may be executed using game content.
[0014] Game media is electronic data used in a game, and includes any media, such as cards, items, points, virtual currency, tickets, characters, avatars, and parameters. Game media may also be game-related information such as level information, status information, parameter information (such as stamina and attack power), or ability information (such as skills, abilities, spells, and jobs). Game media is electronic data that can be acquired, owned, used, managed, exchanged, synthesized, strengthened, sold, discarded, or given as a gift by a user within a game, but the manner of use of game media is not limited to those explicitly stated in this specification.
[0015] Unless otherwise specified, "game media owned by a user" refers to game media associated with a user ID that uniquely identifies the user as owned game media. Furthermore, "granting game media to a user" refers to associating game media with a user ID as owned game media. Furthermore, "discarding game media owned by a user" refers to dissociating the user ID from the owned game media. Furthermore, "consuming game media owned by a user" refers to the possibility of some effect or influence occurring in the game in response to dissociating the user ID from the owned game media. Furthermore, "selling game media owned by a user" refers to dissociating the user ID from the owned game media and associating other game media (e.g., virtual currency or items) with the user ID as owned game media. Furthermore, "transferring game media owned by User A to User B" refers to dissociating the user ID from the owned game media of User A and associating the game media with User B's user ID as owned game media. Additionally, "creating game content" refers to defining or determining at least a portion of the information relating to the game content.
[0016] A game part is content that a user can play in a game, and includes, for example, quests, missions, mini-games, training, strengthening, and synthesis of game content, events for obtaining game content, events for exploring a virtual space, and events for fighting opponents (e.g., other users, enemy characters, enemy buildings, etc.). One or more predetermined tasks (game tasks) may be set for each game part. For example, if it is determined that a user has successfully completed one or more game tasks set for a game part played by the user, the user may be awarded, for example, game content, as a reward. Game tasks may be any task depending on the content of the game part, such as a task for winning a battle against an enemy character, a task for reaching a goal point in a virtual space, or a task for the user's character not to reach a predetermined state (e.g., an incapacitated state) until a predetermined time has elapsed. Furthermore, completing a specific task (a clear task) among one or more game tasks set for a game part is also referred to as clearing the game part. If a user playing a game part successfully completes the clear task, the game part may be determined to be cleared, and the game part may end.
[0017] The one or more game parts may include single-play game parts and multi-play game parts. The single-play game parts may include, for example, game parts executed based on user operations on one terminal device 20 used by one user (e.g., single-player game parts). For example, one terminal device 20 executes the single-play game parts alone, or one terminal device 20 and the server device 10 cooperate to execute the single-play game parts. On the other hand, the multi-play game parts may include, for example, game parts common to two or more users (e.g., multi-player game parts) executed based on user operations on two or more terminal devices 20 used by the two or more users. The game parts common to two or more users may include, for example, game parts in which at least a portion of the progress processing and at least a portion of the processing results of the game parts are commonly applied to the two or more users. For example, two or more terminal devices 20 cooperate, or two or more terminal devices 20 cooperate with the server device 10 to execute the multi-play game parts. One game part may be compatible with both single play and multi-play.
[0018] As an example, the game according to this embodiment includes a battle game part having elements of a side-scrolling action game and elements of a battle game in which a user competes against an opponent using game media. A user selects one or more game media to be used in the battle game part from among the game media owned by the user (owned game media). Hereinafter, each game media used in the battle game part is also referred to as a first game media. The one or more first game media are collectively also referred to as a deck or a team. The opponent is, for example, an automatically operated game media such as an NPC (Non-Player Character), but is not limited to this. For example, the opponent may be a game media operated by another user. The number of opponents in one battle game part may be determined arbitrarily.
[0019] An overview of the battle game part according to this embodiment will be described. A user playing the single-play battle game part using the terminal device 20, for example, controls a moving object placed in a virtual space to obtain a predetermined item while avoiding obstacles, etc. The moving object corresponds to a predetermined game medium (second game medium). The second game medium may include, for example, a motorcycle, a car, or a person. In response to obtaining the item, a game medium (first game medium) included in the deck performs a predetermined action (for example, an attack on the opponent). The action of the first game medium may inflict damage on the opponent. Meanwhile, the opponent performs a predetermined action (for example, an attack on the user) at, for example, a predetermined time interval. The action of the opponent may inflict damage on the user. A predetermined parameter is set for each of the user and the opponent, which decreases by the amount of damage inflicted. When the opponent's parameter decreases to a predetermined value (for example, zero), the user is determined to have won. On the other hand, when the user's parameter decreases to a predetermined value (for example, zero), the user is determined to have lost. If it is determined that the user has won or lost, the competitive game part may end.
[0020] On the other hand, the multiplayer competitive game part is executed in the same manner as the single-player competitive game part described above, except that two or more users compete against a common opponent. Specifically, each of the two or more users uses their own terminal device 20 to play the common competitive game part. Each of the two or more users controls a second game medium in the virtual space as described above. A common virtual space may be used for the two or more users, or an independent virtual space may be used for each user. The first game medium included in each of the two or more users' decks attacks, for example, the common opponent. The above-mentioned parameters of the opponent are commonly applied to the two or more users. For example, the parameters of the opponent may be synchronized between multiple terminal devices 20 used by the two or more users. When the parameters of the opponent decrease to a predetermined value (e.g., zero), it is determined that the two or more users have won. On the other hand, when the parameters of each of the two or more users decrease to a predetermined value (e.g., zero), it is determined that the two or more users have lost. When it is determined that the two or more users have won or lost, the competitive game part may end.
[0021] (Server device configuration) A specific description will be given of the configuration of the server device 10. The server device 10 is configured by a server computer. The server device 10 may be realized by a plurality of server computers working together.
[0022] The server device 10 includes a server communication unit 11, a server storage unit 12, and a server control unit 13.
[0023] The server communication unit 11 includes an interface for communicating with an external device wirelessly or via a wired connection to send and receive information. The server communication unit 11 may include, for example, a wireless LAN (Local Area Network) communication module or a wired LAN communication module. The server communication unit 11 is capable of sending and receiving information to and from the terminal device 20 via the network 30.
[0024] The server storage unit 12 includes, for example, a primary storage unit and a secondary storage unit. For example, the server storage unit 12 may include a semiconductor memory, a magnetic memory, an optical memory, or the like. The server storage unit 12 stores various information and programs used in game processing. At least a portion of the information and programs stored in the server storage unit 12 may be shared and synchronized with the terminal device 20. Examples of information stored in the server storage unit 12 will be specifically described below.
[0025] (User information) The server storage unit 12 stores information about each of a plurality of users. The information about users will be described with reference to FIG. 2. FIG. 2 shows information about each of two users. The information about users includes various information unique to the users. For example, the information about users includes a user ID, a user name, a rank, information about owned game media, information about used game media, and friend information. In the information about users, each of the plurality of users is associated with information about owned game media, information about used game media, and friend information.
[0026] The user ID is information that can uniquely identify a user. Hereinafter, the user ID will also be simply referred to as the user.
[0027] The username is information indicating the name of the user. Unlike the user ID, the username does not necessarily have to be able to uniquely identify the user. The username may be arbitrarily determined and changed in response to a user operation on the terminal device 20.
[0028] The rank is a parameter that indicates the user's level of skill in the game. In this embodiment, the rank value may increase as the user plays the game. The higher the rank, the higher the user's level of skill in the game.
[0029] The information about the owned game media includes various information specific to the game media that the user owns in the game (owned game media). When a game media is acquired by a user, the game media is associated with the user as owned game media. Details of the information about the owned game media will be described later.
[0030] The information regarding the game media to be used indicates the game media (first game media) to be used by the user in the battle game portion. The first game media are selected from among the owned game media. In this embodiment, for example, up to five game media selected from one or more owned game media are each associated with a user as the first game media. Therefore, one game medium may be both the owned game media and the first game media. The first game media may be selected automatically or in response to a user operation, for example, in a dedicated game portion. For example, the dedicated game portion may include a game portion in which so-called deck formation or team formation is performed. Up to five first game media indicated in the information regarding the game media to be used constitute one deck. The information regarding the game media to be used may include information on multiple decks.
[0031] The friend information indicates the user IDs of users who are in a friend relationship. For example, if user A is in a friend relationship with users B and C, the friend information associated with user A includes the user IDs of users B and C. Note that a friend relationship is realized through a friend request or the like. In this way, the friend information includes the user IDs of other users who are unidirectionally or bidirectionally associated with the user. Users who are in a friend relationship may be able to communicate with each other, for example, by sending and receiving messages on the game system 1. Note that the information about a user may include information indicating a group (e.g., a guild) to which the user belongs, instead of or in addition to the friend information.
[0032] The content of the information about the user is not limited to the above. For example, the information about the user may further include information indicating a predetermined number of points held by the user in the game. The points are consumed by the user to play game parts. The amount of points consumed may vary for each game part. The points may increase, for example, over time or in response to the use of a predetermined game medium.
[0033] An example of the information related to the owned game media will now be described in detail with reference to Figure 3. Figure 3 shows information related to two owned game media associated with one user. For example, the information related to each owned game media includes a game media ID, game media name, rarity, level, cost, HP (Hit Points), attack power, recovery power, attributes, information related to evolution, information related to strengthening, and information related to game functions.
[0034] The game media ID is information that can uniquely identify a game medium. The game media ID may be stored in advance in the server storage unit 12. Alternatively, the game media ID may be determined by the server device 10 when the user acquires the game medium.
[0035] The game medium name is information indicating the name of the game medium. Unlike the game medium ID, the game medium name does not need to be able to uniquely identify the game medium. An initial value of the game medium name may be stored in advance in the server storage unit 12. The game medium name may change depending on the game play of the user who has acquired the game medium.
[0036] In this embodiment, some or all of the first game media can evolve (one aspect of change) in stages up to a predetermined upper limit. Hereinafter, game media that can evolve in stages are also referred to as "evolvable game media." In this embodiment, as an example, evolution is assumed to have the effect of increasing rarity. Herein, for convenience of explanation, the number at the end of the game media name represents the evolution stage. For example, the game media "C01" shown in FIG. 3 is an evolvable game media. When the game media "C01" is not evolved at all, the game media name is "Character A1." On the other hand, when the game media "C01" has evolved by only one stage, the game media name is "Character A2." Note that the number of evolution stages is arbitrary and may differ for each evolvable game media. Note that the evolvable game media may be a portion of all first game media (for example, game media whose associated rarity is other than SSR (Double Super Rare), as described below).
