Game control device, game system, and program
The game system addresses the underutilization of low-performance objects by enabling exchanges based on condition satisfaction, enhancing object utilization and user engagement.
Patent Information
- Application Number
- JP2025142011
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-08-28
- Publication Date
- 2025-11-17
AI Technical Summary
In games where users own multiple objects, those with lower performance often go unused, leading to a lack of interest in selling functions designed to utilize these objects.
A game system that allows users to exchange less frequently used objects for game items by satisfying specific conditions, associating the objects with user identification information and determining the exchange based on condition information.
Enhances the utilization of less frequently used objects and increases user engagement by providing a more engaging and valuable exchange mechanism.
Smart Images

Figure 2025170194000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a game control device, a game system, and a program. [Background technology]
[0002] Games in which a user owns a plurality of objects and uses an object selected from the plurality of objects are known. For example, a baseball game is known in which a user trains original player characters, organizes a team with the player characters selected from the plurality of player characters that the user has trained, and plays against an opposing team (for example, Patent Document 1).
[0003] In the above game, as the number of objects owned by a user increases, the number of objects that can be used becomes limited, and some of the objects owned by the user will have fewer opportunities to be used. For example, objects with high performance will have more opportunities to be used, but objects with low performance may simply be owned and have fewer opportunities to be used.
[0004] Therefore, it is highly desirable to realize a function that allows users to effectively utilize objects that are rarely used. In this regard, the above-mentioned games may have a selling function that allows users to sell objects that they own. With this selling function, users can sell objects that they rarely use and obtain in-game currency. [Prior art documents] [Patent documents]
[0005] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-163679 Summary of the Invention [Problem to be solved by the invention]
[0006] However, in the case of the selling function described above, users simply select objects that they have little opportunity to use as items to sell, so the act itself lacks interest, and it cannot be said that the selling function described above is being actively used.
[0007] The present invention has been made in consideration of the above-mentioned problems, and its purpose is to provide a game control device, game system, and program that can, for example, make effective use of objects that have become less frequently used, and can also increase the interest in the activity. [Means for solving the problem]
[0008] In order to solve the above problem, a game control device according to one embodiment of the present invention includes a condition information selection receiving means for receiving a selection of condition information indicating conditions that a first object associated with user identification information must satisfy in order to exchange the first object for a second object, an object selection receiving means for accepting a selection of the first object, and an association means for associating a second object associated with the selected condition information with the user identification information in exchange for the selected first object based on a determination result of whether the selected first object satisfies the conditions indicated by the selected condition information.
[0009] A game system according to one embodiment of the present invention includes a condition information selection receiving means for receiving a selection of condition information indicating conditions related to a first object associated with user identification information, an object selection receiving means for receiving a selection of the first object, and an association means for associating a second object associated with the first condition information with the user identification information in exchange for the first object based on a determination result of whether the first object satisfies the conditions indicated by the condition information. [Brief explanation of the drawings]
[0010] [Figure 1]1 is a diagram showing the overall configuration of a game system according to an embodiment of the present invention. [Figure 2] FIG. 10 is a diagram showing an example of the flow of the training part. [Figure 3] FIG. 10 is a diagram showing an example of an event deck setting image. [Figure 4] FIG. 10 is a diagram showing an example of an event character list image. [Figure 5] FIG. 10 is a diagram showing an example of an original character registration image. [Figure 6] FIG. 10 is a diagram showing an example of an offer list image. [Figure 7] FIG. 10 is a diagram illustrating an example of an offer master table. [Figure 8] FIG. 10 is a diagram showing an example of an offer information image. [Figure 9] FIG. 10 is a diagram illustrating an example of an acquisition candidate item master table. [Figure 10] FIG. 10 is a diagram showing an example of an original character list image. [Figure 11] FIG. 10 is a diagram illustrating an example of a negotiation result table. [Figure 12] FIG. 10 is a diagram illustrating an example of an acquired item table. [Figure 13] FIG. 10 is a diagram illustrating an example of a confirmation image. [Figure 14] FIG. 10 is a diagram illustrating an example of a message master table. [Figure 15] FIG. 10 is a diagram showing another example of an offer list image. [Figure 16] FIG. 10 is a diagram showing another example of an offer list image. [Figure 17] FIG. 10 is a diagram showing an example of a negotiation completion image. [Figure 18] 1 is a functional block diagram of a game system according to an embodiment of the present invention. [Figure 19] FIG. 10 is a diagram illustrating an example of a user table. [Figure 20] FIG. 10 is a diagram illustrating an example of an event character table. [Figure 21] FIG. 10 is a diagram showing an example of an original character table. [Figure 22] FIG. 10 is a diagram illustrating an example of an offer table. [Figure 23] FIG. 10 is a diagram illustrating an example of processing executed in the game system. [Figure 24] FIG. 10 is a diagram illustrating an example of another process executed in the game system. [Figure 25A] FIG. 10 is a diagram illustrating an example of another process executed in the game system. [Figure 25B] FIG. 10 is a diagram illustrating an example of another process executed in the game system. [Figure 26] FIG. 10 is a diagram illustrating an example of another process executed in the game system. [Figure 27] FIG. 10 is a diagram illustrating an example of another process executed in the game system. DETAILED DESCRIPTION OF THE INVENTION
[0011] Hereinafter, an example of an embodiment of the present invention will be described with reference to the drawings.
[0012] [1. Configuration of the Game System] Figure 1 shows the configuration of a game system according to an embodiment of the present invention. As shown in Figure 1, the game system 1 according to this embodiment includes a game terminal 10 and a server 30. The game terminal 10 can communicate data with the server 30 via a network N.
[0013] Game terminal 10 is a computer used by a user to play a game. For example, game terminal 10 is a mobile phone (including a smartphone), a personal digital assistant (including a tablet computer), a desktop computer, a laptop computer, a home game console (stationary game console), a portable game console, or an arcade game console installed in an amusement facility or the like.
[0014] 1, game terminal 10 includes control unit 11, storage unit 12, communication unit 13, operation unit 14, display unit 15, and audio output unit 16. Operation unit 14, display unit 15, and audio output unit 16 may be provided in game terminal 10 itself, or may be provided as external devices connected to game terminal 10.
[0015] The control unit 11 includes at least one microprocessor and executes information processing according to programs stored in the memory unit 12. The memory unit 12 includes a main memory unit (e.g., RAM) and an auxiliary memory unit (e.g., non-volatile semiconductor memory, a hard disk drive, or a solid state drive) and stores programs and data. The communication unit 13 is used to communicate data with other devices via the network N.
[0016] The operation unit 14 is for a user to perform various operations. The display unit 15 is for displaying various images, and is, for example, a liquid crystal display or an organic EL display. Although the operation unit 14 and the display unit 15 are shown separately in FIG. 1, the operation unit 14 and the display unit 15 may be integrally configured as a touch panel. It is not essential that the operation unit 14 and the display unit 15 be integrally configured as a touch panel, and the operation unit 14 may be provided separately from the display unit 15, such as a button (key), a lever (stick), a touchpad (trackpad), or a mouse. The operation unit 14 may be for a user to perform operations by voice or gesture. The audio output unit 16 is for outputting audio data, and is, for example, a speaker or headphones.
[0017] The server 30 is, for example, a server computer. As shown in FIG. 1, the server 30 includes a control unit 31, a storage unit 32, and a communication unit 33. The control unit 31, the storage unit 32, and the communication unit 33 are similar to the control unit 11, the storage unit 12, and the communication unit 13 of the game terminal 10. The server 30 can access a database DB. The database DB may be built within the server 30, or may be built in a server computer separate from the server 30.
[0018] Programs and data are supplied to game terminal 10 or server 30 from a remote location via network N and stored in storage unit 12 or storage unit 32. Game terminal 10 or server 30 may be provided with a component (such as an optical disk drive or a memory card slot) for reading programs and data stored on an information storage medium (such as an optical disk or a memory card). Then, the programs and data may be supplied to game terminal 10 or server 30 via the information storage medium.
[0019] [2. Overview of the Game] In the game system 1, a game is executed by executing a program on the game terminal 10. Various games can be executed in the game system 1. For example, it is possible to execute a variety of games regardless of game format or genre, such as sports games (games based on baseball, soccer, tennis, American football, basketball, volleyball, etc.), adventure games, simulation games, role-playing games, or training games.
[0020] For example, a game in which a user owns a plurality of objects and uses an object selected from the plurality of objects is executed in the game system 1. A baseball game will be described below as an example of a game executed in the game system 1.
[0021] The baseball game described here comprises a training part and a competition part. The training part is a game part in which the user trains a game character and creates his or her own original character. On the other hand, the competition part is a game part in which the user organizes his or her own baseball team using the original character created in the training part and plays against an opposing baseball team.
[0022] [2-1] In the training part, the user trains the main character (main game character) by having the main character practice while progressing through the scenario (game story), and creates his or her own original character.
[0023] Figure 2 shows an example of the flow of the training part. As shown in Figure 2, in the training part, a pre-phase PH10 is executed, followed by a training phase PH11. In the pre-phase PH10, information required for the training phase PH11 is registered and set.
[0024] 2, in the pre-phase PH10, first, basic information of the main character is registered (PH100). For example, the main character's name, position, dominant hand, batting form (or pitching form), etc. are registered as basic information.
[0025] When the registration of the main character's basic information is completed, the event deck is set up (PH101). Figure 3 shows an example of an event deck setting image displayed on the display unit 15 for setting up the event deck.
