Information processing device, information processing method, and program

The information processing device in computer games sets game media states based on play results and grants bonuses when conditions are met, addressing the lack of motivation in existing systems by combining deterministic and random elements to enhance player engagement.

JP2025169995APending Publication Date: 2025-11-14MIXI INC
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Patent Information

Application Number
JP2025140697
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-08-26
Publication Date
2025-11-14

AI Technical Summary

Technical Problem

Existing computer games lack mechanisms to enhance player motivation by providing rewards based on both game play results and randomness, limiting engagement and interest.

Method used

An information processing device that sets game media states based on play results and grants bonuses when specific conditions are met, allowing players to make decisions with varying degrees of freedom.

Benefits of technology

Increases player motivation to obtain rewards by introducing a system that combines game play outcomes with randomness, enhancing engagement and immersion.

✦ Generated by Eureka AI based on patent content.

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Abstract

To impart privilege on the basis of both game play result and contingency.SOLUTION: A game system is configured such that, when a mission is cleared, cards corresponding to the mission become selectable in a card game. In a case where a player selects two cards from selectable cards, when two symbols corresponding to the cards are collected, a privilege imparting unit imparts card privilege that is opportunity of character evolution to the player.SELECTED DRAWING: Figure 10
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Description

[Technical Field]

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

[0002] Computer games (hereafter simply referred to as "games") often provide players with a variety of "game media." Game media here refers to the digital content that allows players to progress through the game to an advantage, such as characters, items, cards, and experience points.

[0003] Among game media, collecting, strengthening, and nurturing objects such as characters is one of the joys of games. Characters grow through a process known as "evolution." Some game media provide opportunities for characters to evolve (see Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Publication No. 2015-217214 Summary of the Invention [Problem to be solved by the invention]

[0005] The inventors thought that when awarding a player a privilege such as game media, giving the player an opportunity to make a decision and varying the degree of freedom in decision depending on the results of the game play could further deepen the interest in the game.

[0006] The present invention was completed based on the above-mentioned idea of ​​the inventor, and its main purpose is to provide a technology that increases players' motivation to obtain rewards by providing a reward method based on both the game play results and randomness. [Means for solving the problem]

[0007] An information processing device in one aspect of the present invention includes a state setting unit that sets the state of a game medium in a second game from a plurality of states including at least a first state and a second state based on the results of playing a first game, and a bonus granting unit that grants a bonus to a player when a predetermined number of two or more game media are designated by a player from the game media in the second state and the combination of the designated game media satisfies a predetermined condition. [Effects of the Invention]

[0008] According to the present invention, it becomes easier to increase the motivation of players to obtain benefits in computer games. [Brief explanation of the drawings]

[0009] [Figure 1] FIG. 2 is a hardware configuration diagram of the game system. [Figure 2] FIG. 2 is a hardware configuration diagram of a game server. [Figure 3] FIG. 2 is a functional block diagram of the game system. [Figure 4] FIG. 1 is a conceptual diagram showing the configuration of Game X. [Figure 5] FIG. 2 is a schematic diagram for explaining evolution in this embodiment. [Figure 6] FIG. 1 is a conceptual diagram showing the relationship between missions, cards, and symbols. [Figure 7] 10 is a flowchart showing the process of the mission game. [Figure 8] FIG. 10 is a screen diagram of a first card screen. [Figure 9] FIG. 10 is a screen diagram of a second card screen. [Figure 10] FIG. 10 is a screen diagram of a third card screen. [Figure 11] FIG. 10 is a screen diagram of the fourth card screen. [Figure 12] FIG. 10 is a screen diagram of the fifth card screen. [Figure 13] FIG. 10 is a screen diagram of the sixth card screen. [Figure 14] 10 is a flowchart showing the processing steps of a card game. [Figure 15] 10 is a flowchart showing the steps of a reset process. DETAILED DESCRIPTION OF THE INVENTION

[0010] [overview] This section will briefly explain the outline of the computer game (hereinafter referred to as "Game X") assumed in this embodiment, followed by a detailed description of the specific configuration and control method of the game system. Game X is a free-to-play (F2P) game that can be played on a smartphone or other device and allows multiple players to participate.

[0011] Each player has a character MC. The player completes various tasks called "quests" or "missions." In Game X, the player is presented with a mission to defeat various enemies, and the player uses the character MC to fight against the enemies.

[0012] When a player clears a mission, they are given the right to turn over a card (hereinafter also referred to as the "right to open"). Multiple missions are assigned to multiple cards (game media) in advance. By clearing multiple missions, the player obtains the right to open multiple cards corresponding to each of the multiple missions.

[0013] Various "symbols" are assigned to cards in advance. A player can learn the symbol of a card by exercising an opening right and turning over the card corresponding to the opening right they have exercised. If the player can match two symbols when turning over two cards from a large number of cards, the player can receive a bonus corresponding to the matching symbols. In this embodiment, the bonus is the evolution of the character MC.

[0014] FIG. 1 is a diagram showing the hardware configuration of a game system 200. In game system 200, game server 100 and multiple game terminals 102a, 102b, 102c,..., 102n (hereinafter collectively referred to as "game terminals 102" when referring to them collectively or when no distinction is made) are connected via Internet 106. In this embodiment, game terminal 102 is assumed to be a smartphone. Game terminal 102 may be a portable game console or a general-purpose computer such as a laptop PC. Game terminal 102 and Internet 106 are connected wirelessly, but may also be connected via a wired connection. Players of game X are assigned a unique ID called a player ID in advance. Game server 100 provides game X to each game terminal 102.

[0015] FIG. 2 is a diagram showing the hardware configuration of the game server 100. The game server 100 includes a storage 312 as a non-volatile memory for storing computer programs, a volatile memory 304 for expanding programs and data, a processor 300 (CPU: Central Processing Unit) that incorporates registers, an arithmetic unit, an instruction decoder, etc., and reads and executes programs from the memory 304. The processor 300 is connected to a relatively high-speed first bus 302. In addition to the memory 304, a NIC (Network Interface Card) is also connected to the first bus 302. In addition to the memory 304, a GPU Other devices such as a Graphics Processing Unit may also be connected.

[0016] The first bus 302 is connected to a relatively slow second bus 310 via a bridge 308. In addition to a storage 312, an output device 316 such as a monitor or speaker is connected to the second bus 310. An input device 314 such as a mouse or keyboard, and a peripheral device 318 such as a printer may also be connected to the second bus 310.