[0037] In this embodiment, all of the first game media can be strengthened (one aspect of change) in stages up to a predetermined upper limit. In a modified example, only some of the first game media may be strengthened, or the second game media described below may also be strengthened. Hereinafter, strengthenable game media will also be referred to as "strengthenable game media."
[0038] Rarity is information indicating the scarcity (rarity value) of a game medium. In other words, the rarity associated with a certain game medium indicates the difficulty of acquiring the game medium (difficulty of being selected by lottery), and here, the higher the rarity, the more difficult it is to own. Note that in this embodiment, as an example, rarity is classified not by a numerical value but by names such as N (normal), R (rare), SR (super rare), and SSR (double super rare), with SSR being the highest rarity.
[0039] For example, in this game, let N be the number of types of game media to which N (normal), R (rare), SR (super rare), and SSR (double super rare) are respectively associated. N pieces, NR pieces, N SR pieces, N SSR If we assume that there are N N >N R >N SR >N SSR It should be noted that the names relating to rarity are diverse, and the classification of rarity may be other than four stages. In this embodiment, as an example, SSR Assume that ≧2.
[0040] However, rarity may be determined in a manner different from that determined according to the difference in the number of types of game media. For example, the difference in rarity may be realized by adjusting the probability of providing each type of game media. In this case, the probability of providing each type of game media associated with N (normal), R (rare), SR (super rare), and SSR (double super rare) may be set as P N , P R , P SR , P SSR Then, N N =N R =N SR =N SSR Even if P N >P R >P SR >P SSR By doing so, a similar difference in reality can be achieved. N =N R =N SR =N SSR Instead of setting the number of types of game content to N, it is possible to achieve a similar difference in reality by adjusting the probability of providing the content. N ×P N >N R ×P R >N SR ×P SR >N SSR ×P SSR The number of types of game content and the probability of providing each type may be adjusted so that: The provision probability may be adjusted for each individual game content, instead of for each type.
[0041] The level is information indicating the degree of growth of the game media. For example, the higher the level value, the greater the degree of growth of the game media. In this embodiment, the level value may increase as the user plays the game. Furthermore, an upper limit level may be set for each first game medium. In this case, the upper limit level of the first game medium may be set in such a way that, for example, the higher the rarity, the higher the upper limit level. Furthermore, the upper limit level of the first game medium may be raised by a specific strengthening (for example, limit breaking).
[0042] The cost is a parameter used when determining the deck to be used in the competitive game portion. In this embodiment, a maximum of five first game media can be included in one deck, as long as the total cost of each first game media does not exceed a predetermined upper limit. This upper limit may increase, for example, as the user's rank increases.
[0043] HP is a parameter used to determine whether a user wins or loses in a competitive game part. In this embodiment, the total HP of all first game media included in the deck is used as the upper limit at the start of the competitive game part. Hereinafter, the total HP of all first game media included in the deck is also referred to as the user's total HP. During the competitive game part, if the user is damaged, for example, by an attack from an opponent, the total HP decreases by the amount of the damage. During the competitive game part, if a recovery item is obtained, for example, the total HP increases. When the total HP decreases to a predetermined value (for example, zero), the user is determined to have lost. Therefore, the greater the HP of each first game medium included in the deck, the more advantageous it is for the user. HP may increase as the level increases.
[0044] Attack power is information that contributes to the amount of damage inflicted on an opponent by an attack of the game content, for example. The higher the attack power value, the greater the amount of damage inflicted on an opponent. Therefore, the greater the attack power of the game content, the more advantageous it is for the user. Attack power may increase as the level increases.
[0045] Recovery power is a parameter used during the execution of the competitive game part. In this embodiment, the sum of the recovery powers of all first game media included in the deck is used. Hereinafter, the sum of the recovery powers of all first game media included in the deck is also referred to as the user's total recovery power. During the execution of the competitive game part, for example, if a recovery item is obtained, the user's total recovery power increases. The larger the value of the total recovery power, the greater the increase in total HP. Therefore, the greater the recovery power of each first game media included in the deck, the more advantageous it is for the user. Recovery power may increase as the level increases.
[0046] Of the various parameters described above, HP, attack power, and recovery power are parameters that represent the abilities of the game media. Specifically, the higher the HP, the higher the abilities of the game media; the higher the attack power, the higher the abilities of the game media, and so on. Furthermore, if the game is designed so that attack power, etc., increases with increasing level, the level is also a parameter that represents the abilities of the game media. Furthermore, with regard to the above-mentioned evolvable game media, if the game is designed so that abilities increase with increasing evolutionary stages, the evolutionary stage (evolution value) is also a parameter that represents the abilities of the game media.
[0047] Hereinafter, such parameters representing the abilities of game content will also be referred to as "ability parameters."
[0048] Attributes are information indicating the attributes of game media. Attributes may include a plurality of first attributes (e.g., fire attribute, wood attribute, and water attribute) indicating the compatibility between game media competing in a match. At least one first attribute from among the plurality of first attributes is associated with one game medium. For example, game media with a fire attribute inflict greater damage than normal on game media with a wood attribute and less damage than normal on game media with a water attribute. In this way, for example, fire attribute is advantageous against wood attribute and disadvantageous against water attribute. Attributes may also include a plurality of second attributes (e.g., attack attribute, recovery attribute, stamina attribute, balance attribute, etc.) that do not affect the compatibility between game media competing in a match. At least one second attribute from the plurality of second attributes is associated with one game medium. Therefore, for example, one game medium may exist whose first attribute is fire attribute and whose second attribute is attack attribute.
[0049] The information regarding evolution includes information regarding whether evolution is possible, and if evolution is possible, the current evolution stage (evolution value), the conditions for successful evolution (evolution realization conditions), and the effects of evolution (e.g., increased rarity). In this embodiment, as an example, the evolution of a certain game medium involves the consumption of predetermined game media (an example of a predetermined type of game media) associated with the game medium. In this case, the information regarding evolution includes, as information regarding the evolution realization conditions, information indicating the game media consumed for evolution for each evolvable game medium. In other words, each evolvable game medium is associated with game media consumed for evolution (hereinafter also referred to as "evolution material game media"). Note that evolution material game media are game media that can be used for evolution, but they do not necessarily have to be game media used only for evolution.
[0050] For example, FIG. 4A shows an example of the evolution of a certain game medium (here, game medium "C01"). FIG. 4A shows the evolution of game medium "C01", which is an evolvable game medium. In this case, game medium "C01" can evolve up to the upper limit with each evolution, from character A1 to character A2, from character A2 to character A3, and so on. Note that FIG. 4A shows character A associated with evolvable game medium that has reached the upper limit of evolution. MAX is shown.
[0051] FIG. 4A also shows game media with the game media name "character X" (X1, X2) as evolution material game media. The game media corresponding to character X may be evolvable game media or non-evolvable game media. The evolution material game media associated with each evolvable game media may be different or the same. While FIG. 4A shows that evolving a more evolved game medium "C01" (e.g., character A2) requires the consumption of a more evolved evolution material game medium (evolution material game medium X2, which is more evolved than evolution material game medium X1), this is not limiting. For example, the evolution material game medium may always be an unevolved game medium (evolution material game medium X1, in this case).
[0052] 4A, the evolution material game media are different from the associated evolvable game media, but they may be the same. For example, the evolution material game media associated with the evolvable game media "C01" may include the game media "C01."
[0053] 4A, only one evolution material game medium is used for one evolution of the evolvable game medium, but this is not limited to this. That is, one evolution of the evolvable game medium may involve the consumption of two or more evolution material game media.
[0054] The information regarding strengthening includes information regarding whether strengthening is possible, and if strengthening is possible, the conditions for strengthening (conditions for realizing strengthening), the effects of strengthening (for example, rules for changing status according to the strengthening mode), and the like.
[0055] In this embodiment, as an example of an enhancement realization condition, enhancement of a certain enhanceable game medium involves the consumption of a predetermined game medium (enhancement material game medium) that can be used for enhancement. Note that, although the enhancement material game medium is game medium that can be used for enhancement, it does not necessarily have to be game medium that is used only for enhancement.
[0056] For example, FIG. 4B shows an example of an enhancement aspect of a certain game medium (here, game medium "C01"). FIG. 4B shows the game medium "C01", which is an enhanceable game medium, being enhanced. In this case, the ability parameters (level, HP, attack power, and recovery power in FIG. 4B) of the game medium "C01" are appropriately increased each time it is enhanced. Note that enhanceable game mediums cannot be enhanced once their level reaches the upper limit. However, even in this case, it may be possible to raise the upper limit level using an item (an example of a game medium) for "limit breaking" or the like.
[0057] Also, in FIG. 4B, game media with game media names of characters Y1 and Y2 are shown as enhancement material game media. Characters Y1 and Y2 may be assigned different game media IDs, or may be the same (i.e., they may be evolvable game media and evolved characters). Also, in FIG. 4B, only one enhancement material game medium is used for one enhancement of the enhancement-capable game medium, but this is not limited to this. In other words, one enhancement of the enhancement-capable game medium may involve the consumption of two or more enhancement material game media.
[0058] The information about the game functions includes information about game functions associated with the game media. The game functions may be special functions (skills or abilities) associated with the game media. Any number of game functions may be associated with one game medium. When a game function is exercised, a predetermined game effect may occur, for example, in a competitive game part. The content of the game effect may be determined arbitrarily. In this embodiment, a game effect that is advantageous to the user may exist. For example, a game effect that inflicts greater damage on the opponent than a normal attack may exist, or a game effect that weakens the opponent's attack may exist. The game effect that occurs may continue for a predetermined period of time. In this embodiment, one or more game functions may exist that can be used in either or both of the single-player competitive game content and the multiplayer competitive game content.
