Game program and game system

The described system allows players to track and plan for rewards in gaming systems by displaying predicted points and required amounts, addressing the challenge of uncertain reward acquisition in time-limited events.

JP2025147918AActive Publication Date: 2025-10-07CAPCOM CO LTD
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Patent Information

Application Number
JP2024048431
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-03-25
Publication Date
2025-10-07
Estimated Expiration
2044-03-25

AI Technical Summary

Technical Problem

Players in gaming systems often lack the ability to confirm whether they can earn rewards by a predetermined end time, such as the end of a time-limited game event, making it difficult to plan their gameplay effectively.

Method used

A computer system that includes a progression unit for playing game events, an output processing unit to display predicted event points and rewards, and a control unit to execute a game program, allowing players to visualize their progress and required points to acquire rewards before the event ends.

Benefits of technology

Enables players to confirm if they can acquire rewards by the end of the game event, enhancing their gameplay planning and rewarding experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025147918000001_ABST
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Patent Text Reader

Abstract

To allow a player to confirm whether rewards can be acquired by a termination time point.SOLUTION: In a game in which play points are imparted to a player each predetermined time, a progression unit allows a player to play a game event in which event points for acquiring rewards are imparted by consuming the play points held by the player. An output processing unit displays on a display unit an image including the predicted event point amount which is the total number of event points predicted to be imparted to the player by a predetermined termination time point, and a reward list which associates multiple rewards that can be imparted to a player and a required amount of event points which is the amount of event points required to acquire each of the multiple rewards.SELECTED DRAWING: Figure 7
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Description

[Technical Field]

[0001] The present invention relates to gaming technology. [Background technology]

[0002] Patent Document 1 discloses a game in which a consumption value of "stamina," a parameter necessary for playing, is set. A player consumes stamina to play the game. Stamina recovers by a predetermined value at regular intervals. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2023-113939 Summary of the Invention [Problem to be solved by the invention]

[0004] In some cases, a player is given points to earn a reward by playing the above-mentioned games. In this case, it would be convenient for the player if the player could confirm whether or not he or she can earn the reward by a predetermined end time (for example, the end time of a game event held for a limited time).

[0005] An object of the present invention is to enable a player to check whether or not he or she has acquired any rewards up to the end of the game. [Means for solving the problem]

[0006] A first aspect of the present invention provides a computer system comprising one or more computers, a progression unit that allows a player to play a game event in which play points are awarded to a player at predetermined time intervals, and in which event points for obtaining a reward are awarded by consuming the play points owned by the player; The device functions as an output processing unit that displays on a display an image including a predicted event point amount, which is the total amount of the event points predicted to be awarded to the player by a predetermined end time, and a reward list in which a plurality of rewards that can be awarded to the player are associated with a required event point amount, which is the amount of the event points required to obtain each of the plurality of rewards. It is a game program.

[0007] In a first aspect, The game event may be a time-limited game event for which a playable period during which the player can play is set, The end time may be the end time of a playable period for the game event.

[0008] In a first aspect, The output processing unit may determine the display manner of each of the multiple rewards in the reward list depending on the relationship between the required event point amount associated with each of the multiple rewards in the reward list and the predicted event point amount.

[0009] In a first aspect, Among the multiple rewards included in the reward list, the display mode of the reward associated with the required event point amount that exceeds the predicted event point amount and the display mode of the reward associated with the required event point amount that does not exceed the predicted event point amount may be different from each other.

[0010] In a first aspect, The output processing unit may derive the predicted amount of event points based on the remaining time until the end point, the amount of play points awarded per predetermined time, and the amount of event points awarded by playing the game event.

[0011] In a first aspect, When a predetermined play point awarding condition is met in the game event, the play points may be awarded to the player. The output processing unit may derive the predicted event point amount based on the remaining time until the end time, the amount of play points to be awarded to the player at each predetermined time interval, the amount of play points predicted to be awarded to the player by the end time if the play point awarding condition is met, and the amount of event points to be awarded by playing the game event.

[0012] In a first aspect, The play points may be granted to the player in response to a charge made by the player to obtain the play points or in response to the player exercising a right to obtain the play points, The output processing unit may display on the display an image to prompt the player to pay or exercise the right for a reward associated with the required amount of event points that exceeds the predicted amount of event points, among the plurality of rewards included in the reward list.

[0013] The second aspect is a storage unit that stores a game program according to a first aspect; a control unit that executes the game program; It is a game system. [Effects of the Invention]

[0014] According to the present invention, it is possible to allow a player to confirm whether or not he or she can acquire a reward up to the end of the game. [Brief explanation of the drawings]

[0015] [Figure 1] FIG. 1 is a block diagram illustrating a configuration of a game system according to an embodiment. [Figure 2] FIG. 10 is a diagram illustrating an example of an image of a game event selection screen. [Figure 3]FIG. 10 is a diagram illustrating an example of an image of a reward selection screen. [Figure 4] 10 is a flowchart illustrating the flow of a confirmation process. [Figure 5] 10 is a graph for explaining the relationship between the amount of increase (small) in play points per predetermined time and the predicted amount of play points and the predicted amount of event points. [Figure 6] 10 is a graph for explaining the relationship between the increase (largest) in play points per predetermined time and the predicted amount of play points and the predicted amount of event points. [Figure 7] FIG. 10 is a diagram illustrating an example of an image of a confirmation screen according to the embodiment. [Figure 8] FIG. 10 is a diagram illustrating an example of an image of a confirmation screen according to Modification 1 of Embodiment 1. [Figure 9] FIG. 10 is a diagram illustrating an example of an image of a confirmation screen according to a second modification of the first embodiment. [Figure 10] FIG. 10 is a diagram illustrating an example of an image of a confirmation screen in Modification 3 of Embodiment 1. [Figure 11] FIG. 10 is a diagram illustrating an example of an image of a reward selection screen (without a reward confirmation area) according to a fourth modified example of the first embodiment. [Figure 12] FIG. 10 is a diagram illustrating an example of an image of a reward selection screen (with a reward confirmation area) according to a fourth modification of the first embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0016] Hereinafter, the embodiments will be described in detail with reference to the drawings. In the drawings, the same or corresponding parts are designated by the same reference numerals and their description will not be repeated.

[0017] (Terminology explanation) First, the terms used in the following description will be explained. Terms such as game, player, game event, play point, and event point will be used below.

[0018] A "game" refers to a game (video game) that progresses in a virtual space in response to operations by a player. The virtual space may be a three-dimensional space or a two-dimensional space. The virtual space is displayed as an image on a display device.

[0019] An example of such a game is an action game in which a player character controlled by a player defeats enemy characters. In an action game, the player character recovers his / her stamina by equipping equipment items such as weapons and armor, and by using tool items such as healing potions. In such a game, the player progresses by completing presented tasks (quests).

[0020] The above games utilize game media. Examples of game media include characters, items (weapons, armor, tools, etc.) that characters use in virtual space, and character skills. Players can obtain the above game media by directly purchasing them, completing quests, or entering prizes in a lottery known as "gacha."

[0021] In the following description, a "game" refers to a game in which play points are awarded to a player at predetermined time intervals. In the game, a player can play game events by spending play points that the player owns. Furthermore, by playing game events, the player can earn event points. The player can then earn rewards according to the event points that the player owns.

[0022] Furthermore, the type of "game" in the following description is not limited to the above-mentioned "action game." For example, the game may be a role-playing game, a rhythm game, a puzzle game, or any other type of game.

[0023] A "player" is a user who plays a game. In the above-mentioned game, a player is given play points, event points, rewards, etc. Specifically, the points and rewards given to a player in a game are associated with a player ID assigned to the player and registered in a database (a database for managing points and rewards given to players). The player ID is an example of information for identifying a player. Note that "given (held) by a player" is synonymous with "associated with a player."

[0024] A "game event" is a part of a game that is played by a player. Game events include time-limited game events that allow players to play for a set period of time. For example, time-limited game events are held to allow players to earn time-limited rewards.

[0025] Note that a game event can be played repeatedly, and event points may be earned each time the game event is played. Furthermore, the amount of event points earned by playing a game event may vary depending on the content (result) of the game event.

[0026] For example, if the type of game event is an "action game" or a "role-playing game," the conditions for clearing the game event (conditions for obtaining event points) may be a condition of defeating an enemy character placed in a predetermined virtual space, a condition of arriving at a destination in a predetermined virtual space, etc. The amount of event points obtained by clearing a game event may increase as the difficulty of the game event increases (for example, the enemy character becomes stronger), or may increase as the time required to complete the game event decreases.

