Program and information processing system
The system addresses the issue of duplicate objects in games by automatically varying parameters and providing variable items, enhancing user engagement and gameplay variety.
Patent Information
- Application Number
- JP2024053671
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-03-28
- Publication Date
- 2025-10-09
- Estimated Expiration
- 2044-03-28
AI Technical Summary
Existing games fail to maintain user interest when players receive duplicate objects through lottery processes, leading to decreased engagement.
Implement a system where duplicate objects in lottery processes trigger automatic parameter variation of existing objects and provide variable items to enhance gameplay experience.
Increases user interest by providing unique benefits and reducing the need for manual parameter adjustment, offering varied gameplay options and enhanced rewards for frequent players.
Smart Images

Figure 2025151989000001_ABST
Abstract
Description
[Technical Field]
[0001] The present disclosure relates to a program and an information processing system. [Background technology]
[0002] Conventionally, there are known games in which a player can acquire usable objects in the game by participating in a lottery process. For example, Patent Document 1 discloses a game program that changes parameters of an object acquired by the lottery process if the object is the same as an object already possessed. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2019-88989 Summary of the Invention [Problem to be solved by the invention]
[0004] The present disclosure aims to improve user interest. [Means for solving the problem]
[0005] A program according to an embodiment of the present disclosure includes: Computer, When the acquired object selected by lottery is the same as an object already possessed by the user, an automatic variation is executed to automatically vary the parameters of the possessed object, and further, the control means functions as a control means to grant the user an item used to vary the parameters of the possessed object or an object other than the possessed object.
[0006] An information processing system according to an embodiment of the present disclosure includes: An information processing system including one or more information processing devices, If the acquired object selected by lottery is the same as an object already possessed by the user, an automatic change is performed to automatically change the parameters of the object already possessed by the user; Furthermore, the user is given an item that is used to vary the parameter of the possessed object or an object other than the possessed object. [Effects of the Invention]
[0007] According to the present disclosure, it is possible to increase the interest of users. [Brief explanation of the drawings]
[0008] [Figure 1] FIG. 1 is a diagram illustrating a configuration of an information processing system according to an embodiment of the present disclosure. [Figure 2] FIG. 2 is a block diagram showing the configuration of the server according to the first embodiment of the present disclosure. [Figure 3] FIG. 3 is a flowchart showing the flow of the operation of the control unit when game media is awarded after the lottery process. [Figure 4] FIG. 4 is a diagram showing an example of a game screen displayed when an acquired object is awarded by the awarding unit shown in FIG. [Figure 5] FIG. 5 is a diagram showing an example of a game screen displayed when a variable item is granted by the granting unit shown in FIG. [Figure 6] FIG. 6 is a diagram showing an example of a game screen showing the result of the lottery process when the lottery process is continuously executed by the lottery section shown in FIG. [Figure 7] FIG. 7 is a diagram (part 1) showing an example of an operation screen when the parameter varying unit shown in FIG. 2 varies the parameters of a possessed object. [Figure 8] FIG. 8 is a diagram (part 2) showing an example of the operation screen when the parameter varying unit shown in FIG. 2 varies the parameters of the possessed object. [Figure 9] FIG. 9 is a diagram illustrating an example of the relationship between the amount of parameter variation by the parameter variation unit and the parameter stage. [Figure 10] FIG. 10 is a diagram showing an example of an operation screen for changing the attributes of an object. [Figure 11] FIG. 11 is a block diagram showing the configuration of a server according to the second embodiment of the present disclosure. [Figure 12] FIG. 12 is a flowchart showing the flow of operations of the granting unit when a game medium is granted after a lottery process according to the second embodiment. [Figure 13] FIG. 13 is a diagram showing a game screen showing the result of the lottery process when a unique variable item is granted by the granting unit according to the second embodiment. [Figure 14] FIG. 14 is a block diagram showing the configuration of a server according to the third embodiment of the present disclosure. [Figure 15] FIG. 15 is a flowchart showing the flow of operations of the granting unit when a game medium is granted after a lottery process according to the third embodiment. [Figure 16] FIG. 16 is a diagram for explaining a method of parameter variation processing by the parameter variation unit shown in FIG. DETAILED DESCRIPTION OF THE INVENTION
[0009] Hereinafter, embodiments of this technical concept will be described in detail with reference to the drawings. In the following description, the same components are denoted by the same reference numerals. The names and functions of these components are also the same. Therefore, detailed descriptions thereof will not be repeated.
[0010] First Embodiment [Configuration of information processing system] Fig. 1 is a diagram showing the configuration of an information processing system 1 according to a first embodiment of the present disclosure. As shown in Fig. 1, the information processing system 1 includes a terminal 10 used by a user and a server (computer) 20, and these devices are connected to each other via a network 13 so as to be able to communicate with each other.
[0011] The terminal 10 is a smartphone, a phablet, a tablet, or the like. The terminal 10 may be a portable terminal, a wearable device worn on the body, or a stationary terminal such as a PC (Personal Computer) or a game console. When the terminal 10 is operated by a user, game-related data is transmitted and received between the server 20 and the terminal 10. This allows the user to play the game.
[0012] The server 20 manages various data related to the game of each user playing the game, and transmits images, sounds, text, and other data to the terminal 10 according to the progress of each user's game. In addition, the server 20 can, for example, identify multiple users participating in multiplay and communicate with each user's terminal 10, thereby providing each user with an environment for playing the game in multiplay.
[0013] [Server Configuration] 2 is a block diagram showing the configuration of the server 20 according to the embodiment of the present disclosure. The server 20 includes a communication unit 21, a control unit 22, a storage unit 23, and a memory 24.