[0059] The content of the information about the game function is not limited to the above. For example, the information about the game function may further include the level and experience points of the game function. For example, the experience points of the game function may be increased by consuming predetermined game media owned by the user. The predetermined game media may include, for example, any game media in which the game function is set. Furthermore, for example, the predetermined game media may include one or more types of game media predetermined for the game function. When the experience points of the game function reach a predetermined reference value, the level of the game function may increase. That is, the game function may be strengthenable. As the level of the game function increases, a more advantageous game effect may be generated for the user. For example, as the level of the game function increases, the amount of damage inflicted on an opponent may increase. Furthermore, the game function may be a special game function that can be awakened (e.g., a game function with a more pronounced game effect than a normal game function). In this case, the consumption of a predetermined item (an example of game media) may be required to awaken the special ability. In this case, awakening a special ability is an example of strengthening a game function.
[0060] The various types of information associated with the game media ID are not limited to those described above with reference to FIG. 3, and may be any type.
[0061] (Information about the opposing game media) The server storage unit 12 shown in FIG. 1 stores information about game media (e.g., NPCs) that are opponents in the competitive game part. For example, the information about the opponent game media may include the game media ID, game media name, level, HP, attack power, defense power, attributes, and speed of the game media. The game media ID, game media name, level, HP, attack power, and attributes are similar to the information about the owned game media described above, and therefore will not be described here. HP is a parameter that indicates the health of the opponent. When the opponent's HP decreases to a predetermined value (e.g., zero), it may be determined that the user has defeated the opponent. When the user has defeated all opponents that appear in the competitive game part, it may be determined that the competitive game part has been cleared. Defensive power is a parameter used to determine the amount of damage inflicted on the opponent. For example, the greater the defensive power, the less damage inflicted on the opponent. Speed is a parameter used to determine the rate at which the opponent's action points increase. For example, the greater the speed, the faster the action points increase. When the action points reach the upper limit, the opponent can perform an action such as an attack.
[0062] The server control unit 13 shown in Fig. 1 includes one or more processors. The processors may include a general-purpose processor that implements a specific function by loading a specific program, and a dedicated processor specialized for a specific process. The server control unit 13 controls the overall operation of the server device 10. An example of the operation of the server control unit 13 will be specifically described below.
[0063] The server control unit 13 stores various information and programs used in game processing in the server storage unit 12. The information used in game processing may include the above-mentioned information about the user, information about the game content of the opponent, and the like.
[0064] The server control unit 13 transmits and receives information via the server communication unit 11. For example, the server control unit 13 may transmit at least a part of the information stored in the server storage unit 12 to the terminal device 20. In this way, the information stored in the server storage unit 12 and the information stored in the terminal device 20 are shared and synchronized. The timing for sharing and synchronizing the information may include, for example, the timing when new information is stored in the server storage unit 12 and the timing when the information stored in the server storage unit 12 is updated, but may also be determined arbitrarily.
[0065] The server control unit 13 executes the game in cooperation with the terminal devices 20. For example, the server control unit 13 executes a competitive game part in cooperation with one or more terminal devices 20.
[0066] The server control unit 13 also executes a game media lottery process to increase the game media owned by each user. For example, the server control unit 13 executes the game media lottery process upon receiving a lottery request from a user (a so-called gacha spin event). The conditions for generating the lottery request are arbitrary. For example, the conditions for generating the lottery request may be satisfied by the consumption of a predetermined game medium. Alternatively, the conditions for generating the lottery request may be satisfied during a campaign or at the time of initial registration without the consumption of a predetermined game medium. The game media lottery process will be described in detail below.
[0067] (Terminal Device Configuration) A specific description will be given of the configuration of the terminal device 20. As shown in Fig. 1, the terminal device 20 includes a terminal communication unit 21, a terminal storage unit 22, a display unit 23, an input unit 24, and a terminal control unit 25.
[0068] The terminal communication unit 21 includes an interface for communicating with an external device wirelessly or via a wired connection to send and receive information. The terminal communication unit 21 may include a wireless communication module, a wireless LAN communication module, or a wired LAN communication module that is compatible with a mobile communication standard such as LTE (Long Term Evolution) (registered trademark). The terminal communication unit 21 can send and receive information to and from the server device 10 via the network 30.
[0069] The terminal storage unit 22 includes, for example, a primary storage unit and a secondary storage unit. For example, the terminal storage unit 22 may include a semiconductor memory, a magnetic memory, an optical memory, or the like. The terminal storage unit 22 stores various information and programs used in game processing received from the server device 10. The information and programs used in game processing may be acquired from an external device via the terminal communication unit 21. For example, a game application program may be acquired from a predetermined application distribution server. Hereinafter, the application program may also be simply referred to as an application. Also, for example, some or all of the above-mentioned information about the user and information about the game medium of the opponent may be acquired from the server device 10.
[0070] The display unit 23 includes a display device such as a liquid crystal display or an organic EL (Electro-Luminescence) display, etc. The display unit 23 is capable of displaying a variety of screens.
[0071] The input unit 24 includes an input interface including, for example, a touch panel that is provided integrally with the display unit 23. The input unit 24 is capable of accepting user input to the terminal device 20. The input unit 24 may also include physical keys, and may further include any input interface including a pointing device such as a mouse.
[0072] The terminal control unit 25 includes one or more processors. The terminal control unit 25 controls the overall operation of the terminal device 20. An example of the operation of the terminal control unit 25 will be specifically described below.
[0073] The terminal control unit 25 transmits and receives information via the terminal communication unit 21. For example, the terminal control unit 25 receives various information and programs used in game processing from at least one of the server device 10 and other external servers. The terminal control unit 25 stores the received information and programs in the terminal storage unit 22.
[0074] The terminal control unit 25 starts a game application in response to a user operation. The terminal control unit 25 executes the game in cooperation with the server device 10. For example, the terminal control unit 25 causes the display unit 23 to display various screens used in the game. For example, a GUI (Graphical User Interface) that detects user operations may be displayed on the screen. The terminal control unit 25 is capable of detecting user operations on the screen via the input unit 24.
[0075] As an example, the operation of the server device 10 and the terminal device 20 that executes a single-play competitive game part will be specifically described.
[0076] The terminal control unit 25 determines the upper limit of the total HP of the users (for example, 1000 points) used in the processing of the competitive game part.
[0077] The terminal control unit 25 transmits a request to execute the competitive game part to the server device 10 in response to, for example, a user operation. When the server control unit 13 receives the execution request from the terminal device 20, it may transmit information used to execute the competitive game part to the terminal device 20. The server control unit 13 and the terminal control unit 25 start the competitive game part. The competitive game part is executed using one or more first game media included in the deck, second game media placed in the virtual space, and one or more game media of the opponent.
[0078] The operation of the terminal control unit 25 that progresses the competitive game part will be described below. When the competitive game part starts, the terminal control unit 25 sets the action points of the opponent to an initial value (for example, zero points).
[0079] During execution of the competitive game part, the first period and the second period occur alternately and repeatedly.
[0080] The first period is a period during which, for example, the opponent's action points, which increase over time, increase from an initial value (e.g., zero points) to an upper limit (e.g., 100 points). Specifically, the terminal control unit 25 starts a process (increase process) of increasing the opponent's action points over time. The start timing of the increase process corresponds to the start timing of the first period. When the opponent's action points reach the upper limit (e.g., 100 points), the terminal control unit 25 ends the increase process. The end timing of the increase process corresponds to the end timing of the first period.
[0081] The second period is the period from the end of the first period to the time when the opponent's action points are reset to their initial values. Specifically, after the start of the second period, the terminal control unit 25 causes the opponent to perform a predetermined action (e.g., an attack on the user). If the first game media included in the deck is not to perform an action (e.g., an attack on the opponent), the terminal control unit 25 may cause the opponent to perform a predetermined action, for example, immediately after the start of the second period. On the other hand, if the first game media included in the deck is to perform an action, the terminal control unit 25 may wait for the first game media included in the deck to finish performing the action before causing the opponent to perform the predetermined action. In such a case, the opponent's action is performed after the first game media included in the deck finishes performing the action. In this way, the first period and the second period occur alternately and repeatedly.
[0082] The terminal control unit 25 may cause the first game medium included in the deck to perform a predetermined action (e.g., an attack on the opponent). Specifically, during the first period, the terminal control unit 25 may cause a predetermined item to appear in the virtual space. The terminal control unit 25 increases the action points of the first game medium in response to the second game medium acquiring the item. When the action points of the first game medium are equal to or greater than a predetermined reference value, the terminal control unit 25 causes the first game medium to perform a predetermined action (e.g., an attack on the opponent) and reduces the action points by the reference value. The terminal control unit 25 causes the first game medium to repeatedly perform the action until the action points of the first game medium become less than the reference value. When the action points of the first game medium decrease and become less than the reference value, the action by the first game medium ends.
[0083] 5 shows an example of a play screen displayed on the terminal device 20 during execution of a competitive game part. The play screen displays, for example, a partial area of a two-dimensional virtual space. Specifically, the play screen may display various objects arranged in the virtual space. The various objects include, for example, a moving object 40, a road surface 41, an item 42, and, of the first game contents included in the deck, a leader 43, an opponent 44, and a training item 46 (an example of a game content).
[0084] The moving object 40 corresponds to a second game medium such as a motorcycle, a car, or a person. The terminal control unit 25 automatically moves the moving object 40 in a predetermined direction in the virtual space (for example, to the right of the screen). In this embodiment, the terminal control unit 25 moves the road surface 41 and the items 42 so as to scroll toward the left of the screen without changing the position of the moving object 40 in the left-right direction of the screen. In this manner, the moving object 40 that automatically moves in the virtual space is expressed. The terminal control unit 25 may cause objects such as the road surface 41 and the items 42 to appear sequentially in the moving direction of the moving object 40 in the virtual space as the screen scrolls. The terminal control unit 25 may change the algorithm of the process of making the objects appear between the first period and the second period.
[0085] The moving object 40 can travel on a road surface 41. The terminal control unit 25 may make the road surface 41 appear in the virtual space. The terminal control unit 25 may make the road surface 41 break during a first period, for example, as shown in FIG. 5. Meanwhile, the terminal control unit 25 may reduce the number or frequency of appearances of points where the road surface 41 breaks during a second period. For example, the terminal control unit 25 may set the number or frequency of appearances of points where the road surface 41 breaks to zero during the second period. In such a case, the road surface 41 is controlled so as not to be broken.