[0027] Furthermore, if the type of game event is a "rhythm game," the condition for clearing the game event may be to play a designated piece of music. The amount of event points obtained by clearing the game event may increase as the score in playing the piece of music increases. Note that the higher the accuracy of the performance of the piece of music (the accuracy of the operations for playing), the higher the score in playing that piece of music.

[0028] Furthermore, if the type of game event is a "puzzle game," the condition for clearing the game event may be to complete a specified puzzle. The amount of event points obtained by clearing the game event may increase as the time required to complete the game event decreases.

[0029] "Play points" are points that a player needs to play a game event, and are consumed by the player to play the game event. Specifically, a "play point consumption amount" is set for each game event. A player can then play the game event by selecting the game event they wish to play and consuming the same amount of play points (play points owned by the player) as the "play point consumption amount" set for that game event.

[0030] In the above game, an upper limit is set for the number of play points that a player can possess. Specifically, a predetermined number of play points is granted to a player at predetermined time intervals, and the number of play points possessed by the player increases by a predetermined amount at each predetermined time interval. When the number of play points possessed by a player reaches the upper limit, the number of play points possessed by the player remains at the upper limit.

[0031] In addition, in the above game, play points may be awarded to a player in response to the player's "payment of a fee to obtain play points" or the player's "exercise of a right to obtain play points." Specifically, when a player makes the above payment (or exercises the above right), a predetermined amount of play points corresponding to the payment (or right) is awarded to the player.

[0032] An example of exercising the right to obtain play points is a process for consuming (using) a consumable medium that is used and consumed to obtain play points. Examples of consumable media include paid stones and paid tickets that can be obtained by paying, free stones and free tickets that can be obtained free of charge through means other than paying (for example, by completing a quest), and recovery items used to recover (acquire) play points in a game. For example, the more money paid, the more play points a player will receive through the payment.

[0033] In the above game, when a predetermined play point awarding condition is met in a game event, play points may be awarded to the player. Specifically, when a play point awarding condition is met in a game event, a predetermined amount of play points according to the play point awarding condition are awarded to the player.

[0034] Examples of conditions for granting play points include leveling up the player character, leveling up the player, clearing a quest, etc. For example, when the player character levels up, the player is granted an amount of play points equal to the upper limit of the play points held by the player.

[0035] "Event points" are points that a player needs to earn rewards in a game, and can be earned by playing game events. For example, event points that can be earned by playing a time-limited game event can be used to acquire time-limited rewards.

[0036] Specifically, a "required amount of event points" is set for each reward. The player selects the reward they wish to acquire and acquires it by spending the same amount of event points (event points held by the player) as the "required amount of event points" set for that reward.

[0037] Alternatively, the reward may be granted to a player on the condition that the amount of event points held by the player reaches the "required amount of event points" set for the reward. In this case, the reward may be automatically granted to the player without consuming the event points held by the player.

[0038] Examples of rewards include game media used in the game (e.g., characters, items, etc.), in-game effects that allow the game to progress more advantageously (e.g., the effect of accelerating the player character's level-up), and game media that can be kept as part of a collection (e.g., trophies, titles, etc.).

[0039] (Game device) FIG. 1 illustrates the configuration of a game device 1 according to an embodiment. The game device 1 executes a game in response to operations by a player. The game progresses on the game device 1 based on an installed game program and game data. Game devices 1 can communicate data with each other using a communication network (not shown) or a short-range wireless communication device (not shown). The game device 1 is an example of a game system.

[0040] Examples of the game device 1 include a game console, smartphone, tablet, personal computer, etc., each of which has an externally connected or built-in display, speaker, and controller. Examples of game consoles include commercially available game consoles such as PlayStation (registered trademark), PlayStation Vita (registered trademark), Nintendo Switch (registered trademark), and XBox (registered trademark).

[0041] In the following, a case where the game device 1 is a smartphone will be taken as an example. The game device 1 includes a main body 10, a display 21, a speaker 22, and a touchpad 23.

[0042] [Hardware configuration of the main body of the game device] The main body 10 of the game device 1 includes a network interface 11, a graphics processing unit 12, an audio processing unit 13, an operation processing unit 14, a storage unit 15, and a control unit 16. The network interface 11, the graphics processing unit 12, the audio processing unit 13, the operation processing unit 14, and the storage unit 15 are electrically connected to the control unit 16 via a bus 17.

[0043] The network interface 11 is communicably connected to other information processing devices via a communication network (not shown) in order to send and receive various information and data between the network interface 11 and other information processing devices such as other game devices 1 and external server devices (not shown).

[0044] A display 21 is connected to the graphics processing unit 12. The graphics processing unit 12 displays various images (moving images drawn in a moving image format) on the display 21 in accordance with various image information output from the control unit 16. The display 21 is an example of a display device that displays images to a player.

[0045] A speaker 22 is connected to the audio processing unit 13. The audio processing unit 13 causes the speaker 22 to output various sounds in accordance with various types of audio information output from the control unit 16. The speaker 22 is an example of an acoustic device that outputs sounds to the player.

[0046] A touchpad 23 is connected to the operation processing unit 14. The operation processing unit 14 transmits and receives data related to operation inputs to and from the touchpad 23. The operation processing unit 14 then transmits operation information indicating operations input to the touchpad 23 to the control unit 16. The touchpad 23 is an example of an operation unit operated by a player.

[0047] For example, a player operates the touchpad 23 to input an operation signal to the game device 1. That is, when the touchpad 23 is operated by the player, the touchpad 23 transmits an operation signal corresponding to the operation by the player to the operation processing unit 14. The operation processing unit 14 generates operation information based on the operation signal and transmits the operation information to the control unit 16.

[0048] The storage unit 15 stores various types of information and data. The storage unit 15 is configured with an HDD, an SSD, a RAM, a ROM, etc. In this example, the storage unit 15 stores a game program and game data for executing a game, account information (player ID and password) of a player who uses the game device 1, a database for managing points and rewards held by a player, image data indicating various images to be displayed on the display 21, audio data indicating various sounds to be output from the speaker 22, etc.

[0049] The control unit 16 controls the operation of the game device 1. The control unit 16 transmits and receives various types of information and data, and processes the various types of information and data. The control unit 16 has a CPU (microcomputer) and memory. The memory stores programs for operating the CPU, etc. In this example, the control unit 16 controls the graphics processing unit 12 and audio processing unit 13, thereby controlling the display 21 and speaker 22.

[0050] [Functional configuration of the control unit in the game device] The control unit 16 has a progression unit 101, a play point management unit 102, an event point management unit 103, a reward management unit 104, and an output processing unit 105. Specifically, the control unit 16 functions as the progression unit 101, the play point management unit 102, the event point management unit 103, the reward management unit 104, and the output processing unit 105 by the CPU executing various programs. This program is an example of a game program.

[0051] 〈Progress section〉 The progression unit 101 controls the game and progresses the game. For example, the progression unit 101 progresses the game by moving a player character in a virtual space in accordance with operations by a player. The progression unit 101 also moves non-player characters and predetermined objects (such as vehicles) in the virtual space. For example, the progression unit 101 controls the movements of the non-player characters and predetermined objects using AI (artificial intelligence). Then, the progression unit 101 progresses the game in accordance with the movements of the player character and non-player characters.

[0052] Specifically, the progression unit 101 causes the display 21 and the speaker 22 to output images and sounds related to the game based on the game data. The game data includes image data showing images related to the game and audio data showing sounds related to the game. The player operates the touchpad 23 in accordance with the images and sounds output from the display 21 and the speaker 22.

[0053] The progression unit 101 acquires operation information indicating operations input to the touchpad 23, and generates (updates) game data that reflects that operation information. Then, based on the generated (updated) game data, the progression unit 101 outputs images and sounds related to the game to the display 21 and speaker 22. The game progresses as the above processing is repeated.

[0054] The game progressed by the progression unit 101 is a game in which play points are awarded to the player at predetermined time intervals. In the game, the progression unit 101 allows the player to play game events by consuming the play points held by the player. By playing game events, the player is awarded event points with which to obtain rewards.

[0055] <Playpoint Management Department> The play point management unit 102 manages play points. Specifically, in the above game, the play point management unit 102 grants a predetermined amount of play points to a player at predetermined time intervals. In other words, the play point management unit 102 adds a predetermined amount of play points to the play points held by the player at predetermined time intervals. When the amount of play points held by a player reaches an upper limit, the play point management unit 102 maintains the amount of play points held by the player at the upper limit.

[0056] <Event Point Management Department> The event point management unit 103 manages event points. Specifically, the event point management unit 103 grants a predetermined amount of event points to a player who plays a game event in the above-mentioned game. In other words, the event point management unit 103 adds a predetermined amount of event points to the event points held by a player who plays a game event.