[0026] Here, we will explain the "event deck." An event deck is constructed using one or more game characters. In the development phase PH11, various events occur, such as events that are advantageous for improving the abilities of the main character. In this regard, the events that occur in the development phase PH11 are not fixed, but change depending on the one or more game characters incorporated into the event deck. Therefore, the user can select the events that can occur in the development phase PH11 by selecting the game characters to incorporate into the event deck. Note that, hereinafter, game characters that can be incorporated into the event deck will be referred to as "event characters."
[0027] A predetermined number of event characters are given to a user when playing a baseball game for the first time. A user can also obtain event characters through a lottery, as a reward in the game, or from other users.
[0028] As shown in FIG. 3, the event deck setting image G100 has six setting frames A101-1, A101-2, A101-3, A101-4, A101-5, and A102 for setting event characters that will be members of the event deck.
[0029] The setting frames A101-1 to A101-5 are frames for arbitrarily setting event characters owned by the user as members of the event deck. Also, the setting frame A102 is a frame for arbitrarily setting event characters owned by other users as members of the event deck. The setting frames A101-1 to A101-5 and A102 display images of the event characters incorporated into the event deck by the user, along with the rarity and level of the event characters.
[0030] In the example shown in Figure 3, "R," "SR," "N," and "PSR" displayed above the image of the event character indicate the rarity of the event character. "Rarity" indicates, for example, how difficult it is to obtain an event character. The higher the rarity of an event character, the more difficult it is to obtain that event character. Generally, the higher the rarity of an event character, the more useful (its abilities, effects, etc.) that event character is, so "rarity" also indicates the usefulness of the event character. For example, each event character is set to one of several rarity levels: PSR (Powerful Super Rare), SR (Super Rare), PR (Powerful Rare), R (Rare), PN (Powerful Normal), and N (Normal). Arranging these from highest to lowest, they are PSR, SR, PR, R, PN, and N. Even the same event character (event characters with the same name and appearance (image)) can have different rarities.
[0031] In the example shown in FIG. 3, "Lv. 8," "Lv. 5," "Lv. 10," and "Lv. 3" displayed below the image of the event character indicate the level of the event character. For example, by combining an event character with another event character, the event character is given experience points. When the experience points of the event character reach a predetermined value, the event character's level increases by one.
[0032] When the user selects one of the setting frames A101-1 to A101-5 (for example, by performing a tap operation (touching for a short period of time) on one of the setting frames A101-1 to A101-5), an event character list image for selecting an event character to set in that setting frame is displayed on the display unit 15.
[0033] FIG. 4 shows an example of an event character list image. The event character list image G110 shows a list of event characters owned by the user. The event character list image G110 includes an element P111. The element P111 is associated with a process for returning to the event deck setting image G100. Therefore, when the user selects the element P111, the event deck setting image G100 is displayed on the display unit 15.
[0034] The event character list image G110 includes an element P112 for leaving the setting slot empty (a state in which no event characters are set), and elements P113-1 to P113-9 corresponding to the event characters owned by the user. Each of the elements P113-1 to P113-9 shows the image, rarity, and level of the event character. Note that for event characters that have already been incorporated into the event deck, the text (or image) "In Use" is displayed, and the same event character cannot be incorporated into the event deck twice.
[0035] When the user performs a long press operation (an operation of continuing to touch for a predetermined period of time or longer) on any of the elements P113-1 to P113-9, the display unit 15 displays an image showing information about the event character corresponding to that element.
[0036] On the other hand, when the user performs a tap operation on any of the elements P113-1 to P113-9, the event character corresponding to that element is assigned to the setting frame. Note that when the user selects element P111, the setting frame is set to an empty state.
[0037] In this way, the user sets event characters in setting frames A101-1 to A101-5 of the event deck setting image G100. Furthermore, when the user selects setting frame A102 of the event deck setting image G100, an image for selecting a helper from among the event characters owned by other users is displayed on the display unit 15. Then, when the user selects one of the event characters owned by other users, that event character is set in setting frame A102.
[0038] Note that area A103 of the event deck setting image G100 shows the preferred practice of the event character incorporated into the event deck. For each event character, one of ten types of practice is set as the preferred practice: "Batting," "Strength," "Baserunning," "Arm Strength," "Defense," "Mental," "Pitch Speed," "Control," "Stamina," and "Curve Ball." In the development phase PH11 (scenario), the main character's abilities can be improved by having the main character practice. In particular, by having the main character practice the preferred practice of the event character incorporated into the event deck, the main character's abilities may be improved more than usual.
[0039] Furthermore, element P104 is for automatically setting event characters for setting frames A101-1 to A101-5 and A102, and element P105 is for completing the setting of the event deck. When the user selects element P105, the setting of the event deck is completed.
[0040] As shown in Figure 2, once the event deck setup is complete, game items are selected (PH102). The user can obtain game items that will be useful in improving the main character's abilities as rewards or from other users. In this phase PH102, the user selects game items to use in the development phase PH11 from among the game items they own.
[0041] Once the selection of game items is complete, the development phase begins (PH11). In development phase PH11, the scenario progresses as the user repeatedly selects actions (practice, rest, play, etc.) for the main character. In this scenario, the main character joins a high school baseball team, practices with his teammates, participates in baseball tournaments, and aims to be scouted as a professional baseball player in the fall of his third year of high school. As mentioned above, in the scenario, event characters built into the event deck appear, and events occur according to the event characters.
[0042] In the development phase PH11, experience points are awarded to the main character based on the actions selected by the user. The user can use the experience points to improve the main character's abilities. For example, the user can increase the main character's basic abilities or give the main character special abilities. In the development phase PH11, the user can create a pitcher or fielder player character.
[0043] When the scenario progresses to the end, the development of the main character is completed. The main character whose development has been completed is registered as an original character (PH12). In this case, an original character registration image for registering the main character whose development has been completed as an original character is displayed on the display unit 15.
[0044] 5 shows an example of an original character registration image. The original character registration image G120 displays information about the main character whose training has been completed. For example, elements P121 and P122 of the original character registration image G120 show the image, name, position, batting form, and dominant hand of the main character whose training has been completed.
[0045] Element P123 indicates the basic ability parameters of the main character whose training has been completed. In the example shown in FIG. 5, trajectory, hitting, power, running ability, arm strength, fielding ability, and catching parameters are shown, and a number and a letter are shown for each basic ability parameter. The number indicates the value of the basic ability parameter, and the letters (e.g., S, A, B, C, D, E, F, G) indicate the level (stage) of the basic ability. "S" indicates very high basic ability, and "G" indicates very low basic ability.
[0046] The trajectory parameter indicates how high the ball will fly. The hitting parameter indicates hitting ability (the ability to hit the ball thrown by the pitcher with the bat). The power parameter indicates power (the ability to hit the ball thrown by the pitcher with the bat and make it fly farther). The running ability parameter indicates foot speed. The arm strength parameter indicates the speed of the throw. The defensive ability parameter indicates defensive skill.
[0047] Element P124 indicates the special abilities acquired by the main character after training is complete. In the example shown in Figure 7, the special abilities are "Chance ◎", "Against Left-Handed Pitchers ○", and "Stealing Bases ○". "◎" and "○" indicate the level of the special ability, with "◎" indicating a higher level of the special ability than "○".
[0048] "Chance ◎" is a special ability that makes the character very strong when there is a chance. If an original character has acquired "Chance ◎", the character's basic abilities will increase significantly when there is a chance. "Against Left-Handed Pitchers ○" is a special ability that makes the character strong against left-hand pitchers. If an original character has acquired "Against Left-Handed Pitchers ○", the character's basic abilities will increase when the opposing pitcher is a left-hander. "Stealing Bases ○" is a special ability that makes it easier to steal bases. If an original character has acquired "Stealing Bases ○", the original character will be more likely to succeed in stealing bases.
[0049] The original character registration image G120 also includes element P125. Element P125 is associated with a process for registering a main character whose training has been completed as an original character. Therefore, when the user selects element P125, the main character whose training has been completed is registered as an original character. After the training part ends, it is possible to train another main character (i.e., generate another original character) by starting the training part again from the beginning.
[0050] [2-2] The original characters registered in the training part can be used in the battle part. In the battle part, the user organizes their own baseball team using the original characters created in the training part, and aims to win against the opposing baseball team.
[0051] [2-3] Because the number of original characters available for use in matches against opponents is limited, as a user owns a large number of original characters, some of these characters will not be used in matches. For example, users tend to prioritize using original characters with high abilities when playing against opponents, so original characters with lower abilities are likely to remain owned without being used in matches. In this regard, the baseball game according to this embodiment includes a function that enables the user to effectively utilize original characters that the user has little opportunity to use. Specifically, by releasing an original character in response to an offer from the game system 1, the user can acquire game items in exchange for the original character. Hereinafter, this function will be referred to as the "offer function." The offer function will be described below.
[0052] 6 shows an example of an offer list image. The offer list image G130 shows a list of offers from the game system 1 to the user. The offer list image G130 includes a plurality of elements P131-1 to P133-4 corresponding to the plurality of offers, respectively. Each of the elements P131-1 to P133-4 indicates the content, difficulty level, and featured item of the offer.
[0053] For example, element P131-1 indicates that the offer is "We want a player with good hitting skills," the difficulty level is "1," and the featured item is "game item C2." In the example shown in Figure 6, the difficulty level is indicated by the number of stars. The more stars there are, the higher the difficulty level. The higher the difficulty level, the stricter the original character requirements become, and the more difficult it becomes to obtain the featured item. This point will be discussed later (see Figures 7, 11, and 12).