[0086] The terminal control unit 25 may cause an item 42 to appear in the virtual space during a first period. On the other hand, the terminal control unit 25 may reduce the number or frequency of appearance of the item 42 during a second period. For example, the terminal control unit 25 may set the number or frequency of appearance of the item 42 to zero during the second period. In such a case, the item 42 is controlled not to appear. When the moving object 40 and the item 42 overlap on the screen, the terminal control unit 25 determines that the item 42 has been acquired. In this embodiment, the item 42 includes an attribute item and a recovery item.
[0087] The attribute item corresponds to at least one of the first attributes of the game media. For example, if an item corresponding to the fire attribute is acquired, the terminal control unit 25 increases the action points of each first game medium with the fire attribute among the first game media included in the deck. When the action points of the first game media reach a predetermined reference value or more, the terminal control unit 25 automatically causes the first game media to perform a predetermined action (e.g., an attack on an opponent). For example, when the terminal control unit 25 causes the first game media to perform an attack on an opponent, the terminal control unit 25 reduces the HP of the opponent game medium. Furthermore, the terminal control unit 25 reduces the action points of the first game media that performed the attack by the reference value. For example, if the action points of the first game medium are 350 points and the reference value is 100 points, the terminal control unit 25 causes the first game medium to perform a total of three attacks. Then, the terminal control unit 25 reduces the action points of the first game medium by the reference value (100 points) x 3 attacks = 300 points. Therefore, after three attacks, the action points of the first game medium will be 350 points - 300 points = 50 points.
[0088] On the other hand, when a recovery item is acquired, the terminal control unit 25 increases the total HP of the user according to the total recovery power of the user.
[0089] The terminal control unit 25 causes the moving object 40 to jump, for example, toward the top of the screen in response to a user operation on the terminal device 20. For example, the user can prevent the moving object 40 from falling off the road surface 41 by making the moving object 40 jump at a location where the road surface 41 is interrupted. If the moving object 40 falls off the road surface 41, the terminal control unit 25, for example, reduces the total HP of the user, and then returns the moving object 40 to the road surface 41. Furthermore, for example, the user can obtain an item 42 by making the moving object 40 jump in accordance with the placement of the item 42.
[0090] When the terminal control unit 25 defeats the opponent 44, the terminal control unit 25 causes the display of the opponent 44 to disappear and displays an effect indicating that the user has acquired the training item 46 held by the opponent 44. In this case, the terminal control unit 25 updates the information (see FIGS. 2 and 3) related to the owned game media of the user so that the training item 46 is newly added.
[0091] 5, image area 45 is an area that displays the remaining total HP as a gauge, image area 48 is an area that displays the remaining HP of the opponent as a gauge, and image area 49 is an area that shows the status of each first game medium included in the deck. The status of the first game medium may include the status of whether or not the next action (such as attacking the opponent or activating a skill) can be performed, which changes depending on the acquisition state of item 42, and a detailed description thereof will be omitted here.
[0092] (Game media lottery processing) Next, the game medium lottery process will be described in detail.
[0093] FIG. 6 is a diagram showing the functional configuration of the portion of the server control unit 13 that is related to the game media lottery process.
[0094] The server control unit 13 executes a game media lottery process. As described above, the game media lottery process is a process executed for each user in response to a lottery request from the user, and is a process for increasing the number of game media owned by each user.
[0095] Generally, the more game media owned, the more deck variety there is, which is advantageous for the user. Furthermore, when first game media with relatively high ability parameters are used, the user is more likely to win the competitive game portion than when first game media with relatively low ability parameters are used. Therefore, users generally tend to desire game media with high ability parameters or game media whose ability parameters can be increased through strengthening, etc., as their owned game media. The game media lottery process is a process that meets such user desires.
[0096] 6, the server control unit 13 has a lottery processing unit 130. The lottery processing unit 130 includes a normal lottery execution unit 131, a re-lottery condition determination unit 132, a re-lottery execution unit 133, and a lottery result determination unit 134.
[0097] The normal lottery execution unit 131 performs a normal lottery process. The normal lottery process refers to a lottery process other than the re-lottery process described below. For example, the normal lottery execution unit 131 performs one normal lottery process by randomly selecting one game medium from a lottery target group that includes one of each of all game media. Note that in the case of multiple consecutive lottery processes (i.e., when multiple lottery processes are performed as a set, such as in a 10-consecutive gacha), the lottery target group may be the same each time, or may be reset in a manner that removes game media that have already been selected. Alternatively, the normal lottery execution unit 131 may set the lottery target group to a predetermined combination of game media (the total number of which is less than the total number of all game media) selected randomly or according to predetermined rules. For example, the normal lottery execution unit 131 may set the lottery target group to include a predetermined number of first game media, including two or more types of game media with SSR rarity, from all first game media. In this case, depending on the event period, etc., the game media with SSR rarity may be special game media available for a limited time.
[0098] When a lottery target group (or an initial lottery target group in the case of lottery processes performed multiple times in succession) is set to include one of each of all game media, the set lottery target group always includes two or more types of game media with an SSR rarity. On the other hand, when a lottery target group (or an initial lottery target group in the case of lottery processes performed multiple times in succession) is set in a manner other than the above, it is desirable that the set lottery target group include at least two or more types of game media with a rarity above a predetermined standard (for example, SR or SSR).
[0099] Alternatively, the provision probability may be set for each type of game medium. In this case, the normal lottery execution unit 131 draws a game medium based on the set provision probability. In this case, as described above, the provision probability of the type of game medium associated with each of N (normal), R (rare), SR (super rare), and SSR (double super rare) is set as P N , P R , P SR , P SSR Then, P N >P R >P SR >P SSR Yes That's fine.
[0100] Alternatively, the game media may be extracted (lottery-selected) in a predetermined order of provision. For example, as described above, the number of types of game media associated with the rarities N, R, SR, and SSR may be N N pieces, N R pieces, N SR pieces, N SSR , the normal lottery execution unit 131 determines that the total number is N total (=N N +N R +N SR +N SSR ) game media are queued, and the game media are extracted one by one in the queue. In this case, the total number is finite, but in further variations, the total number is infinite or N total The order may be less than 100%. The order may be determined based on the provision probability or other parameters. The queue may contain one of each type of game media, but the number of each type of game media may be different so that a specific type of game media is contained more than other types of game media. Such variations of the normal lottery process also apply to the re-lottery process described below. The method of the normal lottery process and the method of the re-lottery process are basically the same, but may be implemented in completely different ways, for example, one using the provision probability and the other using a queue.
[0101] The re-drawing condition determination unit 132 determines whether or not the re-drawing condition is satisfied based on the result of the normal drawing process and the information related to the user stored in the server storage unit 12. The re-drawing condition may be satisfied when the game medium selected by lottery in the normal drawing process for selecting the game medium to be associated with a certain user is a game medium with a relatively high absolute value, but is likely to be of low or not very high value to the user.
[0102] Here, absolute value refers to a value that cannot change in the game, and game media with relatively high absolute value are, for example, game media with relatively high rarity or relatively high ability parameters. In other words, rarity and ability parameters, which are index values representing the relative value between game media, are also index values representing absolute value. Game media with relatively high absolute value generally tend to be relatively valuable to any user.
[0103] However, for a user, the value may differ between multiple types of game media that have the same relatively high absolute value. Such discrepancies may arise due to the user's relationship with the game media they own, the user's preferences, etc. For example, if there are two types of game media with the highest absolute value (e.g., game media with SSR rarity), a user who already owns one of the two game media will tend to value the other game media more highly than the other.
[0104] In this embodiment, the re-draw condition is set so as to resolve such a discrepancy between the absolute value and the value for the user.
[0105] Specifically, in the present embodiment, as an example, the re-draw condition for one drawing process related to one user is satisfied when the following conditions (1) and (2) are simultaneously satisfied. Condition (1) The rarity of the game media selected in one lottery process is equal to or greater than a predetermined rarity. The predetermined rarity is arbitrary, but is preferably a relatively high rarity in order to reduce the load of the re-lottery process. In this embodiment, the predetermined rarity is assumed to be SSR, for example. Condition (2) The game medium drawn in a single lottery process is the same as the game medium owned by that single user. In this embodiment, as an example, with respect to condition (2) (or similar conditions described below, such as condition (2a)), the identity of game media is determined based on the identity of game media IDs. That is, game media having the same game media ID are considered identical. For example, as shown in FIG. 3, character A1 and character A2 are treated as the same game media despite the fact that their game media data are different. That is, in this embodiment, game media that can be changed (evolved, strengthened, etc.) are treated as the same game media regardless of whether or not they change and the degree of change. Note that, depending on the specifications, different game media IDs may be assigned to characters with different degrees of evolution, such as character A1 and character A2. In this case, specific information indicating a relationship between characters that only differ in degree of evolution may be assigned to characters that only differ in degree of evolution. For example, the specific information may be realized by assigning a common portion to the game media IDs of characters that only differ in degree of evolution, or by assigning relationship information indicating that fact to characters that only differ in degree of evolution. The relationship information is, for example, a relationship parameter, and in this case, a relationship parameter of "0" indicates different game media, and a relationship parameter of "1" indicates characters that only differ in degree of evolution. Even in such specifications, game media that can change (evolve, strengthen, etc.) are still treated as the same game media regardless of whether or not they change and the degree of change, and in such specifications, the identity of game media can be determined based on specific information.
[0106] In this case, if a game medium that is relatively difficult to obtain (i.e., a game medium with an SSR rarity) is drawn, and that game medium is already owned by the user, the re-draw condition will be met. For a user, a game medium with an SSR rarity that the user does not own may be more valuable than another game medium that the user already owns. Therefore, in the case of such a re-draw condition, a re-draw following the fulfillment of the re-draw condition can make it easier for the user to obtain a game medium with higher value (e.g., another game medium with an SSR rarity).
[0107] Note that condition (1) may be changed to the following condition (1A) or condition (1B). Condition (1A) The rarity of the game media drawn in the first lottery process is SR or SSR. Condition (1B) The ability of the game medium selected in the first lottery process is higher than a predetermined standard. Condition (1A) corresponds to the case where the predetermined rarity in the above-described condition (1) is SR. Regarding condition (1B), the ability of the game content may be determined based on the above-described ability parameters. For example, condition (1B) may be satisfied when HP is equal to or greater than a predetermined threshold HPth.