[0014] The communication unit 21 functions as an interface for the server 20 to communicate with external communication devices such as the terminal 10. For example, when the control unit 22 generates screen data for a game play screen, the communication unit 21 transmits the screen data to the terminal 10. Furthermore, when the communication unit 21 receives operation information indicating the content of a user's operation on the terminal 10 from the terminal 10, the communication unit 21 outputs the operation information to the control unit 22.
[0015] The storage unit 23 includes a storage device such as a hard disk drive (HDD) or a flash memory, etc. Specifically, the storage unit 23 stores a program 41, game information 42, user information 43, etc.
[0016] The program 41 is a program for the server 20 to execute various processes. The game information 42 includes information used to generate a play screen, object information related to objects such as characters that can be used in the game, etc. The user information 43 includes information related to users playing the game, such as identification information for each terminal 10 and identification information for each user.
[0017] The memory 24 includes a storage device such as a read-only memory (ROM) or a random access memory (RAM). The memory 24 temporarily stores various data generated in accordance with the operation of the control unit 22. For example, the memory 24 stores game medium information related to various game media, such as one or more characters owned by each user, accessories equipped to each character, and virtual currency owned by the user.
[0018] The control unit 22 is a processor including, for example, a CPU (Central Processing Unit), an MPU (Micro Processing Unit), or a GPU (Graphics Processing Unit). The control unit 22 operates in accordance with a program 41 to function as a game progression unit 31, a lottery unit 32, an award unit 33, and a parameter variation unit 34. The control unit 22 will be described in detail below.
[0019] [Control unit details] (Game progression section, lottery section, and award section) The game progression unit 31 performs various processes related to the progression of the game based on operation information received from terminal 10 via the communication unit 21. For example, the game progression unit 31 moves the character controlled by the user, progresses events in the game, generates and controls other characters, buildings, and other objects that appear in the game, and generates screen data for the play screen.
[0020] The lottery unit 32 executes a lottery process for awarding game media to the user when, for example, the progress of the game satisfies a predetermined condition. The predetermined condition is satisfied, for example, when the game progresses to a predetermined stage or when the user watches an advertisement. In such a case, the lottery unit 32 automatically starts the lottery process.
[0021] Alternatively, the user may perform an operation on the terminal 10 to perform a lottery process using a predetermined game medium that the user owns. In this case, the lottery unit 32 can start the lottery process in exchange for consuming a predetermined number of the game medium.
[0022] As a lottery process, the lottery unit 32 selects one object from a plurality of objects such as characters, and notifies the granting unit 33 of the selected object. The granting unit 33 grants the object selected by the lottery unit 32 to the user.
[0023] Here, a user can own multiple objects that can be used in the game. However, a user cannot own multiple common objects. Common objects refer to, for example, multiple objects that have the same name, the same ID, or the same image representing the object. Note that the same image also includes cases where a part of the appearance is slightly different. Slight differences in appearance also include cases where the characters are the same but the color of a part of the character's body is different, or where the characters are the same but the equipment worn by the characters is different.
[0024] Therefore, when an object selected by the lottery process is the same as an object already owned by the user, the granting unit 33 grants the user a game medium other than the object instead of granting the object to the user. Hereinafter, the object selected by the lottery process will be referred to as an "acquired object," and the object already owned by the user will be referred to as an "owned object."
[0025] 3 is a flowchart showing the operation flow of the control unit 22 when the game medium is awarded after the lottery process. Referring to FIG. 3, first, upon receiving notification of the acquired object selected by the lottery unit 32, the awarding unit 33 refers to the game medium information stored in the memory 24 and determines whether the acquired object and the owned object are the same (step S11).
[0026] Then, when the granting unit 33 determines that the acquired object and the possessed object are not the same ("NO" in step S11), the granting unit 33 grants the acquired object to the user (step S12).
[0027] Figure 4 is a diagram showing an example of a game screen that is displayed when an acquired object is awarded by the awarding unit 33 shown in Figure 2. When an acquired object is awarded to a user, the game progression unit 31 generates screen data for a first result screen G11 as shown in Figure 4 as a game screen. The game progression unit 31 then sends the screen data to the user's device 10, thereby displaying the first result screen G11 on the device 10.
[0028] Note that a rarity level may be assigned to each object that can be used in the game. For example, the rarity levels of objects are divided into rarity level 1, rarity level 2, rarity level 3, etc., in ascending order. In this case, the first result screen G11 displays the rarity of the acquired object that has been granted. As an example, the first result screen G11 in FIG. 4 displays two star marks, indicating that an object C1 with a rarity level of "2" has been granted to the user as an acquired object.
[0029] 3, if the granting unit 33 determines that the acquired object and the possessed object are the same ("YES" in step S11), it grants the variable item T to the user (step S13). The variable item T is an item used to vary the parameters of the possessed object.
[0030] Figure 5 is a diagram showing an example of a game screen that is displayed when a variable item T is granted by the granting unit 33 shown in Figure 2. When the variable item T is granted to a user by the granting unit 33, the game progression unit 31 generates a second result screen G12 as shown in Figure 5 as a game screen. The game progression unit 31 then sends the screen data to the user's device 10, thereby displaying the second result screen G12 on the device 10.
[0031] The second result screen G12 shows, as an example, that instead of being awarded the acquired object C2, a variable item T is awarded to the user.
[0032] The variable items T may be configured to have different types depending on the rarity of the acquired object. For example, the granting unit 33 grants a first variable item T1 when the rarity of the acquired object is "1," grants a second variable item T2 when the rarity is "2," and grants a third variable item T3 when the rarity is "3."
[0033] The first variable item T1, the second variable item T2, and the third variable item T3 have different shapes, for example. In the second result screen G12 shown in FIG. 5, as an example, the second variable item T2 is shown to be granted to the user as the variable item T.
[0034] The granting unit 33 may be configured to grant the same variable item T regardless of the rarity of the acquired object. The granting unit 33 may also be configured to change the number of variable items T granted depending on the rarity of the acquired object.