[0017] FIG. 3 is a functional block diagram of the game system 200. The game system 200 includes a game server 100 and a game terminal 102. Each component of the game server 100 and the game terminal 102 is realized by hardware including computing units such as a CPU and various co-processors, storage devices such as memory and storage, and wired or wireless communication lines connecting them, as well as software stored in the storage devices and supplying processing instructions to the computing units. The computer program may be composed of a device driver, an operating system, various application programs located at higher layers than these, and libraries that provide common functions to these programs. Each block described below represents a functional block, not a hardware configuration. The game server 100 may be configured to include a web server, and the game terminal 102 may be configured to include a portable communication terminal with a web browser installed thereon.

[0018] (Game Server 100) The game server 100 includes a communication unit 112 , a data processing unit 110 , and a data storage unit 114 . The communication unit 112 is responsible for communication processing with the game terminal 102 via the Internet 106. The data storage unit 114 stores various data. The data processing unit 110 executes various processes based on the data acquired by the communication unit 112 and the data stored in the data storage unit 114. The data processing unit 110 also functions as an interface between the communication unit 112 and the data storage unit 114.

[0019] The data store 114 includes a game data store 130 and a player data store 132 . The game data storage unit 130 stores the game program as well as setting information for the game X. The player data storage unit 132 manages information about the player.

[0020] The data processing unit 110 includes a player registration unit 116 and a game control unit 124 . The player registration unit 116 accepts player registration from the game terminal 102 via the communication unit 112. When player registration is requested, the player registration unit 116 assigns a player ID to the player. The game control unit 124 controls the basic progress of the game X.

[0021] The game control unit 124 includes a status setting unit 120 , a benefit granting unit 122 , a display control unit 126 , and a mission processing unit 128 . The status setting unit 120 manages the status of the cards. The details of the card status will be described later. The bonus granting unit 122 grants various bonuses to the player. The display control unit 126 instructs the game terminal 102 to display an image. The mission processing unit 128 executes the competitive game and determines whether the mission is successful or not.

[0022] (game terminal 102) Game terminal 102 includes a user interface processing unit 136 , a communication unit 134 , a data processing unit 138 , and a data storage unit 140 . The user interface processing unit 136 includes an input unit 142 that accepts operations from the player and an output unit 144 that displays images and outputs sounds. The output unit 144 includes a notification unit 150 that notifies the player of hints regarding card selection.

[0023] The communication unit 134 is responsible for communication processing with the game server 100 and other game terminals 102 via the Internet 106. The data storage unit 140 stores various data. The data processing unit 138 executes various processes based on data acquired by the user interface processing unit 136 and the communication unit 134 and data stored in the data storage unit 140. The data processing unit 138 also functions as an interface between the user interface processing unit 136, the communication unit 134, and the data storage unit 140.

[0024] The data processing unit 138 includes a game execution unit 146 . The game execution unit 146 controls the progress of the game in cooperation with the game server 100. The game execution unit 146 of the game terminal 102 may be formed as a software module downloaded from the game server 100 as part of the functions of the game control unit 124.

[0025] The communication unit 134 acquires various game information from the game server 100, and the output unit 144 displays a game screen on the game terminal 102. The output unit 144 displays the game screen in accordance with instructions from the game execution unit 146 or the display control unit 126 of the game control unit 124. The input unit 142 detects various inputs by the player, and the game execution unit 146 notifies the game server 100 of the input information via the communication unit 134. In response to this input information, the data processing unit 138, and in particular the game execution unit 146, controls the progress of the game.

[0026] FIG. 4 is a conceptual diagram showing the configuration of Game X. Game X includes a mission game (first game) and a card game (second game). The mission game is the main game. In the mission game, the player challenges various missions using the character MC. The mission in Game X is to defeat an enemy in a fighting game. The mission processing unit 128 presents the player with multiple types of missions corresponding to multiple types of enemies. Note that the missions may be set as tasks other than those of a fighting game, such as solving puzzles or answering quizzes.

[0027] A player selects a mission they wish to challenge and plays a competitive game. Defeating an opponent clears the mission, and the player acquires the right to open one card. In addition to the right to open a card, when a mission is cleared, the reward granting unit 122 grants various game media as a reward for clearing the mission. Hereinafter, the reward granted when a mission is cleared will be referred to as a "mission reward."

[0028] The card game is a sub-game. In the card game, multiple cards are presented. Symbols are assigned to the cards in advance, and the player can learn the symbols on the cards by exercising the right to open them and turning them over. In this embodiment, five types of symbols A to E are prepared. The player turns over two cards (a predetermined number) and, if the player can match two symbols (if a predetermined condition is met), the character MC can evolve. Hereinafter, the opportunity to evolve the character MC by matching symbols is referred to as a "card benefit." By evolving the character MC, the player can progress through the mission game with a greater advantage.

[0029] In summary, players gain the right to open cards by playing the mission game using their character MC. Players exercise their opening right in the card game and evolve (grow) their character MC by matching symbols. In this way, the mission game and the card game have a mutually complementary relationship.

[0030] FIG. 5 is a schematic diagram for explaining evolution in this embodiment. As mentioned above, players use character MC to take on various missions. Character MC can evolve in five ways, from evolution A to evolution E. Details of the evolution method will be explained later. When character MC undergoes evolution A, it becomes the more powerful character MCA. Similarly, when character MC undergoes evolution B, it becomes character MCB. Through evolution C, evolution D, and evolution E, character MC becomes character MCC, MCD, and MCE, respectively.

[0031] A player can always choose an evolution that has already been achieved. For example, if a player has achieved Evolution A and Evolution B, the player can evolve character MC into either character MCA or character MCB at any time. This allows a player to play a battle game Q1 with character MCA (Evolution A) and another battle game Q2 with character MCB (Evolution B). The more evolutions a player achieves, in other words, the more card benefits they obtain for the more symbols they can play, the wider the scope of their play in the mission game.

[0032] The content of evolution varies. As an example, character MCA (A evolution) may have twice the attack power of character MC. Character MCB (B evolution) may have twice the defense power of character MC. Character MCC (C evolution) may have twice the agility (ability to avoid attacks) of character MC. Character MCD (D evolution) may have a special attack (e.g., lightning attack) that character MC does not have. The content of evolution can be defined arbitrarily by the game designer.