[0108] Generally, rarity and ability are correlated. That is, game media with SSR rarity tend to have higher HP, attack power, and the like than game media with R (rare) rarity. Therefore, condition (1B) can function in the same way as the above-described conditions (1) and (1A). However, depending on the game media or the specifications of the game system 1, there may be cases where rarity and ability are not correlated. Even in such cases, condition (1B) may be used in place of the above-described conditions (1) and (1A), or the above-described conditions (1) and (1A) may be used.
[0109] Furthermore, the condition (2) may be changed to the following condition (2a). Condition (2a) The game medium selected in a single lottery process is the same as the game medium previously owned by the single user. Previously owned game media are game media that were previously owned but are no longer owned due to being sold or the like.
[0110] In this case, if a game medium that is relatively difficult to obtain (i.e., a game medium with an SSR rarity) is selected by lottery, and the user has previously owned that game medium, the re-lottery condition will be met. For a user, among multiple types of game media with an SSR rarity, a game medium that the user has never owned before may be more valuable than a game medium that the user has previously owned. Therefore, in the case of such a re-lottery condition, a re-lottery following the satisfaction of the re-lottery condition can make it easier for the user to obtain a game medium of higher value (e.g., another game medium with an SSR rarity).
[0111] In another embodiment, the re-draw condition for one lottery process related to one user may be satisfied when the following conditions (1) and (2A) are simultaneously satisfied. Condition (1) The rarity of the game medium drawn in one lottery process is equal to or higher than a predetermined rarity (in this embodiment, SSR as described above). Condition (2A) The game medium drawn in a single lottery process is already owned by the user in a predetermined number Nth or more (i.e., the game medium drawn in a single lottery process is the same as the identical game medium that exists in a predetermined number Nth or more of the game medium owned by the user). The predetermined number Nth is an arbitrary number equal to or greater than two.
[0112] In this case, if a game medium that is relatively difficult to obtain (i.e., a game medium with an SSR rarity) is drawn, and the user already owns a predetermined number Nth or more of that game medium, the redraw condition will be met. To the user, a game medium that the user does not own among multiple types of game media with an SSR rarity may be more valuable than another game medium that the user already owns a predetermined number Nth or more of. Therefore, in the case of such a redraw condition, a redraw following the establishment of the redraw condition can make it easier for the user to obtain a game medium of greater value (e.g., another game medium with an SSR rarity).
[0113] In still another embodiment, the re-draw condition for one lottery process related to one user may be satisfied when the following conditions (1C) and (2B) are simultaneously satisfied. Condition (1C) The rarity (pre-evolved rarity) of the game medium drawn in the lottery process is SR. Condition (2B) The game media drawn in a single lottery process is an evolvable game media, is the same as the game media owned by that user, and has reached the evolution limit (i.e., has reached SSR rarity).
[0114] Here, when an evolvable game medium has reached its evolution limit, i.e., when its rarity has reached SSR, there is less need for the same game medium (pre-evolved game medium with a lower rarity than SSR). Therefore, in the case of such a re-draw condition, a re-draw following the establishment of the re-draw condition can make it easier for users to obtain more valuable game medium (for example, other game medium with an SR rarity).
[0115] In still another embodiment, the re-draw condition for one lottery process related to one user may be satisfied when the following conditions (1C) and (2C) are simultaneously satisfied. The rarity of the game media drawn in the lottery process under condition (1C) 1 is SR. Condition (2C) The game media drawn in a single lottery process is an evolution material game media that is associated only with the game media owned by the user that have reached the evolution limit (i.e., have reached SSR rarity).
[0116] Here, if a certain evolvable game medium has reached its evolution limit, further evolution of that evolvable game medium is not possible, and therefore the need for evolution material game media associated only with that evolvable game medium is reduced. Therefore, other game media (e.g., other evolution material game media with SR rarity) may be more valuable to users than such evolution material game media. Therefore, in the case of such a re-draw condition, a re-draw following the establishment of the re-draw condition can make it easier for users to obtain more valuable game media (e.g., other game media with SR rarity).
[0117] In still another embodiment, the re-draw condition for one lottery process related to one user may be satisfied when the following conditions (1) and (2D) are simultaneously satisfied. Condition (1) The rarity of the game medium drawn in one lottery process is equal to or higher than a predetermined rarity (in this embodiment, SSR as described above). Condition (2D) The game medium drawn in the lottery process is an enhanceable game medium, is the same as the game medium owned by the user, and the owned game medium has reached the enhancement limit.
[0118] The state in which the enhancement upper limit has been reached corresponds to a state in which the level has reached the upper limit. In this embodiment, as an example, the upper limit level can be raised by enhancement using an enhancement mode called "limit breakthrough," and enhancement using the "limit breakthrough" enhancement mode involves consuming the same game media as the enhancement target's enhanceable game media. In this case, the state in which the enhancement upper limit has been reached corresponds to a state in which the upper limit level has been reached after the increase.
[0119] Here, if a certain enhanceable game medium has reached its enhancement limit, it cannot be further enhanced, and therefore the need for the same game medium (its usefulness as an enhancement material game medium) is reduced. Therefore, other game media (e.g., other game media with SSR rarity) may be more valuable to the user than such game medium. Therefore, in the case of such a re-draw condition, a re-draw following the establishment of the re-draw condition can make it easier for the user to obtain game media of higher value (e.g., other game media with SSR rarity).
[0120] The re-lottery execution unit 133 performs a re-lottery process when the re-lottery condition determination unit 132 determines that the re-lottery condition is satisfied. Note that the re-lottery execution unit 133 may always perform a re-lottery process when the re-lottery condition determination unit 132 determines that the re-lottery condition is satisfied. Alternatively, when the re-lottery condition determination unit 132 determines that the re-lottery condition is satisfied, the re-lottery execution unit 133 may perform a re-lottery process after confirming a user's desire for a re-lottery. In this case, the final decision on whether to perform a re-lottery is left to the user, and therefore, it is possible to prevent inconveniences that may occur when a re-lottery is automatically executed (for example, a re-lottery that the user does not want to be executed being executed).
[0121] The re-lottery process is executed using a group of lottery targets (hereinafter, also referred to as a "re-lottery target group" for the sake of distinction) obtained by extracting only some game media from the most recent group of lottery targets (an example of the first group of multiple types of game media) used by the normal lottery execution unit 131. In other words, the re-lottery execution unit 133 executes one normal lottery process by randomly extracting one game medium from the group of lottery targets (an example of the second group of multiple types of game media).
[0122] The method for setting the re-draw target group is arbitrary, but basically, the re-draw target group is set so that the probability of a game medium drawn in the most recent normal drawing process (i.e., a game medium with SSR rarity but the same game medium owned by the user) being drawn again is lower than the probability of other game media with SSR rarity being drawn. Also, the re-draw target group is set so that game media with SSR rarity are drawn with a very high probability. For example, the re-draw target group may consist only of game media with SSR rarity.
[0123] In this embodiment, the predetermined rarity related to condition (1) is SSR as described above. However, if the predetermined rarity related to condition (1) is another rarity, the method for setting the re-draw target group may be changed accordingly. For example, if the predetermined rarity related to condition (1) is SR, the re-draw target group is set so that the probability of a game medium drawn in the most recent normal drawing process (i.e., a game medium with a rarity of SR or higher but the same as the game medium owned by the user) being drawn again is lower than the probability of another game medium with a rarity of SR or higher being drawn. Furthermore, the re-draw target group is set so that game media with a rarity of SR or higher are drawn with a very high probability. For example, the re-draw target group may be composed only of game media with a rarity of SR or higher. Furthermore, in this case, the re-draw target group may be set so that game media with the same rarity as the game medium drawn in the most recent normal drawing process are always drawn or drawn with a high probability.
[0124] 7A and 7B are explanatory diagrams illustrating an example of the relationship between the normal lottery process and the re-lottery process. FIGS. 7A and 7B conceptually illustrate the normal lottery process and the re-lottery process, respectively. FIG. 7A schematically illustrates how one game medium is selected from game media associated with multiple game medium IDs. Here, as an example, assume that three game media "C01" to "C03" have SSR rarities, and that game medium "C01" is selected by the normal lottery process. In this case, as shown in FIG. 7B, the re-lottery target group is formed by excluding game media with rarities lower than SSR and game medium "C01" from the most recent lottery target group used by the normal lottery executing unit 131 (see FIG. 7A). That is, the re-lottery target group is formed by excluding game media "C01" from game media "C01" to "C03." In this case, the group of items eligible for re-drawing consists of two game media, "C01" and "C02," so there is a 50% chance that either one of the game media, "C01" or "C02," will be drawn.
[0125] The lottery result determination unit 134 executes a process of associating a game medium selected in the normal lottery process or the re-lottery process with a new user, i.e., a process of making the user own the game medium. Specifically, when making a user own a game medium, the lottery result determination unit 134 adds the game medium to information related to the owned game medium of the user (see FIGS. 2 and 3).
[0126] Specifically, when a re-lottery process is executed following a normal lottery process, the lottery result determination unit 134 executes a process of newly associating the game media selected in the re-lottery process with the user. In a modified example, the re-lottery process may be executed multiple times (i.e., a further re-lottery process following the re-lottery process). In this case, the lottery result determination unit 134 executes a process of newly associating the game media selected in the final re-lottery process with the user. On the other hand, when a re-lottery process is not executed, the lottery result determination unit 134 executes a process of newly associating the game media selected in the normal lottery process with the user.
[0127] According to this embodiment, the following excellent effects are particularly achieved.
[0128] According to the present embodiment, as described above, a re-lottery process can be executed when a predetermined re-lottery condition is satisfied. By performing a re-lottery, it is possible to make it easier for users to obtain game content with higher value.
[0129] In particular, in this embodiment, as described above, the re-draw condition includes the above-described condition (1) (as well as condition (1A) etc.), so the frequency with which the re-draw process is executed can be appropriately reduced compared to, for example, a specification in which the re-draw condition can be met for game media of any rarity. As a result, it is possible to appropriately provide users with opportunities for a re-draw while reducing the load on the server computer.