[0035] 2 can execute a plurality of lottery processes consecutively. In such a case, for example, the results of the plurality of lottery processes are displayed together on the terminal 10. FIG. 6 is a diagram showing an example of a game screen showing the results of the lottery processes when the lottery processes are executed consecutively by the lottery unit 32 shown in FIG.
[0036] 6 shows, as an example, the third result screen G13 when 11 lottery processes have been performed consecutively. The third result screen G13 indicates that 11 types of objects, C11 to C21, have been selected as acquired objects through the 11 lottery processes. The third result screen G13 also indicates that objects C12, C13, C16, C18, and C20 are not in common with any of the one or more possessed objects the user possessed before the lottery processes, and are objects that will be newly granted to the user.
[0037] Furthermore, the third result screen G13 indicates that the objects C11, C14, C15, C17, C19, and C21 are common to one or more possessed objects that the user possessed before the lottery process, and that instead of being granted an object, a variable item T will be granted to the user. Furthermore, the third result screen G13 indicates, for example, the total number of acquired objects granted to the user and the total number of variable items T of each type.
[0038] 3 again, if the acquired object and the possessed object are the same ("YES" in step S11), in addition to providing the variable item T (step S13), the parameter variation unit 34 automatically varies the parameters (step S14). The configuration of the parameter variation unit 34 will be described in detail below.
[0039] (Configuration of parameter variation part) (a) Parameter variation processing using variation item T 2 varies the parameters of a possessed object in response to a predetermined operation by the user. Here, a case will be described in which the parameter variation unit 34 varies the hit point (HP) value and the skill point (SP) value for using a special move as parameters of the possessed object.
[0040] 7 and 8 are diagrams showing examples of an operation screen when the parameter variation unit 34 shown in Fig. 2 varies the parameters of a possessed object. For example, suppose that the user operates the terminal 10 to select object C21 from the list of possessed objects. In this case, as shown in Fig. 7, a details screen G21 of object C21 is displayed on the terminal 10.
[0041] Then, when the user performs an operation to select the parameter variation button B1 included in the details screen G21, the parameter variation screen G22 is displayed on the terminal 10, as shown in Fig. 8. The parameter variation screen G22 includes, for example, an area R1, an area R2, and an area R3.
[0042] The parameters are divided into multiple stages, and the current parameter stage is displayed in area R1. In the example shown in Fig. 8, the current parameter stage of the possessed object selected by the user is displayed as the fifth stage out of eight stages.
[0043] Area R2 displays the current parameter values of the owned object selected by the user, as well as the parameter values after parameter variation processing. More specifically, the game information 42 shown in FIG. 2 records the parameter values at each stage for each object. The game progression unit 31 references the game information 42 to display the parameter values after parameter variation processing in area R2.
[0044] The example shown in FIG. 8 indicates that "HP," one of the parameters, is currently "92601" and will increase to "92940" after the change, and that "SP," another parameter, is currently "147" and will increase to "171" after the change. The example shown in FIG. 8 also indicates that "attack," one of the parameters, is currently "6308" and will increase to "6450" after the change, and that "defense," one of the parameters, is currently "1465" and will increase to "1508" after the change. The example shown in FIG. 8 also indicates that "critical hit," one of the parameters, is currently "239" and will increase to "281" after the change.
[0045] Area R3 displays the number of variable items T consumed to raise a parameter by one level for each type of variable item T. In the example shown in Fig. 8, when raising a parameter by one level, 50 items are consumed when using the first variable item T1, 25 items are consumed when using the second variable item T2, and 1 item is consumed when using the third variable item T3.
[0046] For example, suppose the user operates the terminal 10 to select one of the multiple types of variable items T displayed on the parameter variation screen G22 and then selects the execute button B2. In this case, the parameter variation unit 34 consumes the number of variable items T of the type selected by the user required to increase the parameter by one level, and varies the parameter of the owned object selected by the user by one level.
[0047] (b) Automatic parameter change processing 3, if the acquired object and the possessed object are the same, in addition to the granting unit 33 granting the variable item T, the parameter varying unit 34 automatically varies the parameters. At this time, the parameter varying unit 34 varies the parameters of the possessed object without setting an upper limit on the parameter stage. In other words, even if the current stage of the parameter of the possessed object is the eighth stage, which is the upper limit out of eight stages, the parameter varying unit 34 varies the parameter of the possessed object to the ninth stage or higher.
[0048] The amount of parameter change per automatic fluctuation processing is greater than the amount of parameter change per consumption of variable item T. For example, the amount of parameter change per consumption of variable item T is one level, while the amount of parameter change per automatic fluctuation processing is 10 levels.
[0049] In other words, in order to vary the parameter by a predetermined amount (for example, 10 stages) by the automatic variation process, the acquired object and the possessed object must be the same one time (N times).
[0050] In contrast, if 50 variable items T are required to change a parameter by one level using a variable item T, then 500 variable items T are required to change the parameter by a predetermined amount (for example, 10 levels). In other words, if one variable item T is granted each time the acquired object and the possessed object are in common, then 500 (K) times (for example, 10 levels) of the acquired object and the possessed object must be in common in order to change the parameter by a predetermined amount (for example, 10 levels).
[0051] As described above, if the upper limit of parameter levels is set to 8 levels, even if the user owns more than 500 variable items T, the parameter variation will be limited to 8 levels.
[0052] Furthermore, in the automatic parameter variation process, an upper limit may be set for the parameter stage. In this case, the parameter variation unit 34 performs automatic variation of the parameters of the possessed object only if the parameter stage of the possessed object that is common to the acquired object has not reached the upper limit.
[0053] Furthermore, the parameter variation unit 34 may be configured to vary the amount of variation as the parameter level increases in at least one of the parameter variation process due to consumption of a variation item T and the parameter automatic variation process.