[0033] FIG. 6 is a conceptual diagram showing the relationship between missions, cards, and symbols. In this embodiment, ten types of missions M1 to M10 are prepared in the mission game. Missions M1 to M10 are associated with cards L1 to L10, respectively. When a player completes mission M1, the state setting unit 120 grants the player the right to open card L1, i.e., the right to turn over card L1.

[0034] Cards have four types of "states." The "unplayable" state (first state) means that the player has not been granted the right to open the card, and the player cannot turn over a card in the unplayable state. A card in the unplayable state is displayed with its back side facing up (hereinafter referred to as "face down display").

[0035] The allowed state (second state) means that the player has been granted the right to open a card, but it has not yet been turned over. Cards in the allowed state are also displayed face down. When a card is in the allowed state, the player can turn it over.

[0036] The excluded state (third state) means that the card is excluded from selection because the player has aligned the symbols using the method described below. A card in the excluded state is turned over, that is, the card is displayed with its face up (hereinafter referred to as "face-up display"). The selected state (fourth state) means that the player has exercised the right to open the card and turned it over. A selected card is displayed face up. All cards are initially set to the unavailable state (face-down display).

[0037] Two of each of the five types of symbols A to E are prepared. The symbols A to E correspond to evolutions A to E, respectively. The state setting unit 120 randomly assigns the ten symbols A to E to the cards L1 to L10. The players are not informed of the correspondence between the cards and the symbols. Therefore, the players cannot know the symbol associated with a card until they turn it over. The state setting unit 120 may assign different symbols A to E to the cards L1 to L10 to each player at the start of the mission game.

[0038] In summary, one of symbols A to E is associated with cards L1 to L10. All cards are initially set to a forbidden state, i.e., a state in which they are "face down and cannot be turned over." When a player completes a mission, the state setting unit 120 changes the state of the card associated with the mission from a forbidden state to a permitted state. The permitted state means a state in which the card is "face down but can be turned over." By turning over a card in a permitted state, i.e., by exercising the right to open it, the player can turn the card face up and learn the symbol. If the player can turn over two cards and match the two symbols, the character MC can evolve according to the symbols.

[0039] 6, the symbol A is associated with cards L1 and L5. When the player turns over cards L1 and L5, the two symbols A are aligned, and the benefit granting unit 122 grants the player an "A evolution" card benefit. In order to turn over cards L1 and L5, the player must first complete missions M1 and M5.

[0040] FIG. 7 is a flowchart showing the process of the mission game. The player selects a mission they wish to challenge from missions M1 to M10 (S10). The mission processing unit 128 executes a battle game corresponding to the selected mission. The player plays the battle game (S12). When the player defeats the enemy, that is, when the player completes the mission (Y in S14), the bonus granting unit 122 grants the player a mission bonus (S15). Subsequently, the state setting unit 120 changes the state of the card corresponding to the completed mission from disabled to enabled (S16). By completing the mission, the player acquires the right to open the card.

[0041] When a card is changed to an allowed state, if the notification condition described below is met (Y in S18), the notification unit 150 notifies the player of a hint on how to specify the card (S20). If the notification condition is not met (N in S18), no notification is made. The notification condition and notification content will be described later.

[0042] If the player fails to complete the mission (N in S14), the process from S15 onwards will not be carried out and the player will not be granted the right to open the card. Even if the player fails a mission, they can retry the same mission any number of times.

[0043] FIG. 8 is a screen diagram of the first card screen 160. The output unit 144 of the gaming terminal 102 displays the first card screen 160 when a card game is being played. The player can select a mission game or a card game at any time. The output unit 144 displays the first card screen 160 when the player selects a card game.

[0044] The time remaining until the reset process (described later) is displayed at the top right of the screen. In FIG. 8, it is shown that the state setting unit 120 will execute the reset process in 13 hours and 12 minutes. In addition, the number of cards that the player has opened and the maximum number of cards that can be opened are displayed at the top center of the screen. In FIG. 8, it is shown as "2 / 2" that a maximum of two cards can be turned over in the card game, and that two more cards can be turned over.

[0045] The first card screen 160 includes a card area 162 and a symbol area 164. The output unit 144 displays images of ten cards L1 to L10 in the symbol area 164. Five types of symbols A to E and a progress indicator 166 indicating their progress are displayed in the symbol area 164. The progress level has three values: "0," "1," and "2." When the progress level of a symbol reaches "2," the benefit granting unit 122 grants the evolution corresponding to that symbol to the player as a card benefit.

[0046] In the first card screen 160 of FIG. 8, cards L1, L5, and L10 are marked with a "CLEAR mark." The CLEAR mark indicates that the card is in an allowed state, that is, a state in which it can be turned over if the player exercises the right to open it. For example, when the player completes mission M1, the state setting unit 120 changes card L1 from an unallowed state to an allowed state. In FIG. 8, cards L1, L5, and L10 are in an allowed state, and the remaining cards are in an unallowed state. This indicates that the player has completed missions M1, M5, and M10 corresponding to cards L1, L5, and L10. The player cannot turn over cards that do not have a CLEAR mark. Cards in both the unallowed and allowed states are displayed face down.

[0047] Symbols A to E are assigned to cards L1 to L10 in advance, but the player does not know which symbol is assigned to which card until they turn over the card. By clearing many missions, the player can acquire the right to open many cards. However, in Game X, the player can only turn over up to two cards per day. While acquiring the right to open many cards increases the freedom of card selection, the number of cards that can actually be selected (opened) is limited to two, so even players who have the right to open many cards must think carefully when selecting cards.

[0048] FIG. 9 is a screen diagram of the second card screen 170. When the player designates card L1 on the first card screen 160, the output unit 144 displays the second card screen 170. Since symbol A is associated with card L1 (see FIG. 6), the output unit 144 instructs the output unit 144 to display an image corresponding to symbol A (hereinafter referred to as "symbol image A") on card L1. The state setting unit 120 changes the state of card L1 from "permitted state" to "selected state." The player touches the screen to designate a card to be turned over from the permitted cards.

[0049] More specifically, the input unit 142 detects an input from the player, and the output unit 144 displays the permitted card L1 face up. At this time, the output unit 144 displays an animation of the card L1 being turned over. The display control unit 126 notifies the gaming terminal 102 in advance of the symbol A associated with the card L1, and the output unit 144 displays the symbol image A when the card L1 is turned over.