[0130] Furthermore, according to this embodiment, as described above, the re-drawing conditions include the above-mentioned condition (2) (as well as condition (2A), etc.), so that the re-drawing conditions can be set taking into account the relationship between the game medium drawn in the lottery process and the game medium owned by the user.
[0131] Whether the game media selected in the lottery process are valuable to the user can be accurately estimated by considering the relationship between the game media selected in the lottery process and the game media owned by the user. For example, in a specification where the re-draw condition is met only when the same type of game media is selected in multiple gachas, such as a 10-series gacha (hereinafter also referred to as a "comparative example"), the relationship between the game media selected in the lottery process and the game media owned by the user is not considered. Therefore, in this comparative example, the re-draw condition is too restrictive, and the opportunities for the re-draw condition to be met are very limited. As a result, in this comparative example, even if the game media selected in the lottery process are, for example, SSR rarity but not particularly valuable to the user, the re-draw condition is likely not to be met.
[0132] In this regard, according to the present embodiment, as described above, the game media owned by the user (i.e., information regarding the game media owned by the user (see FIGS. 2 and 3)) is taken into consideration, thereby reducing the inconveniences that occur in the comparative example described above. That is, if the game media drawn in the lottery process is, for example, a game medium with SSR rarity but not particularly valuable to the user, the re-draw condition is more likely to be satisfied. As a result, when a type of game medium that is relatively difficult to obtain (i.e., a game medium with SSR rarity) is drawn in the lottery, it is possible to make it easier for the user to obtain a game medium with higher value.
[0133] While the above provides examples of conditions such as condition (2) and condition (2A) as re-draw conditions that take into account the relationship between the game media selected in the lottery process and the game media owned by the user, these may be used in appropriate combinations as long as they do not cause any contradictions, or other similar or different conditions may be added. For example, the following condition (2E) may be used as a re-draw condition that is met when the above-mentioned conditions (1C) and (2B) are simultaneously met, by incorporating elements of condition (2A) into condition (2B). Condition (2E) The game media drawn in a single lottery process is an evolvable game media, is the same as the predetermined number (Nth or more) of game media owned by the user, and at least one of the predetermined number (Nth or more) of game media owned by the user has reached the evolution limit.
[0134] Next, with reference to FIG. 8, an overview of communication between the server device 10 and the terminal device 20 when the re-lottery process is executed will be described.
[0135] 8, first, in response to a user operation (for example, an operation of a gacha button), the terminal device 20 transmits a lottery request to the server device 10 (see T1). The lottery request may include information indicating the type of gacha (for example, when multiple types of gacha are selectable, information that can identify which type of gacha has been selected).
[0136] When the server device 10 receives the lottery request, it performs a normal lottery process. Here, it is assumed that the re-draw condition is satisfied as a result of the normal lottery process. In this case, the server device 10 transmits information representing the game media selected in the normal lottery process to the terminal device 20 as a provisional lottery result (see T2). Note that the provisional lottery result differs from the lottery result when the re-draw condition is not satisfied in that it may change depending on a re-draw that may be performed thereafter.
[0137] Upon receiving the provisional lottery result, the terminal device 20 generates a screen inquiring the user about whether or not the user desires a re-draw, and outputs the screen on the display unit 23 (see FIG. 9). Therefore, the provisional lottery result functions as an inquiry to the user about whether or not the user desires a re-draw. FIG. 9 schematically illustrates an example of a screen inquiring the user about whether or not the user desires a re-draw. Screen G80 illustrated in FIG. 9 displays an image CI1 of a character corresponding to the game medium currently selected by lottery, along with an inquiry message TX1. Furthermore, screen G80 illustrated in FIG. 9 includes switches (touch switches) SW801 and SW802 for inputting whether or not the user desires a re-draw. In this case, the user looks at image CI1, and operates switch SW801 if the user desires a re-draw, or operates switch SW802 if the user does not desire a re-draw. When either switch SW801 or SW802 is operated, the terminal device 20 transmits information indicating which switch was operated (i.e., a response regarding whether or not the user desires a re-draw) to the server (see T3). Here, as an example, it is assumed that the switch SW801 is operated.
[0138] Upon receiving the response regarding whether or not a re-draw is desired, the server device 10 determines whether or not a re-draw process is necessary based on the response. Here, as an example, the switch SW801 is operated, and it is determined that a re-draw is "necessary." Therefore, the server device 10 performs a re-draw process and transmits information indicating the game media selected in the re-draw process to the terminal device 20 as the result of the draw (see T4). In this case, the server device 10 updates information regarding the owned game media of the user (see FIGS. 2 and 3) based on the result of the draw.
[0139] Next, an example of the operation of the lottery processing unit 130 of the server control unit 13 will be described with reference to FIGS.
[0140] FIG. 10 is a schematic flowchart showing an example of processing executed by the lottery processing unit 130 of the server control unit 13.
[0141] In step S800, the lottery processing unit 130 determines whether or not a lottery request has been received from the terminal device 20. If a lottery request has been received from the terminal device 20, the process proceeds to step S802;
[0142] In step S802, the lottery processing unit 130 performs initial settings for the lottery processing. Specifically, the lottery processing unit 130 sets N to an initial value of 1, and MAX is set to the number of gachas M. The number of gachas M is information included in the lottery request. For example, in the case of a 10-series gacha, M=10. The lottery processing unit 130 also identifies the user (user ID) who sent the lottery request. The user who sent the lottery request can be identified based on information included in the lottery request, etc. The lottery processing unit 130 also resets (clears) a lottery result recording area (not shown) formed, for example, by RAM (Random Access Memory) or the like.
[0143] In step S804, the normal lottery execution unit 131 of the lottery processing unit 130 sets a lottery target group for a normal lottery. Here, as an example, the normal lottery execution unit 131 sets a lottery target group that includes one of each of the game media. Note that the lottery target group may be set according to the type of gacha selected by the user.
[0144] In step S806, the regular lottery execution unit 131 of the lottery processing unit 130 executes regular lottery processing. Specifically, the regular lottery execution unit 131 executes lottery for one game medium from the current lottery target group.
[0145] In step S808, the re-draw condition determination unit 132 of the lottery processing unit 130 determines whether the game medium drawn in step S806 is associated with a rarity equal to or higher than a predetermined standard. Here, as an example, the re-draw condition determination unit 132 determines, as the above-mentioned condition (1), whether the rarity of the game medium drawn in step S806 is SSR. If the determination result is "YES," the process proceeds to step S810; otherwise, the process proceeds to step S828.
[0146] In step S810, the re-draw condition determination unit 132 of the lottery processing unit 130 acquires (reads) from the server storage unit 12 information relating to the owned game media of the user identified in step S802 (see FIGS. 2 and 3).
[0147] In step S812, the re-selection condition determination unit 132 of the selection processing unit 130 determines, based on the information about the owned game media acquired in step S810, whether the game media selected in step S806 is already owned by the user identified in step S802. If the determination result is "YES," the process proceeds to step S814; otherwise, the process proceeds to step S828.
[0148] In step S814, the lottery processing unit 130 transmits provisional lottery results indicating the game media selected in step S806 to the terminal device 20 of the user identified in step S802 (see T2 in FIG. 8). That is, the lottery processing unit 130 notifies the user of the game media selected in step S806 and asks whether or not the user wishes to have a re-selection.
[0149] In step S816, the lottery processing unit 130 determines whether or not an answer in response to the provisional lottery result transmitted in step S814 has been received from the terminal device 20 of the user identified in step S802. That is, the lottery processing unit 130 determines whether or not an answer regarding whether or not a re-lottery is desired has been received. If the determination result is "YES", the process proceeds to step S818; otherwise, the process waits for reception of an answer regarding whether or not a re-lottery is desired.
[0150] In step S818, the lottery processing unit 130 determines whether the user identified in step S802 desires a re-lottery based on the answer obtained in step S816. If the determination result is "YES," the process proceeds to step S820; otherwise, the process proceeds to step S830.
[0151] In step S820, the re-draw execution unit 133 of the lottery processing unit 130 sets a re-draw target group. Here, as an example, the re-draw target group is configured by extracting all game media with SSR rarity from the current lottery target group, excluding the game media drawn in step S806.
[0152] In step S822, the re-lottery execution unit 133 of the lottery processing unit 130 executes a re-lottery process. Specifically, the re-lottery execution unit 133 executes a lottery to select one game medium from the lottery target group set in step S820.
[0153] In step S824, the re-lottery execution unit 133 of the lottery processing unit 130 transmits the lottery result indicating the game media selected in step S822 to the terminal device 20 of the user identified in step S802 (see T4 in FIG. 8).
[0154] In step S826, the lottery processing unit 130 temporarily stores the lottery result indicating the game medium selected in step S822 in the lottery result recording area.
[0155] In step S828, the lottery processing unit 130 transmits the lottery result indicating the game medium selected in step S806 to the terminal device 20 of the user identified in step S802.
[0156] In step S830, the lottery processing unit 130 temporarily stores the lottery result indicating the game medium selected in step S806 in the lottery result recording area.
[0157] In step S832, the lottery processing unit 130 calculates N=N MAX(That is, it is determined whether N=M.) If the determination result is "YES", the process proceeds to step S834, otherwise the process proceeds to step S836.
[0158] In step S834, the lottery result determination unit 134 of the lottery processing unit 130 determines the lottery result stored in the lottery result recording area. That is, the lottery result determination unit 134 updates the information (see FIGS. 2 and 3) related to the owned game media of the user identified in step S802 based on the lottery result stored in the lottery result recording area. This increases the number of owned game media of the user.
[0159] In step S836, the lottery processing unit 130 increments N by "1".
[0160] In step S838, the normal lottery execution unit 131 of the lottery processing unit 130 resets the group of lottery targets for the normal lottery. Here, as an example, the group is reset by excluding game media related to the most recent lottery result (including the lottery result obtained by the re-lottery process) from the current lottery target group (≠ re-lottery target group).
[0161] 10 , if the rarity of the game medium selected in the lottery process of step S806 is SSR and the game medium selected in the lottery process of step S806 is already owned by the user, the process may proceed to step S822. If a re-lottery is executed in step S822 at the user's request, the user may own a game medium with an SSR rarity other than the game medium selected in the lottery process of step S806. As a result, the user may obtain a game medium (another game medium with an SSR rarity) that is more valuable to the user than the game medium selected in the lottery process of step S806. In other words, the user may obtain a game medium (another game medium with an SSR rarity) that is the same in absolute value as the game medium selected in the lottery process of step S806 but that is more desirable to the user.