[0054] Fig. 9 is a diagram showing an example of the relationship between the amount of parameter variation by the parameter variation section 34 and the parameter stage. As shown in Fig. 9, for example, the parameter variation section 34 can reduce the amount of parameter variation for one stage as the parameter stage increases.
[0055] However, when the acquired object and the owned object are the same, if the value of the benefit given to the user is low, the user's interest may decrease. In contrast, in the server 20 of the first embodiment, when the acquired object and the owned object are the same, the variable item T is given to the user, and further, the parameters of the owned object are automatically varied.
[0056] In this way, the user can receive a larger benefit when the acquired object and the owned object are the same, which increases the user's interest. Furthermore, the more objects a user possesses, i.e., the more frequently the user plays the game, the more benefit the user can receive.
[0057] Furthermore, since the parameters are changed automatically, the user's effort to change the parameters can be reduced. Furthermore, the user has a wider range of options to choose from, using the variable item T to change the parameters of a possessed object that is common to the acquired object, or to change the parameters of a possessed object other than the possessed object. This further increases the user's interest.
[0058] <Second embodiment> Next, a second embodiment of the present disclosure will be described. The configuration of the server (computer) 120 according to the second embodiment is the same as the configuration of the server 20 according to the first embodiment shown in FIG. 2, except for the contents described below, and therefore detailed description of the same configuration will not be repeated.
[0059] In the first embodiment, if the acquired object obtained by the lottery process is the same as an object already owned by the user, a variable item T is granted to the user, and the parameters of the object are automatically changed. In contrast, in the second embodiment, if the acquired object is the same as an object already owned by the user, the game content granted to the user changes depending on whether the object already owned satisfies a specific condition.
[0060] [Object Attributes] Each object that can be used in the game is associated with an attribute. Attributes are occupations such as warrior or wizard, or the appearance (skin) of the object, and define the skills that the object can use. Attributes do not include the rarity of the object or the superiority or inferiority of its abilities.
[0061] Furthermore, one object may have multiple attributes. In such cases, the user can select an attribute to apply to the object from among the multiple attributes. For example, the user can change the occupation of a character, which is an object, from "warrior" to "wizard."
[0062] Fig. 10 is a diagram showing an example of an operation screen for changing the attributes of an object. Specifically, suppose that the user performs an operation to select the area R21 in which the object C21 is displayed while the details screen G21 as shown in Fig. 7 is displayed on the terminal 10. In this case, an attribute selection screen G31 for the object C21 as shown in Fig. 10 is displayed on the terminal 10.
[0063] On the attribute selection screen G31, for example, a selection button B21 for setting the occupation to "swordsman" and a selection button B22 for setting the occupation to "wizard" are displayed as attributes of the object C21. In this state, when the user performs an operation to select the selection button B21, "swordsman" is set as the occupation of the object C21. Also, when the user performs an operation to select the selection button B22, "wizard" is set as the occupation of the object C21.
[0064] When an attribute such as an object's occupation is changed, for example, the operability, actions, motions, etc. of the object in the game change. On the other hand, even when the attribute of an object is changed, the name and parameters of the object do not change.
[0065] Furthermore, the attributes of objects are classified into first attributes and second attributes. Objects having both the first attribute and the second attribute are included in the objects selected by the parameter variation unit 34. For example, an object that appears in the game after a certain timing has the first attribute, and an object that has appeared in the game before that timing has the second attribute.
[0066] More specifically, suppose that an object with a second attribute appeared in the game some time ago, and the user possessed that object. In this situation, suppose that an object with a first attribute appears in the game after that time. In this case, the user can switch the attribute of the object he possesses between the first attribute and the second attribute.
[0067] Furthermore, for example, suppose that an object having a second attribute appeared in the game before a certain time, but the user did not possess that object. In this situation, suppose that an object having a first attribute appears in the game after that time. In this case, if the user acquires the object having the first attribute through a lottery process, the user can switch the attribute of the object between the first attribute and the second attribute and use it.
[0068] [Lottery process] Figure 11 is a block diagram showing the configuration of a server 120 according to a second embodiment of the present disclosure. The server 120 according to the second embodiment includes a control unit 122 instead of the control unit 22 shown in Figure 2. The control unit 122 has a game progression unit 31, a lottery unit 32, an award unit 133, and a parameter variation unit 134. The configurations of the game progression unit 31 and the lottery unit 32 are similar to the configurations of the game progression unit 31 and the lottery unit 32 shown in Figure 2, respectively.
[0069] 12 is a flowchart showing the flow of operations of the granting unit 133 when a game medium is granted after a lottery process according to the second embodiment. Referring to Fig. 12, first, upon receiving notification of the acquired object selected by the lottery unit 32, the granting unit 133 refers to the game medium information stored in the memory 24 and determines whether the acquired object and the owned object are the same (step S21).
[0070] Then, when the granting unit 33 determines that the acquired object and the possessed object are not the same ("NO" in step S21), it grants the acquired object to the user (step S22).
[0071] On the other hand, if the granting unit 33 determines that the acquired object and the possessed object are the same ("YES" in step S21), it determines whether the possessed object is an object (first object) that satisfies a specific condition (step S23). Here, as an example, if the possessed object has a first attribute, the granting unit 33 determines that the possessed object is an object that satisfies the specific condition.
[0072] Then, the granting unit 33 determines that the possessed object is an object (second object) that does not satisfy a specific condition, i.e., an object that has a second attribute ("NO" in step S23). In this case, the granting unit 33 grants the user a variable item T (hereinafter referred to as a "general variable item Tb") that can be used for the possessed object and each of the objects other than the possessed object (step S24).
[0073] On the other hand, the granting unit 33 determines that the possessed object is an object that satisfies a specific condition, that is, an object that has a first attribute ("YES" in step S23). In this case, the granting unit 33 grants the user a variable item T (hereinafter referred to as a "unique variable item Ta") that can be used with the possessed object and whose use with objects other than the possessed object is restricted (step S25).