[0054] A plurality of offers are prepared in the game system 1. Fig. 7 shows an example of an offer master table showing a list of offers prepared in the game system 1. As shown in Fig. 7, the offer master table TBL101 includes fields for "ID," "Content," "Difficulty," "Condition," "Candidate item for acquisition," and "Negotiation time."
[0055] The "ID" field indicates information that uniquely identifies each offer prepared by the game system 1. The "Content" field indicates the content of the offer. In other words, the "Content" field indicates an overview of the original character requested in the offer.
[0056] The "Difficulty" field indicates the difficulty of responding to the offer. The larger the number in the "Difficulty" field, the higher the difficulty. "Conditions" indicate the conditions of the original character required in the offer. A high-difficulty offer has stricter conditions than an offer with a low difficulty. For example, a high-difficulty offer has more conditions than an offer with a low difficulty. Also, for example, a high-difficulty offer has conditions that are more difficult to satisfy than an offer with a low difficulty.
[0057] The "Candidate Acquisition Item" field shows candidate game items that the user can acquire in exchange for the original character. Here, the game items may be used to give an advantage in training the original character in the training part, or may be used to give an advantage in battles in the battle part.
[0058] The higher the difficulty level, the more valuable (performance or rarity) game items will be included as potential acquisition items. In other words, the higher the difficulty level, the more useful game items will be included as potential acquisition items. In the example shown in FIG. 7, S-class game items, A-class game items, B-class game items, C-class game items, and D-class game items are set as potential acquisition items. If these are arranged in order of decreasing value, they are S-class game items, A-class game items, B-class game items, C-class game items, and D-class game items.
[0059] For example, the following game items are set as potential acquisition items (any of S-class to D-class game items): - Items that restore the main character's stamina during the training part (recovery potions, etc.) Items that increase the probability of certain events occurring during the training part (charms, etc.) Items that temporarily increase the abilities of original characters during battles (such as a special bat that temporarily increases power parameters, special gum that temporarily increases hitting parameters, special balls that temporarily increase control parameters, or special gum that temporarily increases pitching speed parameters)
[0060] Note that game items that can be used outside the training part and the battle part may be set as potential acquisition items (any of S-class game items to D-class game items). For example, in-game currency or points may be set as potential acquisition items. Specifically, in-game currency (or points) required to obtain a special game item, points (or in-game currency) required to enter a lottery for an event character, points (or in-game currency) required to enter a battle, etc. may be set as potential acquisition items.
[0061] 6 is the game item with the highest value among the items that can be acquired. In other words, the "featured item" refers to the game item with the highest value among the game items that the user can potentially acquire in exchange for an original character.
[0062] The "Negotiation Time" field indicates the negotiation time if the user accepts the offer. As will be described later, when the user selects an original character to be released and accepts the offer, an action is taken to negotiate an exchange between the original character to be released and the candidate items, and depending on the negotiation result, at least one of the candidate items is granted to the user. The "Negotiation Time" indicates the amount of time that elapses in the real world until the negotiation result is announced. The higher the difficulty level, the longer the negotiation time.
[0063] The content of Offer OF101 (an offer with ID "OF101") is "I want a player with good hitting ability," and Offer OF101 is an offer requesting the user to release an original character with high hitting ability. The difficulty level of Offer OF101 is "1," and one condition is set for Offer OF101. Specifically, only one condition is set: that the hitting parameter be "C" or higher (i.e., that the hitting parameter be any of "S," "A," "B," or "C"). In addition, the items that can be acquired include C-class game items and D-class game items, and the negotiation time is set to 30 minutes.
[0064] The content of offer OF201 (an offer with ID "OF201") is "I want a player who excels in opportunities," and offer OF201 is an offer requesting the user to release an original character who can demonstrate his or her abilities in opportunities. The difficulty level of offer OF201 is "2," and two conditions are set for offer OF201. Specifically, two conditions are set: a condition that the power parameter is "C" or higher (i.e., a condition that the power parameter is one of "S," "A," "B," or "C"), and a condition that the special ability "Chance ○ or ◎" is possessed. These two conditions relate to different items (ability items). Offer OF201 has more conditions set than offer OF101, and therefore the difficulty level is higher than offer OF101. In addition, the candidate items for acquisition include B-grade game items, and the negotiation time is set to 60 minutes. That is, compared to offer OF101, more valuable game items are included in the candidate items, and the negotiation time is longer.
[0065] The content of offer OF301 (an offer with ID "OF301") is "I want a player with high adaptability." Offer OF301 is an offer requesting the user to release an original character capable of adapting to various pitchers and situations. The difficulty level of offer OF301 is "3," and three conditions are set for offer OF301. Specifically, the conditions are that the hitting parameter and power parameter are "C" or higher (i.e., both the hitting parameter and power parameter are "S, A, B, C"), that the player has the special ability "against left-handed pitchers ○ or ◎," and that the player has the special ability "striking to the opposite field ○ or ◎." Each of these three conditions relates to a different item (ability item). Offer OF301 has more conditions set than offer OF201, and therefore the difficulty level is higher than offer OF201. In addition, the candidate items include an A-class game item, and the negotiation time is set to 90 minutes. That is, compared to offer OF201, more valuable game items are included in the candidate items, and the negotiation time is longer.
[0066] The content of offer OF401 (an offer with ID "OF401") is "I want a player trained using the event characters 'Yabe' and 'Kamoto'." Offer OF401 is an offer requesting the user to release an original character created by playing the training part with both the event characters 'Yabe' and 'Kamoto' set in the event deck. The difficulty level of offer OF401 is "4," and three conditions are set for offer OF401. Specifically, the three conditions are: the event character 'Yabe' with a rarity of 'R' or higher must have been trained with the event character 'Kamoto' with a rarity of 'R' or higher set in the event deck; the event character 'Kamoto' with a rarity of 'R' or higher must have been trained with the event character 'Kamoto' with a rarity of 'R' or higher set in the event deck; and the meet parameter must be 'A' or higher (i.e., the meet parameter must be either 'S' or 'A'). Each of these three conditions relates to a different item. Although the number of conditions is the same as Offer OF301, Offer OF401 limits the types and rarities of the event characters used in the training part, making it more difficult than Offer OF301. Also, the items available for acquisition include S-class game items, and the negotiation time is set to 120 minutes. In other words, compared to Offer OF301, the items available for acquisition include more valuable game items, resulting in a longer negotiation time.
[0067] In the example shown in FIG. 7, offers with difficulty levels "1" to "4" are registered, but offers with difficulty levels "5" and above may also be registered.
[0068] An offer for a user is selected from a plurality of offers registered in the offer master table TBL101. For example, at a predetermined time (e.g., midnight) every day, a predetermined number of offers (e.g., one offer each) of each difficulty level are selected for each user. The offers selected for each user as described above are then displayed in the offer list image G130. For this reason, the offers displayed in the offer list image G130 differ for each user. Furthermore, the offers displayed in the offer list image G130 change every day. Note that the offers displayed in the offer list image G130 may not differ for each user, but may be the same for the entire game system 1. Furthermore, the offer list image G130 may display all offers registered in the offer master table TBL101.
[0069] The user selects one of the offers by tapping on one of the elements P131-1 to P131-4 of the offer list image G130. When one of the offers is selected, an offer information image showing detailed information about the selected offer is displayed on the display unit 15.
[0070] Fig. 8 shows an example of an offer information image. Fig. 8 shows an offer information image G140 when a tap operation is performed on element P131-3 (i.e., when offer OF301 is specified). The offer information image G140 displays the content, difficulty, negotiation time, conditions, and candidate items for acquisition of the specified offer.
[0071] In the example shown in FIG. 8, game items A1, B1, C1, and D1 are displayed as acquisition candidate items. In the game system 1, game items that can be set as acquisition candidate items are defined for each rank. FIG. 9 shows an example of an acquisition candidate item master table TBL102 that defines game items that can be set as acquisition candidate items for each rank. In the acquisition candidate item master table TBL102, game items (ID, name) that can be set as acquisition candidate items are registered for each rank. Here, "ID" is identification information that uniquely identifies each game item.
[0072] 9, the following game items are registered as possible acquisition candidate items: S-class game items S1-S3, A-class game items A1-A3, B-class game items B1-B3, C-class game items C1-C3, and D-class game item D1. For example, if an A-class game item is to be included as an acquisition candidate item, one of game items A1-A3 is randomly selected based on a random number and set as one of the acquisition candidate items. The same applies to S-class game items, B-class game items, C-class game items, and D-class game items.
[0073] 9, only one game item (game item D1) is registered as a D-class game item, but multiple game items may be registered as D-class game items. Conversely, only one game item may be registered as an S-class game item, an A-class game item, a B-class game item, or a C-class game item.
[0074] In an offer of difficulty level "3," A-class game items, B-class game items, C-class game items, and D-class game items are set as candidate items for acquisition (see Figure 7), so in the example shown in Figure 8, game items A1, B1, C1, and D1 are selected as A-class game items, B-class game items, C-class game items, and D-class game items, respectively, and are displayed in the offer information image G140 as candidate items for acquisition.
[0075] The offer information image G140 includes an element P141. The element P141 is associated with a process for returning to the offer list image G130. Therefore, when the user selects the element P141, the offer list image G130 is displayed on the display unit 15.