[0162] 10, the fulfillment of the re-draw condition is not determined for the game media selected in the re-draw process of step S822, but this is not limited to this. For example, the fulfillment of the re-draw condition may also be determined for the game media selected in the re-draw process. Such modifications also apply to the later-described FIGS. 11 and 12. In addition, in the process shown in FIG. MAX For each of the (M gacha counts) normal lottery processes, if the determination result of step S812 is "YES", the processes of steps S814 to S826 are executed, but this is not limited to this. For example, MAX After all of the normal lottery processes (M times of gacha) have been executed, it may be determined whether or not the re-draw condition has been met for each normal lottery process. This type of modification also applies to Figures 11 and 12 described later. In addition, in the process shown in FIG. MAX If (the number of gachas M) is 2 or more, the re-draw process can be executed up to two or more times. However, in order to reduce the load of the re-draw process, the number of times the re-draw process can be executed is set to N MAX For example, the number of times the re-lottery process can be executed may be limited to just one. Such modifications also apply to the later-described FIGS. 11 and 12.
[0163] FIG. 11 is a schematic flowchart showing another example of the processing executed by the lottery processing unit 130 of the server control unit 13.
[0164] The process shown in FIG. 11 differs from the process shown in FIG. 10 in that step S812 is replaced with step S812A.
[0165] In step S812A, the re-draw condition determination unit 132 of the lottery processing unit 130 determines, based on the information regarding the owned game media acquired in step S810, whether or not the user identified in step S802 already owns a predetermined number Nth or more of the game media selected by lottery in step S806. That is, the re-draw condition determination unit 132 determines whether or not the above-mentioned condition (2A) is met. The predetermined number Nth is as described above. If the determination result is "YES," proceed to step S814; otherwise, proceed to step S828.
[0166] The process shown in Fig. 11 also has the same effect as the process shown in Fig. 10. In particular, the process shown in Fig. 11 makes it less likely that the re-draw condition will be satisfied than the process shown in Fig. 10, so the load on the server computer can be reduced accordingly.
[0167] FIG. 12 is a schematic flowchart showing yet another example of the processing executed by the lottery processing unit 130 of the server control unit 13.
[0168] The process shown in FIG. 12 differs from the process shown in FIG. 10 in that step S808 is replaced with step S808A and step S813 is added.
[0169] In step S808A, the re-draw condition determination unit 132 of the lottery processing unit 130 determines whether the game medium drawn in step S806 is associated with a rarity equal to or higher than a predetermined standard. Here, as an example, the re-draw condition determination unit 132 determines, as the above-mentioned condition (1C), whether the rarity of the game medium drawn in step S806 is SR or higher (i.e., SR or SSR). If the determination result is "YES," the process proceeds to step S810; otherwise, the process proceeds to step S828.
[0170] In FIG. 12, if the determination result in step S812 is "YES", the process proceeds to step S813.
[0171] In step S813, the re-draw condition determination unit 132 of the lottery processing unit 130 determines whether the owned game medium that is the same as the game medium selected in step S806 has already reached the evolution upper limit. That is, if the rarity of the game medium selected in step S806 is SR, the re-draw condition determination unit 132 determines whether the above-mentioned condition (2B) is met by combining steps S812 and S813. Note that if the rarity of the game medium selected in step S806 is SSR, step S813 may be omitted. If the determination result is "YES," the process proceeds to step S814; otherwise, the process proceeds to step S828.
[0172] The process shown in Fig. 12 also has the same effect as the process shown in Fig. 10. In particular, the process shown in Fig. 12 reduces the possibility that the re-draw condition will be satisfied compared to the process shown in Fig. 10, and therefore the load on the server computer can be reduced accordingly.
[0173] Although each embodiment has been described in detail above, it is not limited to a specific embodiment, and various modifications and changes are possible within the scope of the claims. It is also possible to combine all or a plurality of components of the above-described embodiments.
[0174] For example, in the above-described embodiment, the terminal device 20 may be configured to perform some or all of the operations and processes performed by the server device 10. Similarly, the server device 10 may be configured to perform some of the operations performed by the terminal device 20. For example, processes such as display control of various screens displayed on the terminal device 20 and control of various GUIs may be performed by either the server device 10 or the terminal device 20, or may be performed by the server device 10 and the terminal device 20 in cooperation with each other. Alternatively, the game system 1 may not include the server device 10. In such a case, the terminal device 20 may store in advance information to be received from the server device 10 in the above-described embodiment.
[0175] Furthermore, in the above-described embodiment, at least a portion of the screen displayed on the terminal device 20 may be a web display that is displayed on the terminal device 20 based on data generated by the server device 10, and at least a portion of the screen may be a native display that is displayed by a native application installed on the terminal device 20. In this way, the game according to the above-described embodiment may also be a hybrid game in which the server device 10 and the terminal device 20 each handle part of the processing.
[0176] Furthermore, an information processing device such as a computer or a mobile phone can be suitably used to function as the server device 10 or the terminal device 20 according to the above-described embodiments. Such an information processing device can be realized by storing a program describing the processing content for realizing each function of the server device 10 or the terminal device 20 according to the embodiments in a storage unit of the information processing device, and reading and executing the program by a CPU of the information processing device.
[0177] In the above-described embodiment, the first game medium and the second game medium are different game mediums. However, the first game medium and the second game medium may be the same game medium.
[0178] In addition, the following supplementary notes are disclosed regarding the above-described embodiments (corresponding to the original claims of the original application).
[0179] [Appendix 1] a storage unit that stores, for each user identification information, game media information that indicates one or more game media associated with the user identification information; a lottery processing unit that newly associates a game medium selected from a plurality of types of game media with the user identification information based on lottery processing for each user identification information; Each of the multiple types of game media is associated with an index value that corresponds to the relative value among the multiple types of game media, The lottery processing unit a re-lottery execution unit that, when the index value representing a high value equal to or higher than a predetermined standard is associated with a game medium selected in a single lottery process related to one user identification information and the game medium selected in the single lottery process has a predetermined relationship with the game medium information related to the one user identification information, executes a new lottery process to select a game medium of a different type from the game medium selected in the single lottery process; A game device including a game medium change unit that, when the new lottery process is executed by the re-lottery execution unit, associates the game medium drawn in the new lottery process with the one user identification information instead of the game medium drawn in the one lottery process.
[0180] [Appendix 2] the index value includes a rarity of each of the plurality of types of game media; A gaming device as described in Appendix 1, wherein the index value representing a high value equal to or greater than the predetermined standard includes a rarity equal to or greater than the predetermined standard.
[0181] [Appendix 3] the index value includes parameters representing the capabilities of each of the plurality of types of game content; 3. A gaming device according to claim 1, wherein the index value representing a high value equal to or greater than the predetermined standard includes the parameter representing an ability equal to or greater than the predetermined standard.
[0182] [Appendix 4] A game device described in any one of Appendices 1 to 3, wherein the specified relationship includes a relationship in which the game medium drawn in the one lottery process is the same type as the game medium included in the game medium information related to the one user identification information.
[0183] [Appendix 5] Multiple game media, even if of the same type, can be associated with the same user identification information; A game device described in any one of Appendices 1 to 3, wherein the specified relationship includes a relationship in which the game medium selected in the one lottery process is the same type as game media included in a specified number or more of the game medium information related to the one user identification information.
[0184] [Appendix 6] At least one of the plurality of types of game media can be changed in stages up to an upper limit by consuming a corresponding predetermined type of game media; A game device described in any one of Appendices 1 to 3, wherein the specified relationship includes a relationship in which the game medium drawn in the one lottery process is the same as the game medium that has been changed up to the upper limit included in the game medium information related to the one user identification information, or a relationship in which the game medium is the specified type of game medium that is associated only with the changed game medium.
[0185] [Appendix 7] the one lottery process is a process of selecting one game medium from a first group of multiple types of game media; the new lottery process is a process of selecting one game medium from a second group of multiple types of game media; A gaming device as described in any one of Appendices 1 to 6, wherein the second group of multiple types of game media does not include any of the first group of multiple types of game media to which an index value representing a lower value than the game media selected in the single lottery process is associated, and includes any of the types of game media to which the index value corresponding to the game media selected in the single lottery process is associated.
[0186] [Appendix 8] The game device described in Appendix 7, wherein the second group of multiple types of game media is composed of game media of the type associated with the same index value as the game media selected in the first lottery process, extracted from the first group of multiple types of game media excluding the game media selected in the first lottery process.
[0187] [Appendix 9] executing a single lottery process for a single user identification information from among a plurality of types of game media associated with index values according to relative value; acquiring game media information related to one of the user identification information from a storage unit that stores game media information representing one or more game media associated with each of the user identification information; If the index value representing a value equal to or higher than a predetermined standard is associated with the game medium selected in the first lottery process and the game medium selected in the first lottery process has a predetermined relationship with the game medium information related to the first user identification information, a new lottery process is executed to select a game medium of a different type from the game medium selected in the first lottery process; A gaming method executed by a computer, which includes, when the new lottery process is executed, associating the game medium drawn in the new lottery process with the one user identification information instead of the game medium drawn in the one lottery process.
[0188] [Appendix 10] executing a single lottery process for a single user identification information from among a plurality of types of game media associated with index values according to relative value; acquiring game media information related to one of the user identification information from a storage unit that stores game media information representing one or more game media associated with each of the user identification information; If the index value representing a value equal to or higher than a predetermined standard is associated with the game medium selected in the first lottery process and the game medium selected in the first lottery process has a predetermined relationship with the game medium information related to the first user identification information, a new lottery process is executed to select a game medium of a different type from the game medium selected in the first lottery process; A game program that causes a computer to execute a process of associating the game medium drawn in the new lottery process with the one user identification information, instead of the game medium drawn in the one lottery process, when the new lottery process is executed.