[0074] Figure 13 is a diagram showing a game screen showing the result of the lottery process when a unique variable item Ta is awarded by the awarding unit 33 according to the second embodiment. When the unique variable item (first item) Ta is awarded to a user by the awarding unit 33, the game progression unit 31 generates screen data for a result screen G32 as shown in Figure 13 as a game screen. The game progression unit 31 then sends the generated screen data to the user's device 10, thereby displaying the result screen G32 on the device 10.
[0075] The result screen G32 shown in Figure 13 indicates that instead of the acquired object C3, the user will be given a unique variable item Ta that can be used for the acquired object C3 but has limited use for objects other than the acquired object C3.
[0076] In addition, if multiple lottery processes are performed in succession, the user will be notified, for example, of the total number of acquired objects to be awarded to the user, the total number of unique variable items Ta, and the total number of general variable items (second items) Tb.
[0077] In the course of a long-term game operation, an object with a new attribute (e.g., a first attribute) may appear. When an object acquired through a lottery process and a possessed object are the same, it may be possible to change the behavior of the game contents when the object is granted a bonus from the conventional behavior used for objects with an existing attribute (e.g., a second attribute). However, when this new bonus granting behavior is implemented, there is a possibility that the game contents that the user has accumulated up to that point will become unusable and go to waste.
[0078] In contrast, in the server 120 according to the second embodiment of the present disclosure, as described above, the behavior in granting game media is changed between when a possessed object that is common to an acquired object has a first attribute and when the possessed object has a second attribute.
[0079] In other words, both the existing behavior when the possessed object has the second attribute (for example, the granting of the general variable item Tb) and the new behavior when the possessed object has the first attribute (for example, the granting of the specific variable item Ta) are used in combination. This increases the interest level through multiple behaviors and ensures that the user has opportunities to use the game content they have accumulated so far.
[0080] (Variation) If the possessed object that is common to the acquired object is an object that satisfies a specific condition ("YES" in step S23 shown in FIG. 12), at least one of the unique variable item Ta and the general variable item Tb may be granted. For example, the granting unit 33 may grant the user both the unique variable item Ta and the general variable item Tb, or may grant the user one of the unique variable item Ta and the general variable item Tb selected by the user.
[0081] In addition, the granting unit 33 may be configured to determine whether the owned object that is common to the acquired object satisfies a specific condition (step S23 shown in Figure 12), and further determine whether the attributes of the acquired object match the attributes of the owned object.
[0082] In such a configuration, for example, when the possessed object that is common to the acquired object satisfies a specific condition ("YES" in step S23 shown in FIG. 12) and the attributes of the acquired object and the possessed object match, the granting unit 33 grants the user a specific variable item Ta. Furthermore, even when the possessed object that is common to the acquired object satisfies a specific condition ("YES" in step S23 shown in FIG. 12), when the attributes of the acquired object and the possessed object do not match, the granting unit 33 grants the user, for example, a general variable item Tb.
[0083] The granting unit 33 may also be configured to grant the general-purpose variable item Tb to the user when the possessed object that is common to the acquired object does not satisfy a specific condition ("NO" in step S23 shown in FIG. 12) and the attributes of the acquired object and the possessed object match. In such a configuration, the granting unit 33 does not grant the general-purpose variable item Tb, for example, when the possessed object that is common to the acquired object does not satisfy a specific condition ("NO" in step S23 shown in FIG. 12) and the attributes of the acquired object and the possessed object do not match.
[0084] [Parameter variation processing] 11 again, the parameter variation unit 134 has a first variation unit 134a and a second variation unit 134b. In exchange for consuming a predetermined number of inherent variation items Ta, the first variation unit 134a varies the parameters of one or more possessed objects held by the user that are associated as objects that can use the inherent variation items Ta.
[0085] 12, the unique variable item Ta is granted when, for example, the acquired object and the possessed object are the same and the possessed object satisfies a specific condition. Therefore, the possessed object that is associated as an object that can use the unique variable item Ta is an object that satisfies a specific condition.
[0086] In the parameter variation process using the unique variation item Ta, the parameter variation unit 134 can vary the parameters of the possessed object without setting an upper limit on the parameter level. For example, the parameter variation unit 134 varies the parameters of the possessed object so that they increase by 10 levels.
[0087] The second variation unit 134b varies the parameters of a possession object selected by the user from one or more possession objects held by the user, for example, by increasing the parameter by one level, in exchange for consuming a predetermined number of general-purpose variable items Tb owned by the user. Objects whose parameters can be varied by consuming general-purpose variable items Tb include both objects that satisfy specific conditions and objects that do not satisfy specific conditions.
[0088] Therefore, when changing the parameters of a possessed object that meets certain conditions, the user can choose to use either the specific variable item Ta corresponding to the possessed object or the general variable item Tb, which broadens the range of choices available to the user and increases interest.
[0089] The general-purpose variable item Tb may be configured to be usable for objects that do not satisfy certain conditions, but not for objects that do satisfy certain conditions. In this case, when changing the parameters of a possessed object that satisfies certain conditions, the user selects to use the specific variable item Ta corresponding to the possessed object.
[0090] <Third embodiment> Next, a third embodiment of the present disclosure will be described. The configuration of a server (computer) 220 according to the third embodiment is the same as that of the server 120 according to the second embodiment shown in Fig. 11, except for the contents described below, and therefore detailed description of the same configuration will not be repeated.
[0091] [Lottery process] Figure 14 is a block diagram showing the configuration of a server 220 according to the third embodiment of the present disclosure. The server 220 according to the third embodiment includes a control unit 222 instead of the control unit 122 shown in Figure 11. The control unit 222 has a game progression unit 31, a lottery unit 32, an award unit 233, and a parameter variation unit 234. The configurations of the game progression unit 31 and the lottery unit 32 are similar to the configurations of the game progression unit 31 and the lottery unit 32 shown in Figure 2, respectively.