[0057] <Remuneration Management Department> The reward management unit 104 manages rewards. Specifically, in the above-mentioned game, the reward management unit 104 grants a reward to a player according to the event points held by the player. In this example, the reward management unit 104 grants the reward to the player by consuming the same amount of event points (event points held by the player) as the "required amount of event points" set for the reward selected by the player.

[0058] In addition, the reward management unit 104 may grant the reward to the player without consuming the event points held by the player, on the condition that the amount of event points held by the player reaches the "required amount of event points" set in the reward.

[0059] <Output Processing Section> The output processing unit 105 performs output processing for outputting (providing) various types of information to the player. For example, such various types of information are provided to the player via the display 21, the speaker 22, etc.

[0060] Specifically, the output processing unit 105 provides a predetermined notification regarding the acquisition of a reward based on the relationship between the predicted amount of play points and the required amount of play points. The "predicted amount of play points" is the total amount of play points predicted to be awarded to the player by a predetermined end time. The "required amount of play points" is the total amount of play points required to play game events so that the reward will be awarded to the player by the end time. The predetermined notification includes a notification regarding whether the reward can be obtained by the end time. The predetermined notification also includes a notification regarding the frequency of playing game events required to earn the reward by the end time.

[0061] In this example, the game event is a time-limited game event for which a playable period during which a player can play is set, and the end time is the end time of the playable period of the time-limited game event.

[0062] The output processing unit 105 also displays an image including a predicted event point amount and a reward list on the display 21. The "predicted event point amount" is the total amount of event points predicted to be awarded to the player by the above-mentioned predetermined end time. The reward list associates multiple rewards that can be awarded to the player with required event point amounts associated with each of the multiple rewards. The "required event point amount" associated with each of the multiple rewards is the amount of event points required to obtain each of the multiple rewards.

[0063] In this example, the output processing unit 105 provides a predetermined notification regarding the acquisition of rewards based on the relationship between the predicted amount of play points and the required amount of play points associated with each of the multiple rewards that can be awarded to the player. The predetermined notification includes a notification regarding whether each of the multiple rewards can be obtained by the end time. The predetermined notification also includes a notification regarding the frequency of playing the game event required to obtain each of the multiple rewards by the end time.

[0064] [Gameplay Processing] Next, a description will be given of the "game play process" performed in the game device 1. The game play process is a process for allowing the player to play a game event.

[0065] In the game play processing, the progression unit 101 allows the player to select a game event to play and has the player spend a predetermined amount of play points to play that game event. The event point management unit 103 awards a predetermined amount of event points to the player who has played the game event. Specifically, the following processing is performed.

[0066] When an operation to start selecting a game event to be played is input to the touchpad 23, the progression unit 101, in response to the operation, causes the display 21 to display an image of the game event selection screen shown in Fig. 2 (hereinafter referred to as "image P1") As shown in Fig. 2, image P1 includes a play point display area R10 and a plurality of game event display areas R11 corresponding respectively to a plurality of game events prepared in advance.

[0067] The play point display area R10 shows the current amount of play points held by the player (20 points in the example of Figure 2), the upper limit of the amount of play points held by the player (100 points in the example of Figure 2), and the remaining time until the next predetermined amount of play points will be granted to the player (30 seconds in the example of Figure 2).

[0068] Each of the multiple game event display areas R11 displays information about the content of the game event corresponding to that game event display area R11 (not shown in the example of FIG. 2), the amount of play points required to play that game event, "play points consumed," and the amount of event points that can be earned by playing that game event. Each of the multiple game event display areas R11 also has a play button B11 for starting play of the game event corresponding to that game event display area R11.

[0069] In this example, the amount of play points consumed and the amount of event points earned are set according to the difficulty level of the game event. Specifically, the higher the difficulty level of the game event, the greater the amount of play points consumed and the amount of event points earned set for that game event.

[0070] Next, when an operation to select (press) the play button B11 in a game event display area R11 included in image P1 is input to the touchpad 23, the progression unit 101 subtracts from the play points held by the player the amount of play points equal to the amount of play points consumed (the amount of play points set for the game event) shown in that game event display area R11. Then, the progression unit 101 causes the player to play the game event corresponding to that game event display area R11.

[0071] Next, when the player finishes playing the game event, the event point management unit 103 awards the player with an amount of event points equal to the amount of event points acquired, which is shown in the game event display area R11 including the play button B11 selected by the player.

[0072] [Reward selection process] Next, a description will be given of the "reward selection process" performed in the game device 1. The reward selection process is a process for allowing the player to select a reward.

[0073] In the reward selection process, the reward management unit 104 allows the player to select a reward they wish to acquire, and grants the reward to the player by having the player consume event points. Specifically, the following process is performed.

[0074] When an operation to start selecting a reward to be acquired is input to the touchpad 23, the reward management unit 104 causes the display 21 to display an image of the reward selection screen exemplified in Fig. 3 (hereinafter referred to as "image P2") in response to the operation. As shown in Fig. 3, image P2 includes an event point display area R20, a plurality of reward display areas R21 corresponding to a plurality of prepared rewards, respectively, and a confirmation button B20 for performing a confirmation process, which will be described later.

[0075] The event point display area R20 shows the current amount of event points held by the player (5 points in the example of FIG. 3). Each of the multiple reward display areas R21 shows information about the reward (not shown in the example of FIG. 3) and the "required event points," which is the amount of event points required to obtain that reward. Each of the multiple reward display areas R21 also has an acquisition button B21 for acquiring the reward corresponding to that reward display area R21.

[0076] Next, when an operation to select (press) the acquire button B21 in the reward display area R21 included in the image P2 is input to the touchpad 23, the reward management unit 104 subtracts the same amount of event points as the required event point amount shown in the reward display area R21 from the event points held by the player. Then, the reward management unit 104 grants the reward corresponding to the reward display area R21 to the player.

[0077] [Confirmation process] Next, a confirmation process performed in the game device 1 will be described with reference to Fig. 4. The confirmation process is a process for allowing the player to confirm whether or not a reward can be acquired by a predetermined end time. Specifically, when an operation to select (press) the confirmation button B20 included in the image P2 shown in Fig. 3 is input to the touchpad 23, the output processing unit 105 performs the following process in response to the operation.

[0078] <Step S11> First, the output processing unit 105 derives a "predicted play point amount," which is the total amount of play points predicted to be awarded to the player by the end time. In this example, the output processing unit 105 derives the predicted play point amount based on the remaining time until the end time and the amount of play points to be awarded to the player per predetermined time. The longer the remaining time until the end time, the greater the predicted play point amount. The greater the amount of play points to be awarded to the player per predetermined time, the greater the predicted play point amount.

[0079] Specifically, the output processing unit 105 derives a predicted amount of play points to be acquired per day based on predetermined derivation conditions. Then, the output processing unit 105 derives a "predicted amount of play points" by multiplying the "predicted amount of play points to be acquired per day" by the "number of days remaining until the end point." The above "per day" is an example of a predetermined "unit time," and the above "number of days remaining" is an example of a "number of remaining unit hours." The same applies hereinafter.

[0080] For example, the derivation condition for the above play points is that within a "reference period (an uninterrupted continuous period)" set per day, "a first period in which the play points held by the player gradually increase from zero to the upper limit at predetermined intervals" and "a second period in which the game event continues to be played until the play points drop from the upper limit to zero" are repeated alternately.

[0081] In the above-mentioned derivation conditions for play points, the game event that is expected to be played by the player is determined in advance, and the "play point consumption per play," which is the amount of play points required to play the game event once, is set to the "play point consumption" set for the specified game event.

[0082] Furthermore, the derivation conditions for the play points include a predetermined "play time per play," which is the time required to play a single game event. For example, the play time per play is set to the time predicted to be required to play the game event. Such a time may be a time (such as an average time) derived based on the results (play time) of multiple plays of the game event by the player.

[0083] The amount of play points that can be earned in the first period is the upper limit of play points. The length of the first period is calculated by multiplying the "number of times play points are awarded" obtained by dividing the "upper limit of play points" by the "amount of play points awarded per predetermined time" by the "predetermined time (the time interval at which play points are awarded)." The length of the second period is calculated by multiplying the "number of times the game is played" obtained by dividing the "upper limit of play points" by the "amount of play points consumed per play" by the "play time per play."

[0084] As shown in Figure 5, if the length of the reference period T0 is "24 minutes," the amount of play points granted per predetermined time (increase rate) is "10 points per minute," the amount of play points consumed per play is "50 points," and the play time per play is "1 minute," the reference period T0 includes two "first periods T1 during which the play points held by the player gradually increase from zero to the upper limit every predetermined time" and two "second periods T2 during which play of the game event continues until the play points drop from the upper limit to zero." In the example of Figure 5, the "total amount of play points," which is the total amount of play points predicted to be granted to the player during the reference period T0, is "200 points."