[0189] Furthermore, the following supplementary notes are disclosed (corresponding to the original claims of the original application):
[0190] [Appendix 1] a storage unit that stores, for each user identification information, game media information that indicates one or more game media associated with the user identification information; a lottery processing unit that newly associates a game medium selected from a plurality of types of game media with the user identification information based on lottery processing for each user identification information; The lottery processing unit a normal lottery execution unit that randomly selects one game medium from a selection target group that includes the one or more game media by type, thereby performing a normal lottery process; a re-selection condition determination unit that determines whether a re-selection condition is satisfied based on a result of the normal selection process by the normal selection execution unit and the user identification information in the storage unit; a re-drawing execution unit that, when the re-drawing condition determination unit determines that the re-drawing condition is met, performs a re-drawing process using a group of re-drawing objects obtained by extracting only a portion of the game media from the group of lottery objects used by the normal lottery execution unit.
[0191] [Appendix 2] A game device as described in Appendix 1, wherein the re-drawing condition is satisfied when the game medium drawn in the normal lottery process is a game medium of relatively high rarity, but is likely to be of low or not very high value to the user associated with the associated user identification information.
[0192] [Appendix 3] A game device as described in Appendix 1, wherein the re-drawing condition is satisfied when the rarity of the game medium drawn in the normal lottery process is a predetermined rarity or higher, and when the game medium drawn in the normal lottery process is the same as the game medium owned by the user related to the associated user identification information.
[0193] [Appendix 4] A game device described in any one of Appendices 1 to 3, wherein the group of game media to be re-drawn is game media drawn in the normal lottery process, and the probability of a game medium having a relatively high rarity but the same as the game medium owned by the user associated with the associated user identification information being drawn again is set to be lower than the probability of another game medium having a relatively high rarity being drawn.
[0194] [Appendix 5] 4. The gaming device according to any one of claims 1 to 3, wherein the re-draw target group is set so that game media with relatively high rarity are drawn with a very high probability.
[0195] [Appendix 6] A gaming device as described in any one of Appendices 1 to 5, wherein the re-drawing process is performed whenever it is determined that the re-drawing conditions are met, and / or after confirming a desire for a re-draw from the user associated with the associated user identification information.
[0196] [Appendix 7] storing, for each user identification information, game medium information representing one or more game media associated with the user identification information; a game medium selected from a plurality of types of game media based on a lottery process for each user identification information is newly associated with the user identification information; randomly selecting one game medium from a group of games to be selected that includes the one or more game media by type, thereby realizing one regular lottery process; determining whether a re-selection condition is satisfied based on the result of the normal selection process and the user identification information; A gaming method executed by a computer, which includes, when it is determined that the re-drawing condition is satisfied, performing a re-drawing process using a re-drawing target group obtained by extracting only a portion of the game media from the re-drawing target group.
[0197] [Appendix 8] storing, for each user identification information, game medium information representing one or more game media associated with the user identification information; a game medium selected from a plurality of types of game media based on a lottery process for each user identification information is newly associated with the user identification information; randomly selecting one game medium from a group of games to be selected that includes the one or more game media by type, thereby realizing one regular lottery process; determining whether a re-selection condition is satisfied based on the result of the normal selection process and the user identification information; A game program that causes a computer to execute a process including, when it is determined that the re-drawing conditions are satisfied, performing a re-drawing process using a re-drawing target group obtained by extracting only a portion of the game media from the re-drawing target group. Furthermore, the following supplementary notes are disclosed (corresponding to the original claims of the original application): [Appendix 1] a storage unit that stores, for each user identification information, game media information that indicates one or more game media associated with the user identification information; a lottery processing unit that, for each user identification information, newly associates a game medium selected from a plurality of types of game media based on lottery processing with the user identification information; The lottery processing unit a normal lottery execution unit that randomly selects one game medium from a selection target group that includes the one or more game media by type, thereby performing a normal lottery process; a re-selection condition determination unit that determines whether a re-selection condition is satisfied based on a result of the normal selection process by the normal selection execution unit and the user identification information in the storage unit; a re-lottery execution unit that, when it is determined by the re-lottery condition determination unit that the re-lottery condition is satisfied, performs a re-lottery process using a group of re-lottery targets obtained by extracting only some of the game media from the group of target targets used by the normal lottery execution unit, A game device in which the re-drawing condition is satisfied when a first condition is satisfied that, in relation to the game medium drawn in the normal lottery process and the game medium owned by the user related to the user identification information, information indicating rarity included in the game medium information of the game medium drawn in the normal lottery process is information indicating a predetermined rarity or higher, and a second condition is satisfied that the game medium drawn in the normal lottery process is the same as the game medium owned by the user related to the associated user identification information. [Appendix 2] A game device as described in Appendix 1, wherein, in the second condition, the game media owned by the user associated with the associated user identification information includes cases where the game media is currently owned and / or where the game media was owned in the past. [Appendix 3] A gaming device as described in Appendix 1, wherein, under the second condition, the owned game media of the user associated with the associated user identification information includes a case where the owned game media is one owned game media and / or a case where there are two or more predetermined numbers of the same owned game media. [Appendix 4] A game device as described in Appendix 1, wherein the second condition includes a case where the game medium drawn in the normal lottery process is an evolvable game medium and the game medium owned by the user associated with the associated user identification information has reached the evolution limit. [Appendix 5] A game device as described in Appendix 1, wherein the second condition includes a case where the game medium drawn in the normal lottery process is an evolution material game medium that is associated only with the owned game medium of the user related to the associated user identification information that has reached the evolution limit. [Appendix 6] A game device as described in Appendix 1, wherein the second condition includes a case where the game medium drawn in the normal lottery process is an enhanceable game medium, and the game medium owned by the user associated with the associated user identification information has reached the enhancement limit. [Appendix 7] A game device as described in Appendix 1, wherein the second condition includes a case where the game medium drawn in the normal lottery process is an evolvable game medium, and the game medium owned by the user associated with the associated user identification information includes a case where at least one of the two or more predetermined number of owned game media has reached the evolution upper limit. [Appendix 8] A game device described in any one of Appendices 1 to 7, wherein the group of game media to be re-drawn is game media drawn in the normal lottery process, and the probability of a game medium identical to the game medium owned by the user associated with the associated user identification information, but whose rarity information included in the game medium information is higher than a predetermined standard, is set so that it is lower than the probability of another game medium whose rarity information is higher than a predetermined standard being drawn. [Appendix 9] A game device described in any one of Appendices 1 to 8, wherein the group to be re-drawn is configured to be composed only of game media whose rarity information included in the game media information is higher than a predetermined standard, so that one of them will be drawn with a much higher probability than if the group is not composed only of game media whose rarity information is higher than a predetermined standard. [Appendix 10] A gaming device described in any one of Appendices 1 to 9, wherein the re-drawing process is performed whenever it is determined that the re-drawing conditions are met, and / or after confirming a desire for a re-draw from the user associated with the associated user identification information. [Appendix 11] a storage step of storing, for each user identification information, game media information representing one or more game media associated with the user identification information; a lottery processing step of newly associating a game medium selected from a plurality of types of game media with the user identification information based on the lottery processing for each user identification information; The lottery processing step includes: a normal lottery execution step for randomly selecting one game medium from a group of game media to be selected, the group including the one or more game media by type, thereby realizing one normal lottery process; a re-lottery condition determination step of determining whether or not a re-lottery condition is satisfied based on a result of the normal lottery processing by the normal lottery execution step and the user identification information by the storage step; a re-lottery execution step of performing a re-lottery process using a group of re-lottery targets obtained by extracting only some game media from the group of lottery targets used in the normal lottery execution step when it is determined in the re-lottery condition determination step that the re-lottery condition is satisfied, A gaming method executed by a computer, wherein the re-drawing condition is satisfied when a first condition is satisfied that, in relation to the game medium drawn in the normal lottery process and the game medium owned by the user related to the user identification information, the information indicating the rarity included in the game medium information of the game medium drawn in the normal lottery process is information indicating a predetermined rarity or higher, and a second condition is satisfied that the game medium drawn in the normal lottery process is the same as the game medium owned by the user related to the associated user identification information. [Appendix 12] a storage process for storing, for each user identification information, game media information representing one or more game media associated with the user identification information; a lottery process for newly associating a game medium selected from a plurality of types of game media with the user identification information based on the lottery process, for each user identification information; The lottery process includes: a normal lottery execution process that randomly selects one game medium from a selection target group that includes the one or more game media by type, thereby performing a normal lottery process; a re-lottery condition determination process for determining whether or not a re-lottery condition is satisfied based on a result of the normal lottery process by the normal lottery execution process and the user identification information by the storage process; a re-lottery execution process for performing a re-lottery process using a re-lottery target group obtained by extracting only some of the game media from the lottery target group when it is determined that the re-lottery condition is satisfied by the re-lottery condition determination process, A game program in which the re-drawing condition is satisfied when a first condition is satisfied that, in relation to the game medium drawn in the normal lottery process and the game medium owned by the user related to the user identification information, the information indicating the rarity included in the game medium information of the game medium drawn in the normal lottery process is equal to or greater than information indicating a predetermined rarity, and a second condition is satisfied that the game medium drawn in the normal lottery process is the same as the game medium owned by the user related to the associated user identification information. [Explanation of symbols]
[0198] 1. Game System 10 Server device 11 Server Communication Unit 12 Server storage unit 13 Server control unit 20 Terminal equipment 21 Terminal communication unit 22 Terminal memory section 23 Display section 24 Input section 25 Terminal control unit 30 Network 40 Moving Objects 41 Road surface 42 items 130 Lottery processing unit 131 Regular Lottery Execution Department 132 Re-selection condition determination unit 133 Re-drawing Department 134 Lottery Results Confirmation Section
Claims
[Claim 1] a storage unit that stores, for each user identification information, game media information that indicates one or more game media associated with the user identification information; a lottery processing unit that newly associates a game medium selected from a plurality of types of game media with the user identification information based on lottery processing for each user identification information; The lottery processing unit a normal lottery execution unit that randomly selects one game medium from a selection target group that includes the one or more game media by type, thereby performing a normal lottery process; a re-selection condition determination unit that determines whether a re-selection condition is satisfied based on a result of the normal selection process by the normal selection execution unit and the user identification information in the storage unit; a re-drawing execution unit that, when the re-drawing condition determination unit determines that the re-drawing condition is met, performs a re-drawing process using a group of re-drawing objects obtained by extracting only a portion of the game media from the group of lottery objects used by the normal lottery execution unit.
Citation Information
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