[0092] 15 is a flowchart showing the flow of the operation of the granting unit 233 when game media are granted after a lottery process according to the third embodiment. The operations from step S31 to step S34 shown in FIG. 15 are the same as the operations from step S21 to step S24 shown in FIG. 12, and therefore detailed description thereof will not be repeated here.
[0093] Assume that the granting unit 133 determines in step S33 that the possessed object that is common to the acquired object is an object that satisfies a specific condition ("YES" in step S33). In this case, the granting unit 133 determines whether the possessed object is in a first situation or a second situation that is more advantageous than the first situation (step S35).
[0094] An object in a first state includes, for example, a state in which the parameter of the object is in a first specific state, specifically, a state in which the parameter stage is equal to or lower than a predetermined stage, and an object in a second state includes, for example, a state in which the parameter of the object is in a second specific state, specifically, a state in which the parameter stage is higher than the predetermined stage.
[0095] Here, if the upper limit of the parameter level is set to level 8 and the parameter level of an object is divided into levels 0 to 8, the object is determined to be in the first situation. Also, if the upper limit of the parameter level is set to level 9 or higher and the parameter level of an object is level 9 or higher, the object is determined to be in the second situation.
[0096] If it is determined in step S35 that the possessed object is in the first situation ("first situation" in step S35), the granting unit 233 grants the general-purpose variable item Tb to the user (step S34).
[0097] On the other hand, it is assumed that the granting unit 233 determines that the possessed object is in the second situation ("second situation" in step S35). In this case, specific control is performed by at least one of the granting unit 233 and the parameter varying unit 234 (step S36). For example, as the specific control, the granting unit 233 grants the user a unique variable item Ta that can be used with the possessed object.
[0098] Furthermore, the parameter varying unit 234 may automatically vary the parameters of the possessed object as a specific control. Specifically, the parameter varying unit 234 automatically varies the parameters of the possessed object so that the parameters increase by 10 stages.
[0099] Furthermore, the granting unit 233 may grant a general-purpose variable item Tb to the user as a specific control. In this configuration, the granting unit 33 does not need to determine whether the possessed object is an object that satisfies a specific condition (step S33) or whether the possessed object is in the first situation or the second situation (step S35). In other words, if the granting unit 33 determines that the acquired object and the possessed object are the same ("YES" in step S31), the granting unit 33 may grant the general-purpose variable item Tb to the user without performing the determination processes of steps S33 and S35.
[0100] Note that a parameter may be set for the acquired object. In this case, in addition to the above-described determination process, the assigning unit 233 may determine whether the acquired object is in the first situation or the second situation, specifically, whether the parameter of the acquired object is higher than a predetermined level.
[0101] For example, when a possessed object that is common to an acquired object is in a first situation ("first situation" in step S35), the granting unit 233 may be configured to perform different control depending on whether the acquired object is in the first situation or not.
[0102] Similarly, when a possessed object that is common to the acquired object is in the second situation ("second situation" in step S35), the granting unit 233 may be configured to perform different control depending on whether the acquired object is in the second situation or not.
[0103] [Parameter variation processing] Referring again to FIG. 14, parameter varying section 234 has first varying section 234a and second varying section 234b.
[0104] The first variation unit 234a varies the parameters of one or more possession objects held by the user that are associated with the unique variable item Ta as an object that can use the unique variable item Ta, in exchange for consuming a predetermined number of unique variable items Ta. For example, the first variation unit 234a varies the parameters of the possession object so that they increase by 10 levels.
[0105] In addition, the second variation unit 234b varies the parameters of a possession object selected by the user from one or more possession objects owned by the user in exchange for consuming a predetermined number of general-purpose variable items Tb. For example, the second variation unit 234b varies the parameters of the possession object so that the parameters increase by one level.
[0106] The number of general-purpose variable items Tb consumed when raising a parameter by a predetermined amount may be different from the number of specific variable items Ta consumed when raising a parameter by the same predetermined amount. For example, when raising a parameter by one level, 50 general-purpose variable items Tb are consumed when using general-purpose variable items Tb, while 1 specific variable item Ta is consumed when using specific variable item Ta.
[0107] The user can vary the parameters of a possessed object that satisfies a specific condition using one of a number of methods described below. Figure 16 is a diagram illustrating a parameter variation process performed by the parameter variation unit 234 shown in Figure 14. Here, a method for varying the parameters of a possessed object that has a first attribute will be described as an example of a possessed object that satisfies a specific condition.
[0108] (a) Method 1 As shown in Figure 16, when the parameter level of a possessed object having a first attribute is between level 0 and level 8, i.e., when the possessed object is in the first situation, the user can vary the parameter of the object by using a general-purpose variable item Tb.
[0109] Furthermore, suppose that the parameter stage of the possessed object having the first attribute reaches the ninth stage or higher. That is, suppose that the possessed object is in the second state. In this case, the user can change the parameter of the possessed object by using the unique variable item Ta.
[0110] (b) Method 2 Furthermore, when the parameter stage of the possessed object having the first attribute reaches the ninth stage or higher, that is, when the possessed object is in the second state, an object common to the possessed object is acquired by lottery processing. In this case, the parameters of the possessed object can be changed by automatic parameter change.
[0111] (c) Method 3 Also, suppose the parameter stage of the possessed object having the first attribute is at or above stage 9. That is, the possessed object is in the second situation. In this case, the user can vary the parameter of the possessed object by using the general-purpose variable item Tb, just as when the parameter stage of the possessed object is at stage 0 to stage 8, that is, when the possessed object is in the first situation.