[0076] Furthermore, the offer information image G140 includes an element P142. The element P142 is associated with a process for selecting an offer displayed in the offer information image G140. Therefore, when the user selects the element P142, the offer displayed in the offer information image G140 is selected, and an original character list image for selecting an original character to release in response to that offer is displayed on the display unit 15.
[0077] 10 shows an example of an original character list image. The original character list image G150 includes an element P156. The element P156 is associated with a process for returning to the offer information image G140. Therefore, when the user selects the element P156, the offer information image G140 is displayed on the display unit 15.
[0078] Area A151 of original character list image G150 displays a plurality of elements P152 (P152-1 to P152-6, etc.) corresponding to the original characters owned by the user. For example, element P152-1 corresponding to original character "Tanaka" displays the original character's name (Tanaka) and overall ability (C). Here, "overall ability" is a comprehensive evaluation of the original character's abilities, and is indicated by, for example, "S, A, B, C, D, E, F, G." "S" indicates very high ability, and "G" indicates very low ability.
[0079] The user selects an original character by tapping on one of the elements P152. The example shown in Fig. 10 shows a case where a tap is performed on element P152-1. In this case, element P152-1 is distinguished by being framed in bold, for example.
[0080] Area A153 displays information about the original character designated by the user. When a tap operation is performed on element P152-1, the original character "Tanaka" corresponding to element P152-1 is designated, and information about the original character "Tanaka" is displayed in area A153. For example, the name, position, dominant hand, trajectory parameters, hitting parameters, power parameters, running ability parameters, shoulder strength parameters, and defensive ability parameters are displayed in area A153.
[0081] Area A154 displays the conditions of the player requested in the offer specified by the user. Area A154 also displays the conditions that the specified original character satisfies. In the example shown in FIG. 10, elements P155-1 and P155-2, which indicate check marks, are displayed. Elements P155-1 and P155-2 indicate the conditions that the specified original character satisfies among the conditions displayed in area A154.
[0082] The original character "Tanaka" has both a "C" for both the meet and power parameters, so the original character "Tanaka" satisfies the condition that "meet and power are "C" or higher." Therefore, a check mark (element P155-1) is displayed in association with this condition.
[0083] Furthermore, since the original character "Tanaka" has the special ability "against left-handed pitchers ○" (see Figure 5), the original character "Tanaka" satisfies the condition "against left-handed pitchers ○ or ◎." Therefore, a check mark (element P155-2) is displayed in association with this condition.
[0084] On the other hand, the original character "Tanaka" does not have either the special ability "Sliding Shot ○" or "Sliding Shot ◎" (see Figure 5), so the original character "Tanaka" does not satisfy the condition "has 'Sliding Shot ○ or ◎'." Therefore, no check mark is displayed in association with this condition.
[0085] Furthermore, the expectation level is displayed in area A154. The expectation level indicates the predicted negotiation result if the original character specified by the user is released. In the game system 1, the negotiation result is determined based on the overall ability of the original character and the number of conditions that the original character satisfies. FIG. 11 shows an example of a negotiation result table for determining the negotiation result. The negotiation result table TBL103 is set for each difficulty level of the offer. FIG. 11 mainly shows the negotiation result table TBL103 when the difficulty level is "3."
[0086] As shown in FIG. 11, in the negotiation result table TBL103, a negotiation result (great success, success, or failure) is defined for each combination of the overall ability of the original character and the number of conditions satisfied by the original character.
[0087] In the example shown in FIG. 11, even if the original character does not satisfy all conditions, the negotiation result will not be a "failure" as long as the original character's overall ability is high. For example, even if there is one condition that the original character does not satisfy, if the original character's overall ability is one of "A, B, or C," the negotiation result will be a "success," and if the original character's overall ability is "S," the negotiation result will be a "great success." Also, for example, even if there are two conditions that the original character does not satisfy, if the original character's overall ability is "S," the negotiation result will be a "success."
[0088] The negotiation result affects the game items (acquired items) that the user acquires in exchange for the original character. Figure 12 shows an example of an acquired item table for determining acquired items. In the acquired item table TBL104, acquired items corresponding to the negotiation result are determined for each difficulty level of the offer.
[0089] In the acquired item table TBL104, the better the negotiation result, the more valuable the game item the user can acquire. Furthermore, the higher the difficulty level of the offer, the more valuable the game item the user can acquire.
[0090] Here, let us assume that the difficulty level of the offer is "3." As shown in Figure 7, in an offer with difficulty level "3," A-class game items, B-class game items, C-class game items, and D-class game items are set as potential acquisition items.
[0091] For example, if the negotiation result is "failure," the user will be granted a D-class game item from among these potential acquisition items. If the negotiation result is "success," the user will be granted two items randomly selected from an A-class game item, a B-class game item, and a C-class game item based on a random number. In this case, the user will be granted a more valuable game item than if the negotiation result was "failure."
[0092] For example, if the negotiation result is a "great success," the user is granted an A-class game item and one of a B-class game item and a C-class game item randomly selected based on a random number. If the negotiation result is a "success," the A-class game item (the featured item) may not be granted to the user, whereas if the negotiation result is a "great success," the A-class game item is reliably granted to the user. In other words, a highly valuable game item is reliably granted to the user.
[0093] The expectation level displayed in area A154 of the original character list image G150 indicates whether the negotiation result will be a "great success," a "success," or a "failure." For example, the expectation level ranges from "1" to "3," and the expectation level is indicated by the number of stars in area A154. An expectation level of "1" indicates that the negotiation result will be a "failure." An expectation level of "2" indicates that the negotiation result will be a "success." An expectation level of "3" indicates that the negotiation result will be a "great success." As mentioned above, if the negotiation result is a "great success," the user will definitely obtain the featured item. Also, if the negotiation result is a "success," the user may be able to obtain the featured item. Therefore, the expectation level also indicates the possibility that the user will be able to obtain the featured item. In the example shown in FIG. 10, the expectation level is "2," which indicates that if the original character "Tanaka" is released in response to the offer, the negotiation result will be a "success," and there is a possibility that the user will be able to obtain the featured item.
[0094] The user refers to the contents of areas A153 and A154 and selects an original character to be released in response to the offer (original character to be released). In other words, the user refers to the contents of areas A153 and A154 and selects an original character to be released that has a higher possibility of obtaining a featured item.
[0095] In the area A151 of the original character list image G150, the display order of the original characters may be set based on their overall ability. For example, the display order of the original characters may be set in descending order of overall ability. That is, the original characters may be displayed in descending order of overall ability. For example, in the example shown in FIG. 10, the original characters with higher overall ability may be displayed higher in the vertical direction. Furthermore, the original characters with higher overall ability may be displayed further to the left in the horizontal direction. In the example shown in FIG. 10, the user tends to look at the elements P152 (original characters) from the top or left side of the area A151, so this makes it easier for the user to select original characters that are more likely to acquire the featured item.
[0096] The original character list image G150 includes an element P157. The element P157 is associated with a process for selecting an original character in a specified state as the character to be released. Therefore, when the user selects the element P157 in the state shown in FIG. 10, the original character "Tanaka" is selected as the character to be released.
[0097] When the element P156 is selected, a confirmation image is displayed on the display unit 15 to ask the user for final confirmation as to whether or not to accept the offer.
[0098] 13 shows an example of a confirmation image. Element P161 of the confirmation image G160 is a message that plays a role similar to the expectation displayed in area A154 of the original character list image G150. That is, element P161 plays a role in suggesting the results of negotiations and the possibility that the user will be able to obtain a featured item.
[0099] The message displayed as element P161 varies depending on the expectation level (expected negotiation result). Figure 14 shows an example of a message table for determining the message to be displayed as element P161. The message table TBL105 is set for each difficulty level. In the message table TBL105, a message is associated with a combination of the expectation level and the number of conditions satisfied by the original character.
[0100] In an offer with a difficulty level of "3," if the number of conditions satisfied by the original character is 0, the negotiation result cannot be "success" or "great success" (see FIG. 11), and the expectation level cannot be "2" or "3," so no message is set in the message table TBL105. Similarly, in an offer with a difficulty level of "3," if the number of conditions satisfied by the original character is 3, the negotiation result cannot be "failure" (see FIG. 11), and the expectation level cannot be "1," so no message is set in the message table TBL105.
[0101] The user makes a final decision on whether or not to accept the offer, while referring to the content of element P161. If the user does not want to accept the offer, the user selects element P163. When element P163 is selected, an original character list image G150 is displayed on the display unit 15.
[0102] On the other hand, when accepting an offer, the user selects element P162. When element P162 is selected, it is confirmed that the original character selected as the release target will be released in response to the offer. In other words, the selection of the offer and the selection of the original character to be released are officially accepted, and negotiation is carried out. However, the negotiation is not actually carried out; the negotiation result is determined according to the negotiation result table TBL103, and the game item to be acquired by the user is determined according to the acquired item table TBL104.
[0103] The user is notified of the negotiation result after the negotiation time has elapsed. Fig. 15 shows an example of the offer list image G130 before the negotiation time has elapsed. In the example shown in Fig. 15, an element P132 indicating that negotiation is in progress and the time remaining until the negotiation is completed (the negotiation time has elapsed) is displayed in association with element P131-3.