[0050] When one symbol image A is displayed, the bonus awarding unit 122 changes the progress degree of the symbol A from "0" to "1." That is, the progress degree of the symbol A corresponds to the number of the symbol images A displayed in the card area 162. The display control unit 126 instructs the gaming terminal 102 to light up one of the two progress indicators 166 corresponding to the symbol A. Hereinafter, the case where two of the same symbols line up after the second card screen 170 will be described with reference to FIGS. 10 and 11, and the case where two of the same symbols do not line up will be described with reference to FIGS.

[0051] FIG. 10 is a screen diagram of the third card screen 180. When the player designates card L5 following card L1 (symbol A) on the second card screen 170 (FIG. 9), the output unit 144 displays the third card screen 180. Since symbol A is also associated with card L5 (see FIG. 6), the output unit 144 displays symbol image A at the position of card L5. The communication unit 134 notifies the game system 200 that card L5 has been turned over. When two symbols A are aligned (corresponding relationship) by turning over cards L1 and L5, the benefit granting unit 122 determines that the evolution condition (predetermined condition) is met.

[0052] When the evolution condition for symbol A is met, the bonus granting unit 122 permits A evolution of character MC. The output unit 144 displays on the screen an evolution notification 182 indicating that A evolution is now possible. The bonus granting unit 122 also changes the progress level of symbol A from "1" to "2." The output unit 144 changes both of the two progress indicators 166 corresponding to symbol A to a lit display. After the evolution condition is met, the state setting unit 120 changes the state of card L1 from "selected state" to "removed state (cannot be reselected)," and changes the state of card L5 from "allowed state" to "removed state." After cards L1 and L5 are changed to the removed state, they are excluded from future selection targets. Furthermore, the removed cards L1 and L5 remain fixed as face up.

[0053] As described above, if the player can achieve the evolution conditions for symbol A, he or she can use character MCA (A evolution) in subsequent mission games.

[0054] FIG. 11 is a screen diagram of the fourth card screen 190. The status setting unit 120 executes a reset process once a day. In this embodiment, the status setting unit 120 executes the reset process at a predetermined time (for example, midnight) every day. As described above, a player can only turn over a predetermined number of cards (two cards in this embodiment) in one day, or more precisely, in the predetermined period from the previous reset process to the next reset process (hereinafter referred to as a "unit period"). The fourth card screen 190 shows the screen when the reset process is executed after two cards have been turned over on the third card screen 180 (FIG. 10).

[0055] After the player turns over cards L1 and L5 and fulfills the evolution conditions for symbol A, the player cannot turn over a new card until the reset process is executed. However, there is no limit to the number of times a mission can be attempted. For example, even before the next reset process, the player may attempt mission M2, which he / she has not yet completed, or may re-attempt mission M1, which he / she has already completed. When the player completes a mission, the bonus granting unit 122 grants the player a mission bonus.

[0056] When the reset process is executed, the state setting unit 120 sets all cards other than the excluded cards to the disabled state. As a result, the CLEAR mark on card L10, which was in the permitted state, is removed, and card L10 becomes disabled. In other words, the right to open card L10 is invalidated by the reset process. Furthermore, the output unit 144 changes any face-up cards other than the excluded cards to face-down. In order to turn over card L10, the player must complete mission M10 again. Because the state setting unit 120 maintains cards L1 and L5 in the excluded state, the right to evolve character MC to A level is maintained even after the reset process. After the reset process, the player aims to fulfill evolution conditions other than A level evolution by selecting two cards to be opened from the remaining eight cards.

[0057] FIG. 12 is a screen view of the fifth card screen 210. Next, a case where the evolution condition is not met will be described. When the player designates card L10 instead of card L5 (symbol A) on the second card screen 170 (FIG. 9), the output unit 144 displays the fourth card screen 190. Since symbol C is associated with card L10 (see FIG. 6), the output unit 144 displays symbol image C at the position of card L10. Since the same symbols are not lined up, the evolution condition is not met.

[0058] The benefit granting unit 122 sets the achievement level of symbol A (card L1) and the achievement level of symbol C (card L10) to "1." As described above, a player can only turn over a maximum of two cards during a unit period, and therefore, a new card cannot be turned over until the reset process is executed.

[0059] FIG. 13 is a screen diagram of the sixth card screen 220. The sixth card screen 220 shows the screen when a reset process is executed after two cards are turned over on the fifth card screen 210 (FIG. 12). After turning over cards L1 and L10, the player cannot turn over the next card until a reset process is executed.

[0060] When the reset process is executed, the state setting unit 120 changes the state of card L5, which was in the permitted state, to the unallowed state. The state setting unit 120 also changes the state of cards L1 and L10, which were in the selected state, to the unallowed state. During the reset process, all cards other than the excluded cards are put into the unallowed state. The output unit 144 changes all cards other than the excluded cards to face down.

[0061] The bonus awarding unit 122 resets the progress degrees of symbols A and C to "0." The output unit 144 changes all of the progress indicators 166 of symbols A and C to off.

[0062] When returning cards L1 and L10 from the selected state to the disabled state, the display control unit 126 instructs the output unit 144 to transparently display symbols A and C corresponding to cards L1 and L10, respectively, on the cards (displaying predetermined information).

[0063] The reset process returns all cards except those in the excluded state to an unplayable state, so in order to turn over cards L1 and L10 that have already been turned over, the player must complete missions M1 and M10 again. Card L5, which was in the permitted state but not turned over, is also returned to an unplayable state, so the player cannot turn over card L5 unless he completes mission M5 again. For this reason, the reset process can also be disadvantageous to the player.

[0064] On the other hand, after the reset process is executed, the symbols of cards that have been turned over are displayed transparently. The reset process provides the player with an opportunity to reselect cards, and also has an advantage over the player because the symbols of cards that have been turned over in the past can be seen in the transparent display. Because the symbols of cards that have been turned over in the past can be seen in the transparent display, after the reset process, the player can more easily fulfill the evolution conditions.