[0085] As shown in Figure 6, when the amount of play points granted per predetermined time (increase rate) becomes "20 points per minute," the reference period T0 will contain four first periods T1 and four second periods T2. In the example of Figure 6, the total amount of play points is "400 points." In this way, when the amount of play points granted per predetermined time increases, the total amount of play points increases, and as a result, the predicted amount of play points increases.

[0086] <Step S12> The output processing unit 105 also derives a "predicted event point amount," which is the total amount of event points predicted to be awarded to the player by the end time. In this example, the output processing unit 105 derives the predicted event point amount based on the remaining time until the end time, the amount of play points awarded per predetermined time, and the amount of event points awarded by playing game events. The longer the remaining time until the end time, the greater the predicted event point amount. The greater the amount of play points awarded per predetermined time, the greater the predicted event point amount. The greater the amount of event points awarded by playing game events, the greater the predicted event point amount.

[0087] Specifically, the output processing unit 105 derives the predicted amount of event points to be acquired per day based on predetermined derivation conditions. Next, the output processing unit 105 multiplies the "predicted amount of event points to be acquired per day" by the "number of days remaining until the end point" to derive a "predicted event point amount (excluding current amount)," which is a predicted event point amount that does not include the current amount of event points. Next, the output processing unit 105 derives the "predicted event point amount" by adding the "current amount of event points" to the "predicted event point amount (excluding current amount)."

[0088] For example, the derivation condition for event points, like the derivation condition for play points, is that a "first period" and a "second period" are repeated alternately within a "reference period" set per day.

[0089] In addition to the parameters set in the derivation conditions for play points (specifically, "amount of play points consumed per play" and "play time per play"), the above-mentioned derivation conditions for event points also set the "amount of event points earned per play," which is the amount of event points that can be earned by playing a game event once.

[0090] In addition, the amount of event points that can be earned during the second period is calculated by multiplying the "number of game plays" obtained by dividing the "maximum amount of play points" by the "amount of play points consumed per play" by the "amount of event points earned per play" mentioned above.

[0091] In the example of Figure 5, the amount of play points awarded per specified time (increase rate) is "10 points per minute," the "amount of event points earned per play" is "1 point," and the "total amount of event points," which is the total amount of event points predicted to be awarded to the player within the reference period T0, is "4 points."

[0092] As shown in Figure 6, when the amount of play points granted per predetermined time (increase rate) becomes "20 points per minute," the reference period T0 will contain four first periods T1 and four second periods T2. In the example of Figure 6, the total amount of event points is "8 points." In this way, when the amount of play points granted per predetermined time increases, the total amount of event points increases, and as a result, the predicted amount of event points increases.

[0093] The output processing unit 105 may derive the predicted event point amount based on the predicted play point amount derived in step S11. Specifically, the output processing unit 105 may derive the predicted event point amount by multiplying the "number of game plays" obtained by dividing the "predicted play point amount" by the "amount of points consumed per play" by the "amount of event points acquired per play."

[0094] <Step S13> Next, the output processing unit 105 selects an unprocessed reward from among a plurality of rewards prepared in advance. Note that these "prepared rewards" are a plurality of rewards corresponding to the plurality of reward display areas R21 included in the image P2 (the image of the reward selection screen).

[0095] <Step S14> Next, the output processing unit 105 derives a "required number of play points" for the reward selected in step S13. The required number of play points is the total number of play points required to play the game event so that the reward selected in step S13 is awarded to the player by the end of the game event.

[0096] In this example, the output processing unit 105 derives the required play points based on the "required event points," which is the amount of event points required to obtain a reward, the amount of event points awarded by playing a game event, and the amount of play points required to play the game event. The greater the required event points, the greater the required play points. The fewer the event points awarded by playing a game event, the greater the required play points. The greater the amount of play points required to play a game event, the greater the required play points.

[0097] Specifically, the output processing unit 105 derives the "required number of game plays," which is the number of times the game event must be played to earn the reward, by dividing the "required number of event points" set for the reward selected in step S13 by the "amount of event points earned per play," which is the amount of event points that can be earned by playing the game event once.The output processing unit 105 then multiplies the "required number of game plays" by the "amount of play points consumed per play," which is the amount of play points required to play the game event once, to derive the required number of play points.

[0098] Note that the above "amount of event points earned per play" and "amount of play points consumed per play" are the same as the "amount of event points earned per play" and "amount of play points consumed per play" set in the above-mentioned event point derivation conditions.

[0099] <Step S15: Determination Process> Next, the output processing unit 105 determines the relationship between the predicted amount of play points and the required amount of play points based on the "predicted amount of play points" derived in step S11 and the "required amount of play points" related to the reward derived in step S14.

[0100] In this example, the output processing unit 105 determines whether the "predicted amount of play points" is equal to or greater than the "required amount of play points." If the "predicted amount of play points" is equal to or greater than the "required amount of play points," the output processing unit 105 determines that the reward described above is "obtainable" by the end time, and if not, determines that the reward described above is "unobtainable" by the end time.

[0101] <Step S16> Next, the output processing unit 105 determines whether the determination process (step S15) has been completed for all of the prepared rewards. If the determination process has been completed for the prepared rewards, the process of step S16 is performed, and if not (if there are unprocessed rewards remaining among the prepared rewards), the process of step S13 is performed.

[0102] <Step S17: Notification Processing and Display Processing> Next, the output processing unit 105 performs notification processing and display processing. The notification processing is processing for notifying the player whether or not a reward can be acquired. The display processing is processing for displaying an image for allowing the player to confirm whether or not a reward can be acquired.

[0103] <<Notification Processing>> In the notification process, the output processing unit 105 issues a predetermined notification regarding the acquisition of each of the multiple rewards prepared in advance, based on the result of the determination process (step S15) for each of the multiple rewards. In this example, the predetermined notification is issued in the form of "displaying information related to the predetermined notification on the display 21."

[0104] The predetermined notification is a notification indicating the result of the determination process for each of the multiple rewards. The predetermined notification is sent for each reward. The predetermined notification includes an "obtainable notification" that indicates that the reward can be obtained by the end time, an "unobtainable notification" that indicates that the reward cannot be obtained by the end time, and a "number of days of play notification" that indicates the number of days of play of the game event required to obtain the reward by the end time.

[0105] The play days notification is sent together with the earnable notification. The earnable notification and the unearned notification are examples of notifications regarding whether or not a reward can be obtained by the end of the game. The play days notification is an example of a notification regarding the frequency of play of the game event required to obtain a reward by the end of the game. Note that the above "frequency" may be, in addition to the above "number of days," "time" or "number of times," etc.

[0106] <<Display Processing>> In the display process, the output processing unit 105 displays an image including the "predicted event point amount" derived in step S12 and a "reward list" on the display 21. The reward list associates multiple rewards that are prepared in advance and can be given to the player with the "required event point amount" associated with each of the multiple rewards.

[0107] <<Examples of notification processing and display processing>> In this example, the output processing unit 105 simultaneously performs notification processing and display processing. Specifically, the output processing unit 105 displays an image of the confirmation screen illustrated in FIG. 7 (hereinafter referred to as "image P3") on the display 21. As shown in FIG. 7, image P3 includes a predicted event point amount display area R30, a plurality of reward confirmation areas R31 corresponding to a plurality of previously prepared rewards, and a back button B30 for returning to the above-described reward confirmation processing.

[0108] The predicted event point amount display area R30 displays the predicted event point amount (505 points in the example of FIG. 7) derived in step S12. Each of the multiple reward confirmation areas R31 displays information about the content of the reward (not shown in the example of FIG. 7) and a "required event point amount," which is the amount of event points required to obtain that reward. The combination of the multiple reward confirmation areas R31 corresponds to the above-mentioned "reward list." Each of the multiple reward confirmation areas R31 also has a notification display area R35 in which a predetermined notification regarding the acquisition of that reward is displayed.

[0109] In the example of FIG. 7, the first "Reward 1" is the reward determined to be "obtainable" in the determination process (step S15). The notification display area R35 corresponding to "Reward 1" displays a notification that reads "You can obtain this reward by playing every day." This notification is an example of an obtainability notification. This notification is also an example of a play frequency notification.

[0110] Note that the above-mentioned "daily play" refers to a playing situation in which the player continues to play game events "every day" until the end of the game event by using (consuming) only "play points granted to the player at specified time intervals" within a specified period of time per day (a period of the same length as the above-mentioned "reference period").

[0111] In the example of FIG. 7, the second "Reward 2," the third "Reward 3," and the fourth "Reward 4" are rewards that were determined to be "unattainable" in the determination process. The notification display area R35 corresponding to each of these rewards displays a notification that reads, "Cannot be obtained even if you play every day." This notification is an example of an "unattainable" notification.