[0104] Fig. 16 shows an example of the offer list image G130 after the negotiation time has passed. In the example shown in Fig. 16, an element P133 indicating that the negotiation has been concluded is displayed in association with element P131-3. When the user selects element P131-3 in this state, a negotiation conclusion image indicating that the negotiation has been concluded is displayed on the display unit 15.
[0105] An example of a negotiation success image is shown in Fig. 17. In an area A171 of the negotiation success image G170, the content and difficulty of the offer to which the user responded are displayed.
[0106] Area A172 displays information about the original character released by the user in response to the offer. In the example shown in Fig. 17, the name of the original character released by the user and the conditions of the player requested in the offer are displayed. Also, similar to area A154 of original character list image G150, area A172 displays elements P173-1 and P173-2 in association with the conditions satisfied by the original character.
[0107] Area A174 displays information about game items acquired by the user. In the example shown in Fig. 17, the names of the game items acquired by the user are displayed.
[0108] Element P175 is for ending confirmation of the negotiation results. When the user selects element P175, the offer list image G130 is displayed. At this time, another offer with difficulty level "3" is displayed as element P131-3 in the offer list image G130, and a new offer is presented to the user.
[0109] The offer function described above allows a user to acquire a game item in exchange for any original character. For example, a user can acquire a game item in exchange for an original character that they have little opportunity to use. In particular, the offer function requires the user to compare the offer and the original character and select the offer or the original character to be released. As a result, the offer function provides the user with the excitement of comparing the offer and the original character and selecting the offer or the original character to be released.
[0110] [3. Functional Blocks] The functional blocks related to the offer function will be described below. Fig. 18 is a functional block diagram showing the functional blocks related to the offer function among the functional blocks realized in the game system 1.
[0111] [3-1] As shown in Fig. 18, the game system 1 includes a data storage unit 100. For example, the data storage unit 100 is realized by at least one of a database DB, a storage unit 12, and a storage unit 32. The data storage unit 100 stores data necessary to provide a game.
[0112] Here, data necessary for providing the aforementioned baseball game will be described as a specific example of data stored in the data storage unit 100. As shown in Fig. 18, the data storage unit 100 includes an offer master table TBL101, an acquisition candidate item master table TBL102, a negotiation result table TBL103, an acquired item table TBL104, a message table TBL105, a user table TBL106, an event character table TBL107, an original character table TBL108, and an offer table TBL109. Of these, the offer master table TBL101, the acquisition candidate item master table TBL102, the negotiation result table TBL103, the acquired item table TBL104, and the message table TBL105 have already been described, so their description will be omitted here.
[0113] [3-1-1] Fig. 19 shows an example of the user table TBL106. The user table TBL106 is data showing a list of users who play games on the game system 1. As shown in Fig. 19, the user table TBL106 includes fields for "user ID," "user name," and "game item."
[0114] The "User ID" field indicates identification information for uniquely identifying each user. The "User Name" field indicates the user's name. The "Game Items" field indicates a list of game items owned by the user. Note that "game items owned by the user" are game items that the user can use at will. For example, the IDs of game items owned by the user are registered in the "Game Items" field.
[0115] [3-1-2] Figure 20 shows an example of the event character table TBL107. The event character table TBL107 is stored for each user (stored in association with each user ID). The event character table TBL107 shows a list of event characters owned by the user. "Event characters owned by the user" are event characters that the user can use at will. The event character table TBL107 includes the fields described below.
[0116] The "ID" field indicates identification information for identifying an event character owned by the user. The "Name" field indicates the name of the event character. The "Rarity" field indicates the rarity of the event character. The "Suitable Position" field indicates the baseball position that the event character is good at. The "Favorite Practice" field indicates the practice item that the event character is good at. The "Level" field indicates the level of the event character.
[0117] The "ability parameters" field indicates the ability parameters of the event character. For example, if a match event occurs during the training phase, the event character included in the event deck will participate in the match as a teammate of the main character. In such a match event, the ability parameters of the event character are referenced.
[0118] The "Event Effect" field indicates the event effect associated with the event character. For example, the "Event Effect" field indicates information about the effect that may occur in the development phase when the event character is incorporated into the event deck. Information indicating the name and content of the event or bonus that may occur in the development phase when the event character is incorporated into the event deck is registered in the "Event Effect" field.
[0119] [3-1-3] Figure 21 shows an example of the original character table TBL108. The original character table TBL108 is stored for each user (stored in association with each user ID). The original character table TBL108 shows a list of original characters owned by the user. "Original characters owned by the user" are original characters that the user can use at will. The original character table TBL108 includes the fields described below.
[0120] The "ID" field indicates identification information for identifying an original character owned by the user. The "Name" field indicates the name of the original character. The "Suitable Position" field indicates the baseball position that the original character is good at. The "Dominant Arm" field indicates the dominant arm of the original character. The "Form" field indicates the batting form or pitching form of the original character. If the original character is a fielder, the batting form is registered in the "Form" field, and if the original character is a pitcher, the pitching form is registered in the "Form" field.
[0121] The "Overall Ability" field indicates the overall ability of the original character. The "Ability Parameter" field indicates the ability parameters of the original character. Basic ability parameters (trajectory, hitting, power, running ability, arm strength, defensive ability, catching parameters) that indicate the basic abilities of the original character, as well as special ability parameters that indicate whether the original character has each special ability, are registered in the "Ability Parameter" field.
[0122] The "Event Character" field indicates the event character used when the original character was developed. For example, the ID of the event character set in the event deck when the original character was developed is registered in the "Event Character" field.
[0123] [3-1-4] Fig. 22 shows an example of the offer table TBL109. The offer table TBL109 is stored for each user (stored in association with each user ID). The offer table TBL109 shows a list of offers currently being made to the user. The offer table TBL109 includes the fields described below.
[0124] The "Difficulty" field indicates the difficulty of the offer. The "Offer" field indicates the offer being made to the user. The "Candidate Item for Acquisition" field indicates the D-class, C-class, B-class, A-class, or S-class game items selected as candidate items for acquisition. The "Status Flag" field indicates the status of the offer. For example, a value of "0", "1", or "2" is registered in the "Status Flag" field. The value "0" indicates an unnegotiated state, the value "1" indicates a state under negotiation, and the value "2" indicates a state in which negotiation has been concluded.
[0125] The "Original character to be released" field indicates the original character released by the user in response to the offer. The "Negotiation result" field indicates the negotiation result. For example, a value of "0", "1", or "2" is registered in the "Negotiation result" field. The value "0" indicates that the negotiation result is "failure", the value "1" indicates that the negotiation result is "success", and the value "2" indicates that the negotiation result is "great success". The "Acquired item" field indicates the game item that the user will acquire in exchange for the original character. The "Scheduled end date and time of negotiation" field indicates the scheduled date and time when the negotiation time will elapse.
[0126] [3-2] As shown in Fig. 18, the game system 1 includes a display control unit 110, a condition information selection receiving unit 120, an object selection receiving unit 130, and an association unit 140. For example, these are realized by the control unit 31 of the server 30. Note that all or part of these may be realized by the control unit 11 of the game terminal 10.
[0127] [3-2-1] The display control unit 110 performs control to display various types of information on the display unit 15. For example, the display control unit 110 performs control to display condition information indicating a condition that a first object associated with user identification information must satisfy in order to exchange the first object for a second object. For example, the display control unit 110 performs control to display on the display unit 15 a combination of the condition information and the second object associated with the condition information.
[0128] The condition information selection receiving unit 120 receives the selection of the condition information. The condition information selection receiving unit 120 receives the selection of the condition information to be displayed on the display unit 15.
[0129] The object selection receiving unit 130 receives a selection of a first object associated with the user identification information. The associating unit 140 associates a second object associated with the selected condition information with the user identification information in exchange for the selected first object, based on a determination result of whether the selected first object satisfies a condition indicated by the selected condition information.
[0130] Here, "displaying various information on display unit 15" means, for example, generating data necessary to display an image showing various information and transmitting the data to game terminal 10, thereby displaying the image on display unit 15. Note that "data necessary to display an image" may be data showing the image itself, or data necessary to generate the image. Furthermore, "displaying various information on display unit 15" may mean, for example, generating an image showing various information and displaying the image on display unit 15.
[0131] "User identification information" is information for uniquely identifying a user. In other words, "user identification information" is information for identifying a user. For example, a user ID is an example of "user identification information." Note that a user's name, user account, or email address may also be examples of "user identification information."
[0132] An "object" is an object that can be used by a user. An "object" may be an object that can be used in a game (a game object), or an object that can be used outside of a game (an object other than a game object). For example, a game character or a game item is an example of a "game object." A game character or a game item may be displayed on a game screen in the form of a game card. Also, for example, a game object has multiple parameters set thereto.
[0133] A "first object associated with user identification information" is an object stored in association with user identification information. In other words, it is an object owned by a user identified by the user identification information. In other words, it is an object available for use by a user identified by the user identification information.
[0134] For example, a game object generated based on the game play of a user identified by user identification information is an example of a "first object associated with user identification information." Here, a "game object generated based on the game play of a user identified by user identification information" is a game object generated as a result of the user playing a game. In other words, it is a game object whose parameters are set based on the game play of the user. That is, it is a game object whose parameters are updated from their initial state based on the game play of the user, and the parameters are fixed. For example, a game object generated by a user, a game character trained by a user, or a game item strengthened by a user are examples of a "game object generated based on the game play of a user identified by user identification information."
[0135] The "second object" is an object that is different from the first object. For example, the "second object" is an object of a different type from the first object.