[0065] For example, suppose that on the sixth card screen 220 shown in FIG. 13, the player completes mission M5, and card L5 is turned over to display symbol A (see FIG. 6). The transparent display of card L1 allows the player to be confident that the evolution condition for symbol A will be met if card L1 is turned over. The player can challenge mission M1 knowing that evolution to A will be possible if mission M1 is completed. As a result, the player's sense of anticipation when challenging mission M1 can be effectively increased.

[0066] FIG. 14 is a flowchart showing the process of the card game. Here, it is assumed that there is a permitted card among the 10 cards. The player selects a card from the permitted cards that is the target for exercising the right to open (S30). The output unit 144 displays an animation of the selected card being turned over, and displays a symbol image corresponding to the card (S32).

[0067] If the turned over card is the first card (N in S34), the bonus granting unit 122 sets the progress degree of the symbol corresponding to the card to "1" (S44). At this time, the state setting unit 120 changes the setting of the turned over card from the "allowed state" to the "selected state."

[0068] If the turned over card is the second one (Y in S34) and the evolution condition is met (Y in S36), the benefit granting unit 122 grants the evolution corresponding to the symbol as a card benefit. (S38). As described above, for example, when the symbol A can be displayed with the first and second cards, the bonus granting unit 122 allows the character MC to evolve to A. The state setting unit 120 sets the first and second cards that satisfy the evolution condition to an "exclusion state" (S40). The progress degree of the symbol that satisfies the evolution condition becomes "2".

[0069] If the evolution condition is not met when the second card is turned over (N in S36), the bonus granting unit 122 sets the progress degree of the symbol corresponding to the turned over card to "1" (S44). At this time, the state setting unit 120 sets the turned over card to the "selected state."

[0070] FIG. 15 is a flowchart showing the steps of the reset process. The game control unit 124 executes a reset process at a predetermined time (for example, midnight) every day. During the reset process, the display control unit 126 displays all cards other than the removed cards face down. The state setting unit 120 sets all cards other than the removed cards to an unplayable state (S52). The bonus granting unit 122 initializes the progress degree to "0" for all symbols other than the symbol that has satisfied the evolution condition (S54). If there is a selected card (Y in S56), the display control unit 126 displays a symbol transparently at the position of that card (S58). If there is no selected card (N in S56), the display control unit 126 does not instruct the gaming terminal 102 to perform a transparent display.

[0071] Finally, the notification conditions mentioned in relation to FIG. 7 will be explained. In this embodiment, there are three types of notification conditions: a first notification condition, a second notification condition, and a third notification condition, as shown below: First notification condition: When there are two cards in an authorized state. When the mission is cleared and there are two cards in the permitted state, in other words, when there is a possibility that the evolution condition can be met, the notification unit 150 notifies the player of this. Second notification condition: When the evolution condition can be met for a symbol that is displayed transparently. Suppose symbol A is displayed transparently on card L1, which is in a disabled state. Similarly, symbol A is displayed transparently on card L5, which is in a disabled state. Now, suppose that the player clears mission M1, changing card L1 from a disabled state to a permitted state. All the player needs to do is clear mission M5 to ensure that the evolution condition for symbol A is met (second condition). At this time, notification unit 150 notifies the player that clearing mission M5 will enable evolution to A. Third notification condition: When 9 of the 10 cards have been turned over and the last card has become permitted. When the last uncompleted mission is completed, the notification unit 150 notifies the player that the symbols on all cards can be known by turning over the last card.

[0072] [Summary] The game system 200 has been described above based on the embodiment. In Game X, if a player turns over two cards from multiple cards in the card game and matches two symbols to fulfill the evolution conditions, the player can obtain a card benefit called "evolution of the character MC." By clearing various missions in the mission game, the player can increase the freedom of card selection.

[0073] Even if the freedom of card selection increases, the player can only turn over two cards in a unit period. By limiting the number of cards that can actually be selected in a unit period, it is possible to encourage the player to think carefully when selecting cards. By encouraging the player to think carefully when making a valuable decision, which is gained through the effort of clearing a mission, it is possible to effectively increase the sense of anticipation and immersion when selecting cards.

[0074] The game control unit 124 executes a reset process every day. After two cards have been turned over, no new cards can be turned over until the next reset process is executed. On the other hand, even if the player fails to achieve the evolution conditions, they can have another opportunity to turn over a card after the reset process, so the player can enjoy the daily fun of deciding which card to turn over. Combining the restriction on the number of cards that can be selected with the reset process can stimulate the player's desire to continue playing Game X.

[0075] When the reset process is executed, the cards are initialized to an unplayable state, and the progress of each symbol is returned to "0." On the other hand, the symbols of cards that have been turned over are displayed transparently, and cards for which the evolution conditions have been met are removed from the selection list, so that the evolution conditions can eventually be met as long as the player continues playing Game X. This allows the player to have a reasonable expectation that they will eventually be able to obtain card benefits by continuing to play Game X. In this way, while introducing a degree of randomness into the correspondence between cards and symbols, the predictability that the evolution conditions will eventually be met for all symbols can be enhanced, making it possible to increase the player's motivation to play Game X.

[0076] If you continue to play Game X and complete missions, you will eventually be able to achieve all of the evolutions from A to E. On the other hand, if you want to achieve the evolution conditions quickly, your intuitive judgment of which cards to select in the card game is important.

[0077] The present invention is not limited to the above-described embodiments and modifications, and the components can be modified without departing from the spirit of the invention. Various inventions can be formed by appropriately combining multiple components disclosed in the above-described embodiments and modifications. Furthermore, some components can be omitted from all the components shown in the above-described embodiments and modifications.

[0078] Although the game system 200 has been described as being configured with multiple game terminals 102 and one game server 100, some of the functions of the game terminal 102 may be implemented by the game server 100, or some of the functions of the game server 100 may be assigned to the game terminal 102. Furthermore, a third device other than the game terminal 102 or the game server 100 may perform some of the functions of the game server 100 or the game terminal 102. The collection of the functions of the game terminal 102 and the functions of the game server 100 described in FIG. 3 can also be broadly understood as a single "information processing device (game device)." How multiple functions necessary to realize the present invention are allocated to one or more pieces of hardware may be determined in consideration of the processing capabilities of each piece of hardware, the specifications required for the game system 200, and the like.