[0112] [Summary of the embodiment] To summarize the above, the game program of the embodiment causes a computer system (control unit 16) consisting of one or more computers to function as a progression unit 101 and an output processing unit 105. In a game in which play points are awarded to a player at predetermined time intervals, the progression unit 101 causes a player to play a game event in which event points for obtaining a reward are awarded by consuming the play points owned by the player. The output processing unit 105 provides a predetermined notification regarding the acquisition of a reward based on the relationship between the predicted play point amount, which is the total amount of play points predicted to be awarded to the player by a predetermined end time, and the required play point amount, which is the total amount of play points required to play the game event so that the reward is awarded to the player by the end time.

[0113] Furthermore, the game program of the embodiment causes a computer system (control unit 16) consisting of one or more computers to function as a progression unit 101 and an output processing unit 105. In a game in which play points are awarded to a player at predetermined time intervals, the progression unit 101 causes a player to play a game event in which event points for obtaining rewards are awarded by consuming the play points owned by the player. The output processing unit 105 causes the display 21 to display an image including a reward list in which a predicted event point amount, which is the total amount of event points predicted to be awarded to the player by a predetermined end time, is associated with a plurality of rewards that can be awarded to the player and a required event point amount, which is the amount of event points required to obtain each of the plurality of rewards.

[0114] The game system (game device 1) of the embodiment includes a storage unit 15 that stores the above-described game program, and a control unit 16 that executes the game program.

[0115] [Effects of the embodiment] As described above, in the embodiment, the output processing unit 105 provides a predetermined notification regarding the acquisition of a reward in accordance with the relationship between the "predicted amount of play points," which is the total amount of play points predicted to be awarded to the player by the predetermined end time, and the "required amount of play points," which is the total amount of play points required to play the game event so that the reward will be awarded to the player by the end time. In this example, the output processing unit 105 provides the predetermined notification in accordance with the relationship between the "predicted amount of play points" and the "required amount of play points" associated with each of the multiple rewards that can be awarded to the player.

[0116] According to the above configuration, by sending a predetermined notification to the player according to the relationship between the "estimated amount of play points" and the "required amount of play points," the player can confirm whether or not he or she will be able to obtain a reward by the end of the game, thereby improving convenience for the player.

[0117] In this example, the game event is a time-limited game event for which a player can play the game. The end point is the end point of the playable period of the time-limited game event. According to the above configuration, the player can confirm whether or not they can earn a reward by the end point of the playable period of the time-limited game event.

[0118] In an embodiment, the predetermined notification includes a notification regarding whether or not a reward can be obtained by the end time. Specifically, the predetermined notification includes a notification regarding whether or not each of a plurality of rewards can be obtained by the end time. According to the above configuration, it is possible to notify the player whether or not a reward can be obtained by the end time. This can improve convenience for the player.

[0119] In an embodiment, the predetermined notification includes a notification regarding the frequency of game events that must be played to obtain a reward by the end time. In this example, the predetermined notification includes a notification regarding the frequency of game events that must be played to obtain each of a plurality of rewards by the end time. According to the above configuration, it is possible to notify the player of the frequency of game events that must be played to obtain a reward by the end time. This can improve convenience for the player.

[0120] In addition, in the embodiment, the output processing unit 105 derives the predicted amount of play points based on the remaining time until the end and the amount of play points to be awarded to the player every predetermined time. With the above configuration, it is possible to appropriately derive the "predicted amount of play points" by taking into consideration the "remaining time until the end" and the "amount of play points to be awarded to the player every predetermined time."

[0121] Furthermore, in the embodiment, the output processing unit 105 derives the predicted event point amount based on the remaining time until the end, the amount of play points awarded per predetermined time, and the amount of event points awarded for playing the game event. With the above configuration, it is possible to appropriately derive the "predicted event point amount" by taking into consideration the "remaining time until the end," the "amount of play points awarded to the player per predetermined time," and the "amount of event points awarded for playing the game event."

[0122] Furthermore, in the embodiment, the output processing unit 105 displays an image including a "reward list" and a "predicted event point amount," which is the total amount of event points predicted to be awarded to the player by a predetermined end time, on the display 21. The reward list associates multiple rewards that can be awarded to the player with a "required event point amount," which is the amount of event points required to obtain each of the multiple rewards.

[0123] According to the above configuration, the player can compare the "predicted event point amount" with the "required event point amount" for each of the multiple rewards, allowing the player to confirm whether or not they will be able to obtain the reward by the end of the game, thereby improving convenience for the player.

[0124] (Modification 1 of the embodiment) The game device 1 of the first modification of the embodiment differs from the game device 1 of the embodiment in the processing of the output processing unit 105. The other configurations and processing of the game device 1 of the first modification of the embodiment are the same as those of the game device 1 of the embodiment.

[0125] In the first modification of the embodiment, the output processing unit 105 issues a predetermined notification when the "play point surplus" obtained by subtracting the required play points from the predicted play points is equal to or less than a predetermined threshold. The predetermined notification includes a notification that there is a possibility that the reward will not be obtained by the end of the game.

[0126] The output processing unit 105 also performs the above process for each of the multiple rewards that can be given to the player. For "rewards for which the play point surplus is equal to or less than a predetermined threshold" among the multiple rewards included in the reward list, the output processing unit 105 causes the display 21 to display an image indicating a notification that the player may not be able to obtain the reward by the end of the game.

[0127] Specifically, the confirmation process (see FIG. 4) by the output processing unit 105 of the first modified example of the embodiment differs from the confirmation process of the embodiment in the processes of steps S15 and S17. The processes of the other steps in the confirmation process of the first modified example of the embodiment are the same as the processes of the steps in the confirmation process of the embodiment.

[0128] <Step S15: Determination Process> In step S15 of the first variant of the embodiment, the output processing unit 105 subtracts the "required amount of play points" for the reward derived in step S14 (the reward selected in step S13) from the "predicted amount of play points" derived in step S11, thereby deriving the "excess amount of play points" for that reward.

[0129] Next, the output processor 105 determines whether the "excess play points" is equal to or less than the "threshold value." For example, the threshold value may be an amount greater than zero, and may be set to the total amount of play points that can be acquired by "playing every day" for a predetermined number of days (e.g., a few days that can be considered to be in the near future).

[0130] If the "play point margin" is equal to or less than the "threshold value," the output processing unit 105 determines that the reward will "possibly be impossible to obtain" by the end of the game, and if not, determines that the reward will "be possible to obtain" by the end of the game. Note that if the "play point margin" is less than zero (negative), the output processing unit 105 determines that the reward will "be impossible to obtain" by the end of the game.

[0131] <Step S17: Notification Processing and Display Processing> The process in step S17 of the first modification of the embodiment differs from the process in step S17 of the embodiment in that a predetermined notification in the notification process is different from the process in step S17 of the embodiment. The other processes in step S17 of the first modification of the embodiment are the same as the processes in step S17 of the embodiment.

[0132] In the first variant of the embodiment, the predetermined notifications include the above-mentioned "obtainable notification," "unobtainable notification," and "play frequency notification," as well as a "unattainable advance notification," which is a notification that there is a possibility that the reward will not be obtained by the end of the period.

[0133] In the first modification of the embodiment, the output processing unit 105 displays an image P3 (image of a confirmation screen) illustrated in FIG. 8 on the display 21. In the example of FIG. 8, the second "reward 2" is a reward that has been determined to be "possibly unawardable" in the determination process (step S15). The notification display area R35 corresponding to "reward 2" displays a notification stating "Soon, reward 2 will become 'unawardable' even if you play every day." This notification is an example of an advance notification that reward 2 will not be achievable.

[0134] [Effects of Modification 1 of the Embodiment] As described above, in the first modification of the embodiment, the output processing unit 105 issues a predetermined notification when the play point surplus obtained by subtracting the required play points from the predicted play point surplus is equal to or less than a predetermined threshold. The predetermined notification includes a notification that there is a possibility that a reward will not be obtained by the end of the game. In this example, the output processing unit 105 displays an image on the display 21 indicating a notification that there is a possibility that a reward will not be obtained by the end of the game for a "reward whose play point surplus is equal to or less than a predetermined threshold" among the multiple rewards included in the reward list.

[0135] According to the above configuration, if the amount of remaining play points is equal to or less than the threshold (if the predicted amount of play points is expected to fall below the required amount of play points in the near future), it is possible to notify the player that there is a possibility that they will not be able to obtain a reward by the end of the game, thereby improving convenience for the player.

[0136] (Modification 2 of the embodiment) The game device 1 of the second modification of the embodiment differs from the game device 1 of the embodiment in the processing of the play point management unit 102 and the processing of the output processing unit 105. The other configurations and processing of the game device 1 of the second modification of the embodiment are the same as those of the game device 1 of the embodiment.