[0136] Note that an "object of a different type from the first object" is an object used for a different purpose than the first object. In other words, it is an object for which parameters different from those of the multiple parameters set for the first object are set. In other words, it is an object for which the maximum number that a user can own is managed separately from the first object. In other words, even if the number of first objects owned by a user has reached the maximum number, the user can acquire additional second objects as long as the number of second objects owned by the user has not reached the maximum number. For example, if the first object is a game character, the second object is a game item.
[0137] "Exchanging a first object for a second object" means disassociating the first game object from the user identification in exchange for associating the second game object with the user identification. "Exchanging a first object for a second object" can also be referred to as "exchanging the first object for the second object," "replacing the first object with the second object," or "substituting the first object for the second object."
[0138] "Condition information" is information indicating one or more conditions that a first object must satisfy in order to exchange the first object for a second object.
[0139] For example, a condition related to the parameter information of the first object corresponds to an example of a "condition." Note that "parameter information" is, for example, information indicating the performance of an object. Specifically, it is information indicating the magnitude or high / low of the object's performance. Or, it is information indicating whether the object has a specific performance. Furthermore, "parameter information" may be, for example, information indicating the state of an object. Specifically, it may be information indicating whether the state of the object is good or bad. Furthermore, "parameter information" may be, for example, information indicating the rarity or popularity of an object. Parameter information is not limited to numerical information, and may be information other than numerical information.
[0140] Specifically, an example of a "condition" is a condition that the value of a predetermined performance parameter of the first object is equal to or greater than (or equal to or less than) a threshold value. Another example of a "condition" is a condition that the first object has a predetermined special ability. If the first object is a "game object generated based on the user's gameplay," information indicating a game object (such as a game character or game item) used when generating the first object is also an example of "parameter information," and a condition that a specific game object (such as a game character or game item) was used when generating the first object is also an example of a "condition." When the condition information indicates multiple conditions, the "multiple conditions" are, for example, multiple conditions related to different items. For example, the "multiple conditions" are multiple conditions related to different parameter information (in other words, multiple conditions related to different parameter items).
[0141] "Accepting the selection of condition information" means receiving data indicating that condition information has been selected. That is, receiving data indicating that at least one piece of condition information from among a plurality of pieces of condition information has been selected. Note that "accepting the selection of condition information" may also mean accepting an operation to select condition information. That is, accepting an operation to select at least one piece of condition information from a plurality of pieces of condition information.
[0142] "Accepting the selection of a first object" means receiving data indicating that a first object has been selected. That is, receiving data indicating that at least one first object has been selected from among a plurality of first objects associated with user identification information. Note that "accepting the selection of a first object" may also mean accepting an operation to select a first object. That is, accepting an operation to select at least one first object from a plurality of first objects associated with user identification information.
[0143] A "second object associated with condition information" is a second object that is stored in association with condition information.
[0144] "Associating a second object associated with the condition information with user identification information" means storing the second object associated with the condition information in association with the user identification information. In other words, it means assigning the second object associated with the condition information to a user identified by the user identification information. In yet another way, it means adding the second game object associated with the condition information to the second objects owned by the user identified by the user identification information. In yet another way, it means making it possible for the user identified by the user identification information to use the second object associated with the condition information in the game.
[0145] "Associating a second object with user identification information in exchange for the selected first object" means disassociating the selected first object with user identification information and then associating the second object with user identification information. Alternatively, it may mean disassociating the selected first object with user identification information and then disassociating the second object with user identification information. Alternatively, it may mean disassociating the selected first object with user identification information and associating the second object with user identification information. In short, disassociating the selected first object with user identification information and associating the second object with user identification information may be performed at different times, or may not be performed simultaneously. Note that "disassociating the selected first object with user identification information" means removing the selected first object from among the first objects owned by the user.
[0146] "Associating a second object with user identification information in exchange for a first object based on the determination result" means, for example, associating a second object with user identification information in exchange for a first object when a condition is satisfied by the first object. Alternatively, it may be associating a second object with user identification information in exchange for a first object depending on the degree to which the condition is satisfied by the first object. Note that it may also be possible to disassociate the first object from the user identification information before making the determination, and then associate the second object with user identification information based on the determination result after making the determination.
[0147] In the case of the baseball game mentioned above, for example, an offer corresponds to an example of "condition information," an original character owned by the user corresponds to an example of a "first object," and a game item corresponds to an example of a "second object."
[0148] In the case of the baseball game described above, the display control unit 110 performs control to display an offer list image G130 on the display unit 15. The condition information selection receiving unit 120 receives a selection of one of the offers displayed in the offer list image G130. The object selection receiving unit 130 receives a selection of an original character to be released from among the original characters owned by the user. The association unit 140 grants the user at least one of the candidate items set in the offer in exchange for the original character to be released, based on the determination result of whether the original character to be released satisfies the conditions required by the offer.
[0149] [3-2-2] For example, the condition information selection receiving unit 120 receives a selection of condition information from a plurality of pieces of condition information. The plurality of pieces of condition information includes first condition information and second condition information indicating a condition that is more difficult than the first condition information. The second condition information is associated with a second object that is more valuable than the second object associated with the first condition information.
[0150] Here, "difficulty level" refers to the difficulty level for the first game object to satisfy the condition. The higher the difficulty level, the more difficult it is for the first game object to satisfy the condition, and the lower the difficulty level, the more easily the first game object to satisfy the condition.
[0151] A "second object having a higher value than the second object associated with the first condition information" is a second object that is more useful in the game than the second object associated with the first condition information. For example, it is a second object that has higher performance or rarity than the second object associated with the first condition information.
[0152] In the case of the baseball game mentioned above, for example, the multiple offers displayed in the offer list image G130 correspond to an example of “multiple condition information,” an offer for difficulty level “n” (n: 1 to 3) corresponds to an example of “first condition information,” and an offer for difficulty level “n+1” corresponds to an example of “second condition information.” In the case of the baseball game mentioned above, for example, an offer for difficulty level “3” has set as its acquisition candidate item an A-class game item that is more valuable than the acquisition candidate items (B-class to D-class game items) set in an offer for difficulty level “2.”
[0153] [3-2-3] When multiple second objects are associated with the selected condition information, the associating unit 140 may select a second object to be associated with the user identification information from among the multiple second objects based on the degree to which the selected first object satisfies the condition indicated by the condition information.
[0154] Here, "selecting a second object to be associated with the user identification information from among a plurality of second objects based on the degree to which a condition is satisfied by the selected first object" means, for example, changing the second object to be associated with the user identification information in exchange for the selected first object based on the degree to which a condition is satisfied by the first object. Specifically, when the degree is high, the value (performance, rarity, etc.) of the second object to be associated with the user identification information in exchange for the selected first object is increased compared to when the degree is low.
[0155] Alternatively, "selecting a second object to be associated with the user identification information from among a plurality of second objects based on the degree to which the selected first object satisfies a condition" may mean, for example, changing the number of second objects to be associated with the user identification information in exchange for the selected first object based on the degree to which the first object satisfies a condition. Specifically, when the degree is high, the number of second objects to be associated with the user identification information in exchange for the selected first object may be increased compared to when the degree is low.
[0156] For example, if the selected condition information indicates multiple conditions that a first object associated with the user identification information must satisfy in order to exchange the first object for a second object, the associating unit 140 may select a second object to associate with the user identification information from among the multiple second objects based on the number of conditions among the multiple conditions that are satisfied by the selected first object.
[0157] Here, "selecting a second object to be associated with the user identification information from among a plurality of second objects based on the number of conditions satisfied by the selected first object" means, for example, changing the second object to be associated with the user identification information in exchange for the selected first object based on the number of conditions satisfied by the selected first object. Specifically, when the number is large, the value (performance, rarity, etc.) of the second object to be associated with the user identification information in exchange for the selected first object is increased compared to when the number is small.
[0158] Alternatively, "selecting a second object to be associated with the user identification information from among a plurality of second objects based on the number of conditions satisfied by the selected first object" may mean, for example, changing the number of second objects to be associated with the user identification information in exchange for the selected first object based on the number of conditions satisfied by the selected first object. Specifically, when the number is large, the number of second objects to be associated with the user identification information in exchange for the selected first object may be larger than when the number is small.
[0159] In the baseball game mentioned above, for example, an offer for difficulty level "3" has three conditions set for the required player, and A- to D-class game items are set as candidate items to be acquired. The association unit 140 selects a game item to be acquired by the user (a game item to be granted to the user) from among the A- to D-class game items based on the number of conditions satisfied by the original character selected as the release target (see FIGS. 11 and 12).
[0160] [3-2-4] For example, when the selected first object satisfies the condition indicated by the selected condition information, the associating unit 140 (first associating means) associates the second object associated with the selected condition information with the user identification information in exchange for the selected first object. Also, even when the selected first object does not satisfy the condition indicated by the selected condition information, when the performance of the selected first object is equal to or exceeds a predetermined standard, the associating unit 140 (second associating means) associates the second object associated with the selected condition information with the user identification information in exchange for the selected first object.
[0161] In the baseball game mentioned above, for example, an offer for difficulty level "3" has three conditions set for the required player, and an A-class game item is set as the featured item (see FIGS. 7 and 8). The association unit 140 (first association means) may grant the A-class game item to the user if the original character selected to be released satisfies all of the three conditions (see FIGS. 11 and 12). Furthermore, even if the original character selected to be released does not satisfy one of the three conditions (i.e., the original character selected to be released satisfies only two of the three conditions), the association unit 140 (second association means) may grant the A-class game item to the user if the overall ability of the original character selected to be released is "C" or higher (see FIGS. 11 and 12). Furthermore, even if the original character selected for release does not satisfy two of the above three conditions (i.e., the original character selected for release satisfies only one of the above three conditions), the association unit 140 (second association means) can grant an A-class game item to the user if the original character selected for release has an overall ability of "S" (see Figures 11 and 12).