[0079] [Variations] In the description, when two symbols are lined up in a card game, the reward granting unit 122 grants an evolution opportunity corresponding to the symbols as a card reward. The card reward is not limited to an evolution opportunity. The reward granting unit 122 may grant game media such as characters, items, experience points, etc. to the player as a card reward. In addition, the reward granting unit 122 may grant digital content usable outside of game X, such as electronic money, to the player as a card reward.

[0080] The reward granting unit 122 grants a mission reward to the player when the mission is cleared. The mission reward may be any game medium such as a character or an item. A different mission reward may be prepared for each mission.

[0081] The reward granting unit 122 may grant a different mission reward to the player when the player clears a mission for the first time than when the player clears the mission for the second time or later. For example, when the player clears mission M1 for the first time, the reward granting unit 122 may grant the player an item T1 that increases the attack power of character MC by 50%, and when the player clears mission M1 for the second time, the reward granting unit 122 may grant the player an item T2 that increases the attack power of character MC by 3%. By providing a mission reward with great value when the mission is cleared for the first time, it is possible to stimulate the player's motivation to take on all of missions M1 to M10 (motivation to complete the missions).

[0082] The bonus awarding unit 122 may also award an additional bonus to the player when the evolution conditions for all symbols are met. Alternatively, when the evolution conditions for all symbols A to E are met, the game control unit 124 may set a second card game in which the player aims to meet the evolution conditions for symbols F to J. In the second card game, cards L11 to L20 are associated with missions M11 to M20, and symbols F to J are associated with cards L11 to L20. According to this control method, even after the player has met the evolution conditions for all symbols A to E, a new goal for new symbols F to J is set, further increasing the player's motivation to continue playing game X.

[0083] When the evolution conditions for symbol F are met, character MC can undergo F evolution. F evolution may be a different type of evolution from A evolution to E evolution, or it may be the same type of evolution as A evolution. For example, if A evolution is an evolution that "doubles attack power," F evolution may be an evolution that doubles the effect of A evolution (quadruple attack power).

[0084] The symbols may be symbols such as A to E, or they may be characters (hereafter referred to as "symbol characters"). When symbol characters are used, it becomes easier to create a narrative in which the player's character MC (protagonist) grows with the cooperation and support of the symbol characters (companions) when the evolution conditions are met.

[0085] It has been explained that the display control unit 126 displays the symbol transparently when a selected card is returned to an unavailable state by a reset process. When a symbol character is used, the display control unit 126 may display the symbol character transparently, may display the name of the symbol character transparently, or may display only a part of the symbol character (e.g., the area around the eyes or clothing) on ​​a part of the card. Hereinafter, the term "suggestive display" refers to leaving the symbol corresponding to the card or information suggesting the symbol on the card when a selected card is returned to an unavailable state after being reset, regardless of whether the display is transparent or not.

[0086] The display control unit 126 may not display any suggestion after the reset process. For example, the display control unit 126 may not display any suggestion for some symbols. If the display control unit 126 displays a suggestion for symbol A but does not display a suggestion for symbol B, the player will be more likely to achieve the evolution condition for symbol A than for symbol B. Therefore, when the evolution condition for symbol A is achieved, the player can feel a greater sense of accomplishment than when the evolution condition for symbol B is achieved.

[0087] The display control unit 126 may randomly decide whether or not to display a suggestion. For example, the display control unit 126 executes a lottery during the reset process. If the lottery is successful, the suggestion display is executed, and if the lottery is unsuccessful, the suggestion display is not executed. In this case, it is possible to increase the player's expectations regarding the lottery during the reset process.

[0088] The display control unit 126 may limit the time period during which the suggestive display is displayed. For example, the display control unit 126 may display the suggestive display only for one hour from 8:00 PM to 9:00 PM. According to such a control method, it is possible to encourage the player to participate in game X during the time period during which the suggestive display is displayed.

[0089] The display control unit 126 may change the suggestive display over time. For example, immediately after resetting, the display control unit 126 may clearly suggestively display the symbol characters, and then blur the symbol characters over time. This control method makes it advantageous to play the card game before the suggestive display disappears, which makes it easier to stimulate the desire to play Game X immediately after the reset process.

[0090] The display control unit 126 may limit the execution period of the suggestive display. For example, the display control unit 126 may suggestively display a symbol image after a reset process, but may erase the suggestive display if the card is not selected by the player by the next reset process. Alternatively, the display control unit 126 may erase the suggestive display if the player has not played the card game by the next reset process. Such a control method can motivate the player to play the card game every day.

[0091] The display control unit 126 may execute the suggestion display after the execution of the reset process, or may execute the suggestion display immediately when two cards are turned over during the unit period.

[0092] When executing the reset process, the state setting unit 120 may maintain the permitted state without changing the state of cards that are in the permitted state. With this control method, the player can maintain the right to open cards for which they have cleared missions and obtained the right to open them even after the reset process, making it easier to achieve the evolution conditions.

[0093] In the present embodiment, when two cards are selected and a card in an authorized state remains, the status setting unit 120 changes the setting of this card from an authorized state to an unauthorized state during the next reset process. As a variation, the status setting unit 120 may immediately change the setting of the card in an authorized state to an unauthorized state when two cards are selected.

[0094] In this embodiment, the number of cards that a player can select in a unit period is explained as two. The number of cards that a player can select in a unit period is not limited to two, and may be a predetermined number of three or more. By increasing the number of times that the opening right is exercised, the player becomes more likely to fulfill the evolution conditions.

[0095] If the player fails to satisfy the evolution condition, the status setting unit 120 may increase the upper limit of the number of opening rights that can be acquired in the next unit period. For example, suppose that the player turned over two cards in the first unit period but did not satisfy the evolution condition. In this case, the status setting unit 120 may grant the player the opening right to turn over up to three cards in the next second unit period. With this control, even if the player fails in the card game, the player can proceed advantageously in the next card game, which is thought to encourage the player to continue playing Game X. In addition, increasing the upper limit of the number of opening rights that can be acquired is also effective in encouraging the player to take on the challenge of the mission. In addition, the status setting unit 120 may increase the upper limit of the number of opening rights that can be acquired once a month, for example, on a predetermined day such as the end of the month.

[0096] In the present embodiment, the evolution condition is described as being met when two symbols of the same type are lined up. The fulfillment of the evolution condition may be determined based not only on the identity of the symbols but also on other correspondences, such as correspondence or commonality. For example, if a correspondence between symbol A and symbol B is set in advance, the bonus granting unit 122 determines that the evolution condition is met when a player displays symbol A and symbol B in a card game. In this case, the bonus granting unit 122 may grant both evolution A and evolution B to the player as a card bonus, or may randomly select either evolution A or evolution B and grant one to the player as a card bonus.