[0137] The game in the second modification of the embodiment is a game in which play points are awarded to a player in response to "a charge made by the player to obtain play points" or "the player exercising a right to obtain play points."

[0138] In the second variant of the embodiment, the play point management unit 102 grants a predetermined amount of play points to a player in response to the player's "charge to obtain play points" or "exercise of the right to obtain play points."

[0139] In addition, in the second modification of the embodiment, when the predicted amount of play points is less than the required amount of play points, the output processing unit 105 issues a notification to prompt the player to "pay" or "exercise the right" as described above.

[0140] Furthermore, the output processing unit 105 performs the above process for each of the multiple rewards that can be given to the player. The output processing unit 105 displays on the display 21 an image for urging the player to "charge" or "exercise the right" for "a reward associated with a required amount of event points that exceeds the predicted amount of event points" among the multiple rewards included in the reward list.

[0141] Specifically, the confirmation process by the output processing unit 105 of the second modified example of the embodiment (see FIG. 4) differs from the confirmation process of the embodiment in the processes of steps S15 and S17. The processes of the other steps in the confirmation process of the second modified example of the embodiment are the same as the processes of the steps in the confirmation process of the embodiment.

[0142] <Step S15: Determination Process> In step S15 of the second variant of the embodiment, the output processing unit 105 determines whether the "predicted amount of play points" derived in step S11 is greater than or equal to the "required amount of play points" for the reward derived in step S14 (the reward selected in step S13).

[0143] If the "predicted amount of play points" is equal to or greater than the "required amount of play points," the output processing unit 105 determines that the reward can be "obtained" by the end of the game.

[0144] If the "predicted play point amount" is not equal to or greater than the "required play point amount," the output processing unit 105 subtracts the "predicted play point amount" from the "required play point amount" to derive a "play point shortfall" related to the above-mentioned reward. Next, the output processing unit 105 determines whether the "play point shortfall" is equal to or less than a "first shortfall." In this example, the first shortfall is set to the amount of play points that can be obtained by charging a predetermined "first amount."

[0145] If the "play point shortage" is equal to or less than the "first shortage," the output processing unit 105 determines that the reward can be obtained by the end of the game, subject to a small charge. The "small charge" refers to a relatively small charge.

[0146] If the "play point shortage" is not less than the "first shortage," the output processing unit 105 determines whether the "play point shortage" is less than the "second shortage." In this example, the second shortage is set to the amount of play points that can be obtained by charging a predetermined "second amount." The second shortage is greater than the first shortage. The second amount is greater than the first amount.

[0147] If the "play point shortage" is equal to or less than the "second shortage," the output processing unit 105 determines that the reward can be obtained by the end of the game, subject to a large charge. The "large charge" refers to a relatively large amount of money.

[0148] If the "play point shortage" is not equal to or less than the "first shortage," the output processing unit 105 determines that the reward will be "unobtainable" by the end of the game.

[0149] <Step S17: Notification Processing and Display Processing> The process in step S17 of the second modification of the embodiment differs from the process in step S17 of the embodiment in that a predetermined notification in the notification process is different from the process in step S17 of the embodiment. The other processes in step S17 of the second modification of the embodiment are the same as the processes in step S17 of the embodiment.

[0150] In the first modification of the embodiment, the predetermined notifications include the above-mentioned "acquisition availability notification," "non-acquisition availability notification," and "play frequency notification," as well as a "conditional acquisition availability notification" that notifies the player that a reward can be obtained if a charge is made by the end of the period. The conditional acquisition availability notification is an example of a notification that prompts the player to "make a charge to obtain play points" or "exercise the right to obtain play points."

[0151] In the second modification of the embodiment, the output processing unit 105 displays on the display 21 an image P3 (image of a confirmation screen) exemplified in Fig. 9. In the example of Fig. 9, the second "Reward 2" is a reward determined in the determination process (step S15) to be "acquirable on condition that a small charge is made." The third "Reward 3" is a reward determined in the determination process to be "acquirable on condition that a large charge is made."

[0152] As shown in Figure 9, the notification display area R35 corresponding to "Reward 2" displays a notification that reads, "You can get it by playing every day and paying a small amount." The notification display area R35 corresponding to "Reward 3" displays a notification that reads, "You can get it by playing every day and paying a large amount." These notifications are examples of conditional acquisition notifications.

[0153] Additionally, the notification display areas R35 corresponding to "Reward 2" and "Reward 3" each have a charge button B35 for making a charge that allows the player to obtain play points. When an operation to select (press) the charge button B35 is input on the touchpad 23, the play point management unit 102 grants the player an amount of play points corresponding to the charge made by that operation.

[0154] In this example, the "predicted event point amount" is proportional to the "predicted play point amount." Similarly, the "required event point amount" is proportional to the "required play point amount." For example, the reward when the "predicted play point amount" is equal to or greater than the "required play point amount" is the reward when the "predicted event point amount" is equal to or greater than the "required event point amount." The reward when the "predicted play point amount" is less than the "required play point amount" is the reward when the "predicted event point amount" is less than the "required event point amount."

[0155] In addition, when the predicted amount of play points is less than the required amount of play points, the output processing unit 105 may issue a notification to prompt the player to "exercise the right" as described above, together with (or instead of) a notification to prompt the player to "charge" as described above.

[0156] 9 (image of the confirmation screen), a "consumption button" may be provided in the notification display area R35 together with (or instead of) the "charge button B35" to allow the player to consume consumable media used and consumed to obtain play points. When an operation to select (press) the consumption button is input on the touchpad 23, the play point management unit 102 consumes consumable media held by the player, and thereby grants the player an amount of play points corresponding to the consumption of the consumable media.

[0157] [Effects of Modification 2 of the Embodiment] As described above, in the second variant of the embodiment, when the predicted amount of play points is less than the required amount of play points, the output processing unit 105 notifies the player to prompt the player to pay or exercise a right (to pay to obtain play points or to exercise a right to obtain play points).

[0158] In this example, the output processing unit 105 displays on the display 21 an image to encourage the player to pay or exercise a right (to pay to obtain play points or exercise a right to obtain play points) for a reward associated with a required amount of event points that exceeds the predicted amount of event points, from among the multiple rewards included in the reward list.

[0159] According to the above configuration, when the predicted amount of play points is less than the required amount of play points (or when the predicted amount of event points is less than the required amount of event points), the player can be prompted to pay or exercise a right to obtain play points, thereby improving convenience for the player.

[0160] (Modification 3 of the embodiment) The game device 1 of the third modification of the embodiment differs from the game device 1 of the second modification of the embodiment in the processing by the output processing unit 105. The other configurations and processing of the game device 1 of the third modification of the embodiment are the same as those of the game device 1 of the second modification of the embodiment.

[0161] In the third modification of the embodiment, the output processing unit 105 determines the display mode of each of the multiple rewards in the reward list based on the relationship between the "predicted event point amount," which is the total amount of event points predicted to be awarded to the player by the end of the game, and the "required event point amount," which is associated with each of the multiple rewards in the reward list. The predicted event point amount is an amount corresponding to the "predicted play point amount," which is the total amount of play points predicted to be awarded to the player by the end of the game.

[0162] In the third variant of the embodiment, among the multiple rewards included in the reward list, the display mode of the "reward associated with a required amount of event points that exceeds the predicted amount of event points" is different from the display mode of the "reward associated with a required amount of event points that does not exceed the predicted amount of event points."

[0163] The above-mentioned "notification by displaying each of the multiple rewards in the reward list" is an example of a "predetermined notification" performed in the notification process by the output processing unit 105.

[0164] Specifically, the confirmation process by the output processing unit 105 of the third modified embodiment (see FIG. 4) differs from the confirmation process of the second modified embodiment in the process of step S17. The other steps in the confirmation process of the third modified embodiment are the same as the steps in the confirmation process of the second modified embodiment.

[0165] <Step S17: Notification Processing and Display Processing> The processing in step S17 of the third modification of the embodiment differs from the processing in step S17 of the second modification of the embodiment in the display of image P3 (image of the confirmation screen). The other processing in step S17 of the third modification of the embodiment is the same as the processing in step S17 of the second modification of the embodiment.

[0166] In the third variation of the embodiment, the output processing unit 105 determines the display mode for each of a plurality of prepared rewards based on the result of the determination process (step S15) for each of the rewards. In this example, the "result of the determination process for the reward" and the "display mode of the reward" are associated in advance. In other words, a "display mode of the reward" is determined in advance for each type of "result of the determination process for the reward." Note that the "display mode" associated with the determination result that the "predicted event point amount" is equal to or greater than the "required event point amount" is different from the "display mode" associated with the determination result that the "predicted event point amount" is less than the "required event point amount."