[0112] (d) Method 4 Furthermore, regardless of the stage of the parameters of a possessed object having the first attribute, the user can vary the parameters of the possessed object by using the specific variable item Ta or the general variable item Tb.
[0113] Note that the case where an object is in the first or second state is not limited to the case where the parameters of the object are in a specific state, but may also be the case where, for example, the number of skins of the object owned by the user is equal to or exceeds a predetermined number, etc. In this case, the number of skins of the object owned by the user is greater when the object is in the second state than when the object is in the first state.
[0114] As described above, in the third embodiment of the present disclosure, when the object acquired by the lottery process and the possessed object are the same, the behavior of the possessed object changes depending on the parameter level of the possessed object, which motivates the user to further strengthen the possessed object with high parameters, thereby increasing the user's interest.
[0115] The elements included in each of the first to third embodiments of the present disclosure can be combined with one another, and the resulting combination is also considered to be part of the embodiments shown in the present disclosure. Furthermore, within the scope of the present invention, the components can be freely combined, any component can be modified, any component can be replaced, any component can be omitted, or other components can be added. The process flow described in this specification is merely an example, and the order and configuration of each process may be different. Furthermore, some processes described in this specification may not exist. In other words, the process flow and specific determination processes may differ from those exemplified in this specification.
[0116] [Additional Notes] The contents according to the embodiments of the present disclosure are listed as follows. [assignment] The purpose is to further improve convenience.
[0117] [Solution] (Item 1) Computer, When the acquired object selected by lottery is the same as an object already possessed by the user, an automatic variation is executed to automatically vary the parameters of the possessed object, and further, the control means functions as a control means to grant the user an item used to vary the parameters of the possessed object or an object other than the possessed object.
[0118] In this way, when the acquired object and the owned object are the same, the user can receive a larger benefit, which can increase the user's interest. Furthermore, the more objects a user possesses, i.e., the more frequently the user plays the game, the more benefit they can receive.
[0119] Furthermore, since the parameters are changed automatically, the user's effort to change the parameters can be reduced. Furthermore, the user has a wider range of options to choose from, such as using an item to change the parameters of a possessed object that is common to the acquired object, or to change the parameters of possessed objects other than the possessed object. This further enhances the user's interest.
[0120] Furthermore, when the acquired object and the possessed object are the same, the parameters are automatically changed and the item is granted regardless of the attributes or situation of the possessed object, which is simple and easy for the user to understand.
[0121] (Item 2) Item 2. The program according to item 1, wherein the amount of variation of the parameter due to the automatic variation is different from the amount of variation of the parameter due to use of the item. With this configuration, for example, the amount of parameter change due to automatic change can be configured to be larger than the amount of parameter change due to the use of an item, thereby increasing the benefit received by the user when an object that is common to the possessed object is selected by the lottery process.
[0122] (Item 3) In order to change the parameter by a predetermined amount by the automatic change, the acquired object and the possessed object must be common to each other N times (a natural number) or more; The program described in item 1 or 2, wherein in order to change the parameter by the predetermined amount using only the item that is granted because the acquired object and the possessed object are common, the number of times must be K (a natural number different from N) or more.
[0123] With this configuration, for example, when K is a number greater than N, the amount of parameter change due to automatic change is greater than the amount of parameter change due to the use of an item. In such a case, the user can receive a greater benefit when an object that is common to the possessed object is selected by the lottery process.
[0124] (Item 4) 4. The program according to any one of items 1 to 3, wherein no upper limit is set for the variation of the parameter.
[0125] With this configuration, the possessed object can be continuously strengthened, which can further increase the interest of the user.
[0126] (Item 5) The parameters are divided into multiple stages, 5. The program according to any one of items 1 to 4, wherein at least one of the amount of variation of the parameter due to the automatic variation and the amount of variation of the parameter due to use of the item becomes smaller as the stage of the parameter increases.
[0127] This configuration can prevent the game difficulty from becoming too low due to the possessed objects being strengthened too much.
[0128] (Item 6) Computer, If the acquired object selected by lottery is the same as a first object that the user already owns and that satisfies a specific condition, the first item is granted to the user; when the acquired object is common to a second object already possessed by the user and does not satisfy a specific condition, the device functions as a granting means for granting the second item to the user; the first item is usable for the first object and is restricted in use for objects other than the first object; The second item is usable for the second object and for objects other than the second object.
[0129] For example, in a long-term game, an object with a new attribute may appear. When an object acquired through a lottery process and a possessed object are the same, the behavior of the game content when the object is granted may be different from the conventional behavior used for objects with existing attributes. However, when this new behavior of granting a bonus is implemented, there is a possibility that the game content that the user has accumulated up to that point will become useless and go to waste.
[0130] In contrast, in the information processing system 1 according to the second embodiment of the present disclosure, as described above, the behavior of the game content provided after the lottery process is changed depending on whether the owned object, which is common to the acquired object, satisfies a specific condition. Furthermore, both the existing behavior of providing a second item and the new behavior of providing a first item are used in combination. This increases the interest level through the multiple behaviors and ensures opportunities to use the game content the user has accumulated.
[0131] (Item 7) 7. The program according to item 6, wherein when the specific condition is met, a first attribute is assigned to the first object.
[0132] With this configuration, the behavior in providing the game content after the lottery process can be changed depending on the attributes of the owned object that are common to the acquired object.
[0133] (Item 8) 8. The program according to claim 6, wherein a predetermined number of the first items are consumed to vary a parameter of the first object.
[0134] In this way, the new behavior of giving the first item that is unique to the first object can improve the user's taste.
[0135] (Item 9) 9. The program according to any one of items 6 to 8, wherein the plurality of objects to be selected by lottery include both the first object and the second object.
[0136] With this configuration, even if the same type of lottery is drawn, players can enjoy a variety of different patterns of behavior in the awarding of game media after the lottery.