[0097] A symbol may have multiple attributes. For example, suppose symbol A has attributes X1 and X2, and symbol C has attributes X1 and X3. Symbol A and symbol C have attribute X1 in common. In this case, when a player turns over a card to reveal symbols A and C, the two symbols share some of their attributes, so the bonus granting unit 122 may determine that the evolution condition is met.

[0098] In the present embodiment, it has been described that the evolution condition is met when two symbols that appear when two cards are turned over have a predetermined relationship. As a modified example, the bonus granting unit 122 may determine that the evolution condition is met when a preset relationship is met among three or more symbols that appear when three or more cards are turned over. Alternatively, a player may turn over only one card in a card game. In this case, the bonus granting unit 122 may determine that the evolution condition is met for the symbol corresponding to the turned over card.

[0099] The notification unit 150 may warn the player when the start time of the reset process is approaching and the player has not turned over two cards. For example, the notification unit 150 may warn the player when the player has turned over only one card and there are cards remaining in the permitted state and the next reset process will be executed within one hour.

[0100] When the player has not turned over any cards, there are two or more cards remaining in the permitted state, and the next reset process is scheduled to be executed within one hour, the notification unit 150 may warn the player. This control method makes it easier to prevent the player from being disadvantaged by the reset process being executed even when the player is in an advantageous situation where the evolution condition may be met if the player simply turns over a card within the unit period. In the above situation, the state setting unit 120 may set the start time of the reset process to be later than usual.

[0101] The notification unit 150 may display a countdown of the remaining time until the next reset process is started.

[0102] The difficulty levels of missions M1 to M10 do not have to be the same. For example, among the enemies that are the targets of the clearing conditions for missions M1 to M10, the enemy corresponding to mission M10 may be a character that is significantly stronger than the enemies corresponding to the other missions. With this control method, the player can clear missions M1 to M9 relatively easily, but it becomes more difficult to clear mission M10. As a result, it becomes more difficult to fulfill the evolution conditions for the symbols corresponding to the high-difficulty mission M10.

[0103] For example, suppose a player completes mission M1 and displays symbol A. In this case, the player feels hopeful that if he turns over one more card he will be able to fulfill the evolution condition for symbol A, but he also feels concerned that the remaining card associated with symbol A may be associated with the more difficult mission M10. By varying the difficulty level for each mission, the interest of the card game can be further deepened.

[0104] The mission processing unit 128 may change the association between missions and cards after the reset process. For example, in FIG. 6, mission M1 is associated with card L1. After the reset process, when card L1 is set to an unavailable state, the mission processing unit 128 may again associate mission M1 with card L1, or may associate another uncompleted mission (for example, mission M9) with card L1. Alternatively, the mission processing unit 128 may associate a new mission M11, different from missions M1 to M10, with card L1. According to this control method, a new mission is associated with an unavailable card each time the reset process is performed, making it easier for the player to experience a large number of missions when the card game drags on.

[0105] The following inventions can be understood from the above description of the embodiments and modifications: A1. A state setting unit that sets a state of a game medium in a second game from a plurality of states including at least a first state and a second state based on a play result of a first game; An information processing device comprising: a bonus granting unit that grants a bonus to a player when a player designates two or more predetermined number of game media from game media in a second state and the combination of the designated game media satisfies a predetermined condition.

[0106] According to the invention described in A1, a player can change the state of game media to a second state by playing a first game. The player then obtains a bonus by selecting a predetermined number of game media from among the game media in the second state. The more game media in the second state there are, the greater the degree of freedom in selecting game media, which makes it easier to stimulate the player's motivation to play the first game. On the other hand, if the game media selected by the player does not satisfy a predetermined condition, the bonus will not be obtained, so the bonus can be granted with an element of chance. By combining the effort required to play the first game with the element of chance in the second game, the player's anticipation for the bonus can be effectively increased.

[0107] A2. A display control unit that displays game media is further provided, Each game medium is associated with a symbolic image, the display control unit, when a game medium in a second state is designated by a player, displays a symbol of the designated game medium; The information processing device according to A1, wherein the benefit granting unit determines that the predetermined condition is met when the symbols of the two or more specified game media are in a predetermined corresponding relationship.

[0108] According to the invention described in A2, the display of symbols makes it easier for the player to recognize whether the conditions for awarding a bonus are met or what symbol needs to appear next to meet the conditions for awarding a bonus, making it easier for the player to grasp the progress in the second game.

[0109] A3. An information processing device described in A1 or A2, wherein the state setting unit changes the game media corresponding to the completed mission from a first state to a second state when a mission set in the first game is completed by a player.

[0110] According to the invention described in A3, completing a mission leads to the possibility of receiving a reward, which makes it easier to stimulate players' motivation to complete the mission. On the other hand, even if players are unable to complete some of the missions, there is still a possibility of receiving a reward, so even beginner players can expect to receive a reward.

[0111] A4. The game media in the first state cannot be specified. An information processing device described in any of A1 to A3, wherein the state setting unit changes the setting of the game medium from undesignated to designatable when changing the game medium from a first state to a second state based on the play result of the first game, and when a predetermined number of game media are designated from the game media in the second state, changes the undesignated game medium in the second state to the first state.

[0112] According to the invention described in A4, after a predetermined number of game contents have been selected, any game contents that were selectable but not selected become unavailable for selection, which encourages the player to think carefully when selecting game contents. In other words, forcing the player to carefully select game contents deepens the player's interest in the game.

[0113] A5. An information processing device described in any of A1 to A4, wherein the state setting unit changes game media that has been changed from a first state to a second state during a predetermined period to the first state after the period ends.

[0114] According to the invention described in A5, after the specified period has expired, game media that were available for selection but were not selected will no longer be available for selection, thereby increasing the importance of the decisions involved in selecting game media.

[0115] A6. An information processing device described in A4 or A5, wherein when the predetermined number of game media are specified from game media in a second state and the predetermined condition is met, the state setting unit changes the game media that have met the predetermined condition to a third state.