[0167] Then, the output processing unit 105 displays an image including the "event point prediction amount" and the "reward list" on the display 21 so that the display correspondence of each of the multiple rewards included in the reward list is "the determined display mode (display mode according to the result of the judgment process)."

[0168] Specifically, in the third modification of the embodiment, the output processing unit 105 displays an image P3 (image of a confirmation screen) illustrated in FIG. 10 on the display 21. In the example of FIG. 10, the results of the determination process for each of the four rewards are different from one another. The colors of the reward confirmation areas R31 corresponding to each of the four rewards are different from one another. The colors of the reward confirmation areas R31 are an example of the display mode of the rewards.

[0169] [Effects of Modification 3 of the Embodiment] As described above, in the third variant of the embodiment, the output processing unit 105 determines the display mode of each of the multiple rewards in the reward list based on the relationship between the "predicted event point amount," which is the total amount of event points predicted to be awarded to the player by the end point, and the "required event point amount" associated with each of the multiple rewards in the reward list.

[0170] According to the above configuration, by changing the display mode of each of the multiple rewards in the reward list to correspond to the relationship between the "predicted event point amount" and the "required event point amount," the player can visually confirm whether or not they will be able to obtain the reward by the end of the event, thereby improving convenience for the player.

[0171] In addition, in the third variant of the embodiment, among the multiple rewards included in the reward list, the display mode of the "reward associated with a required amount of event points that exceeds the predicted amount of event points" is different from the display mode of the "reward associated with a required amount of event points that does not exceed the predicted amount of event points."

[0172] According to the above configuration, it is possible to visually distinguish between "rewards that can be obtained by the end of the game" and "rewards that cannot be obtained (or are difficult to obtain) by the end of the game," thereby improving convenience for the player.

[0173] 10 (image of the reward confirmation screen), the "notification display area R35" may be omitted from the reward confirmation area R31. In this case, information (not shown) indicating the correspondence between the "color of the reward confirmation area R31" and the "content of the predetermined notification corresponding to that color" may be included in the image P3.

[0174] (Fourth Modification of the Embodiment) The game device 1 of the fourth modified embodiment differs from the game device 1 of the second modified embodiment in the reward selection process and the process of the output processing unit 105. The other configurations and processes of the game device 1 of the fourth modified embodiment are the same as those of the game device 1 of the second modified embodiment.

[0175] In the fourth modification of the embodiment, the output processing unit 105 issues a predetermined notification according to the relationship between the "predicted amount of play points" and the "required amount of play points associated with a reward designated by the player from among multiple rewards that can be given to the player." The predetermined notification includes a notification regarding the frequency of playing the game event required to obtain the "reward designated by the player" by the end of the game.

[0176] Specifically, in the reward selection process of the fourth modified example of the embodiment, an image P2 (image of the reward selection screen) exemplified in Fig. 11 is displayed on the display 21. As shown in Fig. 11, each of the multiple reward display areas R21 is provided with a confirmation button B40 for performing a confirmation process.

[0177] When an operation to select (press) the confirmation button B40 included in the image P2 shown in Figure 11 is input to the touchpad 23, the output processing unit 105 performs a confirmation process for the reward corresponding to the reward display area R21 in which the selected confirmation button B40 is provided, in accordance with the operation.

[0178] The confirmation process of the fourth embodiment corresponds to the process in which steps S13 and S16 are deleted from the confirmation process shown in FIG. 4 and the "reward selected in step S13" in the confirmation process of the second embodiment is replaced with "reward selected by the player."

[0179] Furthermore, the process in step S17 of the fourth modified embodiment differs from the process in step S17 of the second modified embodiment in that a predetermined notification in the notification process is different. The other processes (display process, etc.) in step S17 of the fourth modified embodiment are the same as the processes in step S17 of the second modified embodiment.

[0180] In the notification process in the fourth modification of the embodiment, the output processing unit 105 performs a predetermined notification regarding the "reward designated by the player" among the multiple rewards. Specifically, when an operation to select (press) the confirmation button B40 corresponding to the second "reward 2" included in the image P2 shown in Fig. 11 is input to the touchpad 23, the output processing unit 105 updates the image P2 displayed on the display 21 to the "image P2 exemplified in Fig. 12" in response to the operation.

[0181] In image P2 shown in Fig. 12, the reward display area R21 corresponding to "Reward 2" selected by the player from among the multiple reward display areas R21 is replaced with a "reward confirmation area R40." The reward confirmation area R40 displays information about the content of the reward corresponding to the reward confirmation area R40 (not shown in the example of Fig. 12), the "required event points" which is the amount of event points required to obtain that reward, and the "predicted event points" derived in step S12.

[0182] The reward confirmation area R40 is also provided with a notification display area R35 in which a predetermined notification regarding the acquisition of the reward corresponding to the reward confirmation area R40 is displayed, and a back button B45 for returning the image P2 displayed on the display 21 to the original image P2 (to the image P2 shown in FIG. 11). The notification display area R35, in which the conditional acquisition notification "Can be acquired by playing every day and paying a small amount," is displayed, is also provided with a charge button B35 for making a charge that will allow you to acquire play points.

[0183] [Effects of Modification 4 of the Embodiment] As described above, in the fourth modification of the embodiment, the output processing unit 105 issues a predetermined notification according to the relationship between the predicted amount of play points and the "required amount of play points associated with a reward designated by the player from among multiple rewards that can be given to the player." The predetermined notification includes a notification regarding the frequency of playing the game event that is required to obtain the reward designated by the player by the end of the game.

[0184] According to the above configuration, a predetermined notification is sent to the player according to the relationship between the "predicted amount of play points" and the "required amount of play points," allowing the player to confirm whether or not they will be able to obtain a reward by the end of the game. This improves player convenience. Furthermore, the processing load can be reduced compared to when processing is performed to derive the "required amount of play points" for all of the multiple rewards.

[0185] (Fifth Modification of the Embodiment) The game device 1 of the fifth modified embodiment differs from the game device 1 of the embodiment in the processing of the play point management unit 102 and the processing of the output processing unit 105. The other configurations and processing of the game device 1 of the fifth modified embodiment are the same as those of the game device 1 of the embodiment.

[0186] The game in the fifth modification of the embodiment is a game in which play points are awarded to a player when a predetermined play point awarding condition is met in a game event.

[0187] In the fifth modification of the embodiment, when a predetermined play point awarding condition is met in a game event, the play point management unit 102 awards a predetermined amount of play points to the player.

[0188] In addition, in a fifth modification of the embodiment, the output processing unit 105 derives a "predicted play point amount," which is the total amount of play points predicted to be awarded to the player by the end time, based on the remaining time until the end time, the amount of play points awarded to the player every predetermined time, and the amount of play points predicted to be awarded to the player by the end time if the play point awarding condition is met. In this example, the more times the play point awarding condition is met, the greater the predicted play point amount.

[0189] In addition, in a fifth variation of the embodiment, the output processing unit 105 derives a "predicted event point amount," which is the total amount of event points predicted to be awarded to the player by the end of the game, based on the remaining time until the end of the game, the amount of play points to be awarded to the player every predetermined time, the amount of play points predicted to be awarded to the player by the end of the game if the play point awarding condition is met, and the amount of event points to be awarded by playing game events. In this example, the more times the play point awarding condition is met, the greater the predicted event point amount.

[0190] [Effects of Modification 5 of the Embodiment] As described above, in the fifth variant of the embodiment, the output processing unit 105 derives the predicted amount of play points based on the remaining time until the end point, the amount of play points to be awarded to the player at each predetermined time, and the amount of play points predicted to be awarded to the player by the end point if the play point awarding condition is met.

[0191] According to the above configuration, the "predicted amount of play points" can be appropriately derived by taking into consideration the "remaining time until the end," the "amount of play points to be awarded to the player every specified time," and the "amount of play points predicted to be awarded to the player by the end if the play point awarding conditions are met."

[0192] In addition, in the fifth variant of the embodiment, the output processing unit 105 derives the predicted amount of event points based on the remaining time until the end, the amount of play points to be awarded to the player at each predetermined time, the amount of play points predicted to be awarded to the player by the end if the play point awarding condition is met, and the amount of event points to be awarded by playing the game event.

[0193] According to the above configuration, the "predicted event point amount" can be appropriately derived by taking into consideration the "remaining time until the end," the "amount of play points to be awarded to the player every predetermined time," the "amount of play points predicted to be awarded to the player by the end if the play point awarding conditions are met," and the "amount of event points to be awarded by playing the game event."

[0194] (Other embodiments) In the above description, the following configuration or setting may be adopted.