[0162] [3-2-5] For example, after the selection of condition information and the selection of a first object, if a waiting time has elapsed, the associating unit 140 may make the second object associated with the selected condition information available for use by a user identified by the user identification information.
[0163] Here, "making the second object available to the user when the waiting time has elapsed after the selection of the condition information and the selection of the first object" means restricting (prohibiting) the user from using the second object until the waiting time has elapsed after the selection of the condition information and the selection of the first object, and then lifting the restriction and allowing the user to use the second object after the waiting time has elapsed. Note that this may also be "restricting (prohibiting) the user from using the second object by not associating the second object with user identification information until the waiting time has elapsed, and then associating the second object with user identification information after the waiting time has elapsed, allowing the user to use the second object," or "associating the second object with user identification information, but restricting (prohibiting) the user from using the second object until the waiting time has elapsed, and then allowing the user to use the second object after the waiting time has elapsed."
[0164] Furthermore, when the waiting time has elapsed, the second object may be made available to the user under a predetermined condition. That is, when the waiting time has elapsed and there is an access from the user, the second object may be made available to the user. Alternatively, when the waiting time has elapsed and there is a predetermined operation performed by the user, the second object may be made available to the user. Alternatively, when the waiting time has elapsed, the second object may be made available to the user without waiting for an access from the user or for a predetermined operation to be performed by the user.
[0165] It should be noted that, when the waiting time has elapsed, the second object may be unconditionally (immediately) made available for use by the user.
[0166] [3-3] As shown in Fig. 18, the game system 1 includes a condition information change unit 150. For example, the condition information change unit 150 is realized by the control unit 31 of the server 30 (or the control unit 11 of the game terminal 10).
[0167] The condition information changing unit 150 changes the user-selectable condition information in response to the arrival of a predetermined change timing. For example, in a mode in which the condition information selection receiving unit 120 receives a selection of condition information from a plurality of pieces of condition information, the condition information changing unit 150 changes at least one of the plurality of pieces of condition information in response to the arrival of the predetermined change timing.
[0168] Here, "changing at least one of the plurality of pieces of condition information" means changing all or part of the plurality of pieces of condition information to other piece of condition information, i.e., replacing all or part of the plurality of pieces of condition information with other piece of condition information that is different from the pre-change condition information.
[0169] The "predetermined change timing" is the timing at which the condition information should be changed. For example, it is the timing at which at least one of the multiple pieces of condition information should be changed. Specifically, for example, a predetermined time (such as midnight) is set as the "change timing." Also, for example, a predetermined date and time (such as midnight every Sunday or midnight on the 10th of each month) is set as the "change timing." Also, for example, a timing at a predetermined time (such as every 12 hours) is set as the "change timing." Other timings that can be set as the "change timing" include the timing at or after the update of the user's parameters (such as level or status), the timing at or after the user's play record (such as play time or play results) reaches a predetermined standard, and the timing at or after the user obtains a specific object (such as a valuable game item or game character).
[0170] "Changing at least one of the plurality of pieces of condition information in response to the arrival of a predetermined change timing" means changing at least one of the plurality of pieces of condition information when the change timing arrives. For example, in a case where a predetermined time (e.g., midnight) or a predetermined date and time (e.g., midnight every Sunday or midnight on the 10th of each month) is set as the change timing, changing at least one of the plurality of pieces of condition information at the predetermined time or date and time is an example of "changing at least one of the plurality of pieces of condition information in response to the arrival of a predetermined change timing." Also, in a case where a predetermined time (e.g., every 12 hours) is set as the change timing, changing at least one of the plurality of pieces of condition information every predetermined time is an example of "changing at least one of the plurality of pieces of condition information in response to the arrival of a predetermined change timing."
[0171] In the case of the baseball game described above, the offers for each user (offers displayed in the offer list image G130) correspond to an example of “user-selectable condition information.” For example, the condition information change unit 150 changes the offers for each user at a predetermined time (such as midnight) every day.
[0172] [3-4] As shown in Fig. 18, the game system 1 includes a possibility information acquisition unit 160. For example, the possibility information acquisition unit 160 is realized by the control unit 31 of the server 30 (or the control unit 11 of the game terminal 10).
[0173] The possibility information acquisition unit 160 acquires, based on the condition information and the first object, possibility information regarding the possibility that the second object associated with the condition information will be associated with the user identification information by the association unit 140. The display control unit 110 performs control to display the possibility information on the display unit 15 before the selection of the condition information is accepted or before the selection of the first object is accepted.
[0174] Here, the "possibility information" is, for example, information indicating whether or not there is a high possibility that the second object will be associated with the user identification information in exchange for the first object. Alternatively, the "possibility information" is, for example, information indicating whether or not there is a low possibility that the second object will be associated with the user identification information in exchange for the first object. Alternatively, the "possibility information" may be, for example, a numerical value, a character, a symbol, or an image indicating the possibility that the second object will be associated with the user identification information in exchange for the first object.
[0175] In the case of the baseball game mentioned above, the expectation displayed in area A154 of the original character list image G150 and element P161 (message) displayed in the confirmation image G160 suggest the possibility that the user will be able to acquire a featured item, and these are examples of "possibility information."
[0176] [3-5] As shown in Fig. 18, the game system 1 includes a waiting time setting unit 170. For example, the waiting time setting unit 170 is realized by the control unit 31 of the server 30 (or the control unit 11 of the game terminal 10).
[0177] The waiting time setting unit 170 sets the length of the waiting time based on the difficulty level of the condition indicated by the selected condition information.
[0178] Here, "setting the length of the waiting time based on the difficulty level" means changing the length of the waiting time based on the difficulty level. For example, when the difficulty level is high, the waiting time is made longer than when the difficulty level is low. Note that when the difficulty level is high, the waiting time may also be made shorter than when the difficulty level is low.
[0179] In the case of the baseball game described above, the offer corresponds to an example of “condition information.” The waiting time setting unit 170 changes the waiting time based on the difficulty level of the offer selected by the user (see FIG. 7).
[0180] [4. Processing] Next, the processing executed by the game system 1 will be described.
[0181] [4-1] Fig. 23 shows an example of a process for setting an offer for each user. For example, the process shown in Fig. 23 is executed for each user at a predetermined time (such as midnight) every day. The condition information change unit 150 is realized by executing the process shown in Fig. 23 according to a program. The following description will be given assuming that the process shown in Fig. 23 is executed for user U1.
[0182] 23, first, the control unit 31 of the server 30 initializes a variable i to "1" (S300), and determines whether the status of the offer of difficulty level "i" currently being made to user U1 is "unnegotiated" (S302). For example, the control unit 31 refers to the offer table TBL109 of user U1 and determines whether the status flag of the offer of difficulty level "i" is "0".
[0183] If the status is "unnegotiated," the control unit 31 selects one of the offers with difficulty level "i" from the list as a new offer for the user U1 (S304). For example, the control unit 31 randomly selects one of the offers with difficulty level "i" registered in the offer master table TBL101 based on a random number.
[0184] After executing step S304, the control unit 31 selects candidate acquisition items for the offer selected in step S304 (S306). For example, if the difficulty level of the offer selected in step S304 is "1," it is necessary to set one D-class game item and one C-class game item as candidate acquisition items (see FIG. 7), so the control unit 31 refers to the candidate acquisition item master table TBL102 and randomly selects one D-class game item and one C-class game item based on a random number.
[0185] After executing step S306, the control unit 31 replaces the offer for difficulty level "i" for user U1 with the offer selected in step S304 (S308). For example, the control unit 31 accesses the offer table TBL109 for user U1 and changes the "Offer" field of the record for difficulty level "i" to the ID of the offer selected in step S304. In this case, the ID of the game item selected in step S306 is set in the "Candidate item for acquisition" field. In addition, the "Status flag" is initialized to "0", and the "Original character to be released", "Negotiation result", "Acquired item", and "Scheduled negotiation end date and time" fields are also initialized to NULL.
[0186] After executing step S308, the control unit 31 determines whether the variable i is 4 or not (S310). Here, it is assumed that the maximum difficulty level of offers is "4," so by determining whether the variable i is 4 or not in step S310, it is determined whether the processing of steps S302 to S308 has been completed for offers of all difficulty levels.
[0187] If it is determined in step S302 that the status is not "unnegotiated," i.e., if the status is "negotiating," etc., the control unit 31 executes the processing of step S310 without executing the processing of steps S304 to S308 (i.e., without replacing the offer with difficulty level "i").
[0188] If it is determined in step S310 that the variable i is not 4, the control unit 31 adds 1 to the variable i (S312) and executes step S302. On the other hand, if it is determined that the variable i is 4, the control unit 31 ends this process.
[0189] [4-2] Fig. 24 shows an example of processing executed to display an offer list image G130. The display control unit 110 is realized by executing the processing shown in Fig. 24 according to a program. The following description assumes that the offer list image G130 is displayed on the display unit 15 of the game terminal 10 of user U1.