[0116] According to the invention described in A6, the game media involved in the fulfillment of the condition can be placed in a third state different from the first and second states, thereby narrowing the selection options when selecting game media next time, thereby increasing the possibility of the condition being fulfilled again.

[0117] A7. An information processing device described in any of A4 to A6, wherein the state setting unit changes the specified game media to the first state when the specified number of game media are specified from game media in the second state and the specified condition is not met.

[0118] According to the invention described in A7, by returning the game media that was specified but was not involved in the fulfillment of the conditions to the first state, the second game can be prolonged, allowing the player to enjoy the second game for a long period of time.

[0119] A8. An information processing device as described in A7, wherein the state setting unit displays predetermined information corresponding to the image that becomes the symbol displayed at the time of designation for game media that has been changed to a first state after being designated by a player.

[0120] According to the invention described in A8, once a game medium has been designated, a display suggesting a symbol continues even after the medium has been changed to the first state, thereby encouraging the player to try the second game again even if the condition is not met.

[0121] A9. An information processing device according to any one of A1 to A8, further comprising a notification unit that notifies the player when the number of game media in the second state reaches or exceeds the predetermined number.

[0122] According to the invention described in A9, when a situation has arisen in which a condition can be met, the player is notified of this, thereby making it possible to alert the player so as not to suffer any disadvantage.

[0123] A10. An information processing device as described in A8, further comprising a notification unit that notifies the player when a game medium that has been changed to a first state after being designated by the player and that satisfies a specified second condition based on the displayed specified information is changed to a second state.

[0124] According to the invention described in A10, when the conditions for obtaining a benefit become fulfilled for a game medium that the player can designate as a result of playing the first game, the player is notified of this, thereby ensuring that the player does not miss the opportunity to receive the benefit.

[0125] A11. A computer sets a state of a game medium in a second game from a plurality of states including at least a first state and a second state based on a result of playing a first game; An information processing method in which, when a player specifies a predetermined number of game media (two or more) from game media in a second state, if the combination of the specified game media satisfies a predetermined condition, the computer grants a benefit to the player.

[0126] According to the invention described in A11, it is possible to achieve the same effect as the invention described in A1.

[0127] A12. A function for setting the state of the game medium in the second game from a plurality of states including at least a first state and a second state based on the results of playing the first game; A program that causes a computer to perform the following function: when a player designates a predetermined number of game media, two or more, from game media in a second state, and the combination of the designated game media satisfies a predetermined condition, granting a benefit to the player.

[0128] According to the invention described in A12, it is possible to achieve the same effect as the invention described in A1. [Explanation of symbols]

[0129] 100 Server, 102 Game terminal, 106 Internet, 110 Data processing unit, 112 Communication unit, 114 Data storage unit, 116 Player registration unit, 120 Status setting unit, 122 Benefit granting unit, 124 Game control unit, 126 Display control unit, 128 Mission processing unit, 130 Game data storage unit, 132 Player data storage unit, 134 Communication unit, 136 User interface processing unit, 138 Data processing unit, 140 Data storage unit, 142 Input unit, 144 Output unit, 146 Game execution unit, 150 Notification unit, 160 First card screen, 162 Card area, 164 Symbol area, 166 Progress indicator, 170 Second card screen, 180 Third card screen, 182 Evolution notification, 190 Fourth card screen, 200 Game system, 210 Fifth card screen, 220 Sixth card screen, 300 Processor, 302 First bus, 304 memory, 308 bridge, 310 second bus, 312 storage, 314 input device, 316 output device, 318 peripheral device, MC character

Claims

1. a state setting unit that sets a state of the game medium in the second game from a plurality of states including at least a first state and a second state based on a play result of the first game; and a bonus granting unit that grants a bonus to a player when a player designates two or more predetermined number of game media from game media in a second state and the combination of the designated game media satisfies a predetermined condition.

2. A display control unit that displays the game content is further provided, Each game medium is associated with a symbolic image, the display control unit, when a game medium in a second state is designated by a player, displays a symbol of the designated game medium; The information processing device according to claim 1 , wherein the bonus awarding unit determines that the predetermined condition is met when the symbols of the two or more specified game media are in a predetermined correspondence relationship.

3. 3. The information processing device according to claim 1, wherein the state setting unit changes the game content associated with the completed mission from a first state to a second state when the player completes a mission set in the first game.

4. The game media in the first state cannot be designated, 4. An information processing device according to claim 1, wherein the state setting unit changes the setting of the game medium from undesignated to designatable when changing the game medium from a first state to a second state based on the results of playing the first game, and when the predetermined number of game media are designated from the game media in the second state, changes the undesignated game medium in the second state to the first state.

5. The information processing device according to claim 1 , wherein the state setting unit changes a game medium that has been changed from a first state to a second state during a predetermined period of time back to the first state after the period has ended.

6. 6. The information processing device according to claim 4 or 5, wherein when the predetermined number of game media are selected from game media in a second state and the predetermined condition is met, the state setting unit changes the game media that have met the predetermined condition to a third state.

7. 7. The information processing device according to claim 4, wherein the state setting unit changes the specified game media to the first state when the specified number of game media are specified from game media in a second state and the specified condition is not met.

8. 8. The information processing device according to claim 7, wherein the state setting unit displays, for a game medium that has been changed to a first state after being designated by a player, predetermined information corresponding to an image that becomes a symbol displayed at the time of designation.

9. The information processing device according to claim 1 , further comprising a notification unit that notifies a player when the number of game contents in the second state reaches or exceeds the predetermined number.

10. 9. The information processing device according to claim 8, further comprising a notification unit that notifies the player when a game medium that satisfies a predetermined second condition based on the displayed predetermined information, among game media that have been changed to a first state after being designated by the player, is changed to a second state.

11. the computer sets a state of the game medium in the second game from a plurality of states including at least a first state and a second state based on a play result of the first game; An information processing method in which, when a player specifies two or more predetermined number of game media from game media in a second state, if the combination of the specified game media satisfies predetermined conditions, the computer grants a benefit to the player.

12. a function of setting a state of the game medium in the second game from a plurality of states including at least a first state and a second state based on a play result of the first game; and a program that causes a computer to perform the following function: when a player designates two or more predetermined number of game media from game media in a second state, and the combination of the designated game media satisfies predetermined conditions, granting a benefit to the player.

Citation Information

Patent Citations

  • Game program, game control method, and computer

    JP2015217214A