[0195] The end point may be a point other than the end of a playable period set for a time-limited game event. For example, the end point may be the end of a period set for an acquisition of a time-limited reward, or may be an end point set by a player.

[0196] The output processing unit 105 may be configured to issue a predetermined notification when a predetermined notification condition is met. Examples of the notification condition include a condition that there is a possibility that a reward will not be obtained by the end of the game (for example, the amount of play points remaining falls below a threshold), or a condition that "charges for obtaining play points or the exercise of a right to obtain play points" are required to obtain a reward by the end of the game (for example, the amount of play points shortfall falls below a first shortfall or a second shortfall).

[0197] The confirmation process for issuing a predetermined notification may be performed based on the relationship between the "predicted amount of event points" and the "required amount of event points" instead of the relationship between the "predicted amount of play points" and the "required amount of play points." The above confirmation process corresponds to the process in which the "predicted amount of play points" and the "required amount of play points" in the above-mentioned "confirmation process" are replaced with the "predicted amount of event points" and the "required amount of event points."

[0198] Specifically, the output processing unit 105 may be configured to provide a predetermined notification regarding the acquisition of a reward in accordance with the relationship between the "predicted event point amount," which is the total amount of event points predicted to be awarded to the player by a predetermined end point, and the "required event point amount," which is the total amount of event points required to obtain the reward.

[0199] Event points may be expressed simply as a numerical value, or as the number of game media such as items. For example, if a player is granted one or more items when playing a game event and can exchange a predetermined number of items for a reward, the number of items held by the player may be the "numeric value of event points." Alternatively, event points may represent the number of times a game event has been played. In this case, the player is granted "1" event point each time the player plays a game event.

[0200] The "frequency of game events required to be played to obtain a reward by the end of the game" notified in the predetermined notification regarding the acquisition of a reward may be expressed in terms of the number of days of play or the number of times of play. In other words, the notification regarding the frequency of game events required to be played by the end of the game may be a notification indicating the number of days of play or a notification indicating the number of times of play.

[0201] The predicted amount of play points may be derived based on the tendency of the player to play the game event. For example, the output processing unit 105 may derive a "predicted amount of play points," which is the total amount of play points predicted to be awarded to the player by the end of the game, based on the "amount of play points consumed per day by the player" derived based on the tendency (results) of the player to play the game event and the number of days remaining until the end of the game.

[0202] Furthermore, the above-mentioned "daily consumption of play points" may be the maximum amount (the amount obtained when playing with the highest efficiency, or the maximum amount obtained through actual play), or the average amount (the amount obtained when playing with average efficiency, or the average amount obtained through actual play).

[0203] The "daily consumption of play points" may be calculated according to the player's level or rank (ability, proficiency, etc.). For example, the higher the player's level, the higher the difficulty of the game events expected to be played by that player, and as a result, the daily consumption of play points may increase.

[0204] Furthermore, the "amount of play points consumed per day" may be calculated based on the play trends (results) of a single player, or based on the play trends (results) of multiple players. For example, the amount of play points consumed per day may be calculated based on the product of the "amount of play points consumed" of a game event that is frequently played by a single player (or many players) and the "number of plays per day (e.g., average value)."

[0205] The predicted amount of event points may be derived based on the tendency of the player to play game events. For example, the output processing unit 105 may derive a "predicted amount of event points," which is the total amount of event points predicted to be awarded to the player by the end of the game, based on the "amount of event points acquired per day" by the player, which is derived based on the tendency (results) of the player to play game events, and the number of days remaining until the end of the game.

[0206] Furthermore, the above-mentioned "amount of event points earned per day" may be the maximum amount (the amount earned when playing with the highest efficiency, or the maximum amount earned through actual play), or the average amount (the amount earned when playing with average efficiency, or the average amount earned through actual play).

[0207] Furthermore, the "amount of event points acquired per day" may be calculated according to the player's level or rank (ability, proficiency, etc.). For example, the higher the player's level, the higher the difficulty of the game events that the player is expected to play, and as a result, the greater the amount of event points acquired per day.

[0208] Furthermore, the "amount of event points acquired per day" may be calculated based on the play trends (results) of a single player, or may be calculated based on the play trends (results) of multiple players. For example, the amount of event points acquired per day may be calculated based on the product of the "amount of event points acquired" of a game event that is frequently played by a single player (or many players) and the "number of plays per day (e.g., average value)."

[0209] The amount of event points earned by playing a game event may be a fixed amount, or a variable amount that changes depending on the results of playing the game event. If the amount of event points earned by playing a game event is a variable amount, the "amount of event points earned per play" used to derive the predicted number of play points and the predicted number of event points may be a maximum amount or an average amount, similar to the "amount of event points earned per day" described above.

[0210] Furthermore, the above-mentioned "amount of event points earned per play" may be calculated according to the player's level or rank, similar to the above-mentioned "amount of event points earned per day," or may be calculated based on the playing tendencies of a single player, or may be calculated based on the playing tendencies of multiple players.

[0211] The output processing unit 105 may notify (for example, display) information indicating a derivation condition for deriving the "predicted amount of play points" together with the notification processing (processing for issuing a predetermined notification) and the display processing (processing for displaying a predetermined image). Similarly, the output processing unit 105 may notify (for example, display) information indicating a derivation condition for deriving the "predicted amount of event points" together with the notification processing and the display processing.

[0212] The game program may be implemented so as to be executed by multiple computers working together. In this case, the processing performed by the control unit 16 of the game device 1 may be handled by any one of the multiple computers, or may be shared among the multiple computers. For example, the game program may be a game program for an online game executed by the control unit of the game device 1 and a control unit of a server device (not shown) that communicate via a network. In this case, the processing performed by the control unit 16 of the game device 1 may be performed by the control unit of the server device, or may be shared between the control unit of the game device 1 and the control unit of the server device. The game system may be configured by the control unit of one information processing device (game device 1), or by the control units of multiple information processing devices.

[0213] The effects of the present invention can be achieved even when these other embodiments are adopted. Furthermore, this embodiment can be combined with other embodiments, and other embodiments can be combined with each other as appropriate. The above-described embodiments are essentially preferred examples and are not intended to limit the scope of the present invention, its applications, or its uses. [Explanation of symbols]

[0214] 1. Game device (game system) 10 Main body 11 Network Interface 12 Graphics Processing Unit 13 Audio Processing Section 14 Operation Processing Section 15 Storage section 16 Control Unit 21 Display 22 Speaker 23 Touchpad 101 Progress Department 102 Playpoint Management Department 103 Event Point Management Department 104 Compensation Management Department 105 Output Processing Unit

Claims

1. A computer system consisting of one or more computers, a progression unit that allows a player to play a game event in which play points are awarded to a player at predetermined time intervals, and in which event points are awarded to a player for obtaining a reward by consuming the play points owned by the player; The device functions as an output processing unit that displays on a display an image including a predicted event point amount, which is the total amount of the event points predicted to be awarded to the player by a predetermined end time, and a reward list in which a plurality of rewards that can be awarded to the player are associated with a required event point amount, which is the amount of the event points required to obtain each of the plurality of rewards. Game program.

2. The game program of claim 1, the game event is a time-limited game event for which a playable period during which the player can play is set, The end time is the end time of the playable period of the game event. Game program.

3. The game program of claim 1, The output processing unit determines a display mode for each of the plurality of rewards in the reward list according to a relationship between the required event point amount associated with each of the plurality of rewards in the reward list and the predicted event point amount. Game program.

4. In the game program of claim 3, Among the multiple rewards included in the reward list, the display mode of the reward associated with the required event point amount that exceeds the predicted event point amount and the display mode of the reward associated with the required event point amount that does not exceed the predicted event point amount are different from each other. Game program.

5. The game program of claim 1, The output processing unit derives the predicted event point amount based on the remaining time until the end time, the amount of play points awarded per predetermined time, and the amount of event points awarded by playing the game event. Game program.

6. The game program of claim 1, When a predetermined play point awarding condition is met in the game event, the play points are awarded to the player; The output processing unit derives the predicted event point amount based on the remaining time until the end time, the amount of play points to be awarded to the player at each predetermined time interval, the amount of play points predicted to be awarded to the player by the end time if the play point awarding condition is met, and the amount of event points to be awarded by playing the game event. Game program.

7. The game program of claim 1, The play points are granted to the player in response to a charge made by the player to obtain the play points or the player's exercise of a right to obtain the play points; The output processing unit displays on the display an image for urging the player to pay or exercise the right for a reward associated with the required amount of event points that exceeds the predicted amount of event points among the plurality of rewards included in the reward list. Game program.

8. a storage unit that stores the game program according to any one of claims 1 to 7; a control unit that executes the game program; Game system.

Citation Information

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