[0137] (Item 10) Computer, a granting means for granting to the user, when the acquired object selected by lottery is the same as a first object that the user already owns and that satisfies a specific condition, at least one of a first item that can be used with the first object and whose use with objects other than the first object is restricted, and a second item that can be used with the first object and objects other than the first object; a first variation means for varying a parameter of the first object by using the first item; a program that functions as a second variation means that varies a parameter of the first object by using the second item.
[0138] In this way, when changing the parameters of a possessed object that meets certain conditions, there are two types of parameter changes: changes made by using a first item and changes made by using a second item, which gives the user a wider range of choices and increases interest.
[0139] (Item 11) Item 11. The program according to item 10, wherein the granting means grants both the first item and the second item to the user if the acquired object is common to the first object.
[0140] In this way, when the acquired object and the first object are the same, the benefit that the user can receive is set to be large, thereby increasing the interest of the user.
[0141] (Item 12) Item 11. The program according to item 10, wherein the granting means grants the user an item selected by the user from the first item and the second item if the acquired object is common to the first object.
[0142] With this configuration, the user's wishes can be reflected, and the user's interest can be further enhanced.
[0143] (Item 13) Item 11. The program according to item 10, wherein the granting means grants the first item to the user without granting the second item if the acquired object is the same as the first object.
[0144] Such a configuration ensures an opportunity to vary the parameters of the first object.
[0145] (Item 14) The program according to any one of items 10 to 13, wherein the granting means grants the second item to the user without granting the first item if the acquired object is common to a second object that the user already possesses and that does not satisfy a specific condition.
[0146] In this way, the behavior in providing game media after the lottery process can be changed depending on whether the owned object, which is common to the acquired object, satisfies a specific condition, thereby improving user preferences.
[0147] (Item 15) Computer, If the acquired object selected by the lottery is the same as a first object that the user already owns and that is in a first situation, a second item is granted to the user; a program that functions as a control means for performing specific control when the acquired object is common to a second object that the user already possesses and that is in a second situation;
[0148] In this way, the behavior after the lottery process differs depending on the status of the owned object, which is common to the acquired object, thereby increasing the interest of the user.
[0149] (Item 16) Item 16. The program according to item 15, wherein the first situation includes a parameter indicating the strength of the object being in a first specific situation.
[0150] With this configuration, the behavior after the lottery process can be made different depending on the parameters of the possessed object that are common to the acquired object.
[0151] (Item 17) Item 17. The program according to item 16, wherein the second situation includes a second specific situation in which the parameter is different from the first specific situation.
[0152] In this way, the behavior after the lottery process differs depending on the parameters of the owned object, which is common to the acquired object, which creates an incentive to further strengthen the owned object with high parameters, further increasing the interest.
[0153] (Item 18) 18. The program according to any one of items 15 to 17, wherein the control means grants a first item to the user as the specific control.
[0154] With this configuration, the user can receive benefits even if the acquired object and the possessed object are the same.
[0155] (Item 19) Item 19. The program according to any one of items 15 to 18, wherein the control means automatically varies a parameter indicating the strength of the first object as the specific control.
[0156] This configuration reduces the user's effort in changing parameters.
[0157] (Item 20) the first item is usable for the second object and is restricted in use for objects other than the second object; Item 19. The program according to item 18, wherein the second item is usable for the second object and for objects other than the second object.
[0158] In this way, by providing items that can be used for different purposes depending on the status of the possessed object, which is common to the acquired object, it is possible to obtain an opportunity to strengthen, for example, the second object and objects other than the second object.
[0159] The solution constituted by the above program may be appropriately applied to the fields of devices, systems, methods, and media.
[0160] Furthermore, each operation performed by the control unit 22 in the server 20 in the above embodiment may be executed by one processor or multiple processors. For example, some or all of the operations performed by the control unit 22 may be executed by the terminal 10 shown in FIG.
[0161] Furthermore, the above-described embodiments are merely examples for facilitating understanding of the present invention, and are not intended to limit the present invention. The present invention can be modified, improved, or partially deleted from the configuration of the embodiments without departing from the spirit of the present invention, and it goes without saying that the present invention also includes equivalents thereof. [Explanation of symbols]
[0162] 1: Information processing system, 10: Terminal, 13: Network, 20: Server, 21: Communication unit, 22, 122, 222: Control unit, 23: Storage unit, 24: Memory, 31: Game progression unit, 32: Lottery unit, 33, 133, 233: Granting unit, 34, 134, 234: Parameter variation unit, 41: Program, 42: Game information, 43: User information
Claims
1. Computer, A program that, when an acquired object selected by lottery is the same as an object already owned by the user, performs automatic variation to automatically vary the parameters of the owned object, and further functions as a control means to grant the user an item that can be used to vary the parameters of the owned object or an object other than the owned object.
2. The program according to claim 1 , wherein the amount of change in the parameter due to the automatic change is different from the amount of change in the parameter due to use of the item.
3. In order to change the parameter by a predetermined amount by the automatic change, the acquired object and the possessed object must be common to each other N times (a natural number) or more; The program of claim 1, wherein the number of times required to change the parameter by the predetermined amount using only the item that is granted because the acquired object and the possessed object are common is K (a natural number different from N) or more.
4. The program according to claim 1 , wherein there is no upper limit set for the variation of the parameter.
5. The parameters are divided into multiple stages, The program according to claim 1 , wherein at least one of the amount of variation of the parameter due to the automatic variation and the amount of variation of the parameter due to the use of the item becomes smaller as the stage of the parameter increases.
6. An information processing system including one or more information processing devices, If the acquired object selected by lottery is the same as an object already possessed by the user, an automatic change is performed to automatically change the parameters of the object already possessed by the user; The information processing system further provides the user with an item that can be used to vary the parameters of the possessed object or an object other than the possessed object.
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