[0190] 24, first, control unit 11 of game terminal 10 requests server 30 via communication unit 13 for a list of offers currently being made to user U1 (S100), and control unit 31 of server 30 receives the request via communication unit 33 (S320). For example, the user ID (U1) of user U1 is transmitted from game terminal 10 to server 30 together with the request.
[0191] When the above request is received, the control unit 31 determines whether or not there is an offer in the "negotiating" state among the offers currently being made to the user U1 (S322). For example, the control unit 31 refers to the offer table TBL109 of the user U1 and determines whether or not there is an offer whose status flag is "1".
[0192] If there is an offer in the "negotiation in progress" state, the control unit 31 determines whether the scheduled negotiation end date and time for the offer has passed (S324). If the scheduled negotiation end date and time has passed, the control unit 31 updates the state of the offer to "negotiation successful" (S326). For example, the control unit 31 refers to the offer table TBL109 of user U1 and updates the state flag of the offer to "2."
[0193] After executing step S324, the control unit 31 transmits data of the offer list image G130 to the game terminal 10 via the communication unit 33 (S328). For example, the control unit 31 references the offer table TBL109 of the user U1 and acquires a list of offers currently being made to the user U1. The control unit 31 then generates data of the offer list image G130 based on the list and transmits the data to the game terminal 10. Note that "image data" may be data indicating the image itself, or data indicating information necessary to generate the image. The same applies hereinafter.
[0194] If it is determined in step S322 that there are no offers in the "under negotiation" state, or if it is determined in step S324 that the scheduled end date and time of negotiation has not passed, the process of step S328 is executed without executing the process of step S326.
[0195] The control unit 11 of the game terminal 10 receives the data of the offer list image G130 via the communication unit 13 (S102). Then, based on the data, the control unit 11 displays the offer list image G130 on the display unit 15 (S104).
[0196] [4-3] Figures 25A and 25B show an example of processing that is executed when one of elements P131-1 to P131-4 of the offer list image G130 in the state shown in Figure 6 is selected. The processing shown in Figures 25A and 25B is executed according to a program, thereby realizing the display control unit 110 and the possibility information acquisition unit 160. The following description will be given assuming that user U1 has selected offer OF301.
[0197] As shown in FIG. 25A, first, the control unit 11 notifies the server 30 of the ID (OF301) of the specified offer OF301 via the communication unit 13 (S110), and the control unit 31 of the server 30 receives the notification via the communication unit 33 (S330).
[0198] When the above notification is received, the control unit 31 transmits data of the offer information image G140 to the game terminal 10 via the communication unit 33 (S332). For example, the control unit 31 references the offer table TBL109 of the user U1 and acquires information on the offer OF301. Then, the control unit 31 generates data of the offer information image G140 based on the information and transmits the data to the game terminal 10.
[0199] The control unit 11 of the game terminal 10 receives the data of the offer information image G140 via the communication unit 13 (S112). Then, based on the data, the control unit 11 displays the offer information image G140 on the display unit 15 (S114).
[0200] While the offer information image G140 is displayed, the control unit 11 monitors whether or not the element P142 has been selected by the user, and if the element P142 has been selected, notifies the server 30 via the communication unit 13 that the offer has been selected (S116). In this case, for example, the user ID of the user U1 and the ID of the offer OF301 are transmitted from the game terminal 10 to the server 30 together with the notification.
[0201] The control unit 31 of the server 30 receives the notification via the communication unit 33 (S334) and transmits data of the original character list image G150 to the game terminal 10 via the communication unit 33 (S336). For example, the control unit 31 references the original character table TBL108 of the user U1 and acquires a list of original characters owned by the user U1. Then, the control unit 31 generates data of the original character list image G150 based on the list and transmits the data to the game terminal 10.
[0202] The control unit 11 of the game terminal 10 receives the data of the original character list image G150 via the communication unit 13 (S118). Then, based on the data, the control unit 11 displays the original character list image G150 on the display unit 15 (S120).
[0203] At this point in time, the original character list image G150 may be in a state where no original characters are designated, or in a state where one of the original characters (for example, the first original character) is designated in advance.
[0204] While the original character list image G150 is displayed, the control unit 11 monitors whether any element P152 has been selected by the user (i.e., whether any original character has been designated by the user). Then, when any element P152 has been selected, as shown in FIG. 25B, the control unit 11 notifies the server 30 via the communication unit 13 of the ID of the original character corresponding to that element P152 (i.e., the original character designated by the user) (S122). The following description will be given assuming that the original character OC1 has been designated. In this case, the ID (OC1) of the original character OC1 is transmitted from the game terminal 10 to the server 30 together with the user ID of the user U1 and the ID of the offer OF301.
[0205] The control unit 31 of the server 30 receives the notification via the communication unit 33 (S338), and transmits data of the original character list image G150 to the game terminal 10 via the communication unit 33 (S340).
[0206] In this case, the control unit 31 refers to the original character table TBL108 of the user U1 and acquires information about the original character OC1. The control unit 31 also refers to the offer master table TBL101 and reads out the conditions of the player requested in the offer OF301. The control unit 31 then determines whether the original character OC1 satisfies those conditions. Furthermore, the control unit 31 predicts the outcome of the negotiation based on the difficulty level of the offer OF301, the overall ability of the original character OC1, and the number of conditions satisfied by the original character OC1 (see FIG. 11), and acquires the expectation level for the offer OF301. In this case, the display contents of areas A153 and A154 of the original character list image G150 are set based on the above information, conditions, judgment results, and expectation level.
[0207] The control unit 11 receives data for the original character list image G150 via the communication unit 13 (S124). Then, based on the data, the control unit 11 updates the original character list image G150 displayed on the display unit 15 (S126).
[0208] While the original character list image G150 is displayed, the control unit 11 also monitors whether or not the element P155 has been selected by the user. If the element P155 has been selected by the user, the original character in the specified state has been selected as the release target, and the control unit 11 notifies the user that the original character to be released has been selected (S128). The following description assumes that the original character OC1 has been selected as the release target. In this case, the ID of the original character OC1 is transmitted from the game terminal 10 to the server 30 together with the user ID of the user U1 and the ID of the offer OF301.
[0209] The control unit 31 receives the notification (S342) and transmits data of the confirmation image G160 to the game terminal 10 via the communication unit 33 (S344). For example, because the difficulty level of the offer OF301 is "3," the control unit 31 references the message table TBL105 corresponding to the difficulty level "3" and reads out a message corresponding to the combination of the expectation level for the offer OF301 and the number of conditions satisfied by the original character OC1. The control unit 31 then generates data of the confirmation image G160 in which the read-out message is displayed as an element P161, and transmits the data to the game terminal 10.
[0210] Control unit 11 of game terminal 10 receives the data for confirmation image G160 via communication unit 13 (S130). Then, based on the data, control unit 11 displays confirmation image G160 on display unit 15 (S132).
[0211] [4-4] Figure 26 shows an example of processing executed when element P162 of confirmation image G160 is selected. By executing the processing shown in Figure 26 according to a program, the condition information selection receiving unit 120, the object selection receiving unit 130, and the waiting time setting unit 170 are realized. The following description assumes that user U1 selects to release original character OC1 in response to offer OF301.
[0212] 26, first, the control unit 11 of the game terminal 10 transmits a release request to the server 30 via the communication unit 13 (S140), and the control unit 31 of the server 30 receives the request via the communication unit 33 (S350). The release request indicates that the user has selected to release the original character OC1 in response to the offer OF301. In this case, the ID of the offer OF301 and the ID of the original character OC1 are transmitted from the game terminal 10 to the server 30 along with the user ID of the user U1, and the selection of the offer and the selection of the original character to be released are officially accepted.
[0213] When the above request is received, the control unit 31 accesses the original character table TBL108 of the user U1 and removes the original character OC1 to be released from among the original characters owned by the user (S352).
[0214] After executing step S352, the control unit 31 determines the negotiation result (great success, success, or failure) (S354). For example, the control unit 31 refers to the original character table TBL108 of the user U1 and acquires information about the original character OC1. The control unit 31 also refers to the offer master table TBL101 and reads out the conditions of the player requested in the offer OF301. The control unit 31 then determines whether the original character OC1 satisfies the conditions. Furthermore, the control unit 31 determines the negotiation result based on the difficulty level of the offer OF301, the overall ability of the original character OC1, and the number of conditions satisfied by the original character OC1 (see FIG. 11). The control unit 31 also accesses the offer table TBL109 of the user U1 and registers the determined negotiation result in the "negotiation result" field.
[0215] After executing step S354, the control unit 31 determines an acquisition item (a game item to be acquired by the user; in other words, a game item to be given to the user) (S356). For example, the control unit 31 references the offer table TBL109 of the user U1 and identifies the acquisition candidate items set in the offer OF301. Then, the control unit 31 determines an acquisition item from among the acquisition candidate items set in the offer OF301 based on the overall ability of the original character OC1 and the number of conditions satisfied by the original character OC1 (see FIG. 12). The control unit 31 also accesses the offer table TBL109 of the user U1 and registers the determined acquisition item in the "acquired item" field.
[0216] After executing step S356, the control unit 31 sets the negotiation time (S358). For example, the control unit 31 refers to the offer master table TBL101 and reads out the negotiation time of the offer OF301. The control unit 31 then accesses the offer table TBL109 of the user U1 and registers the date and time that is the negotiation time elapsed from the current date and time in the "scheduled negotiation end date and time" field. Furthermore, the control unit 31 updates the value of the "status flag" field to "1."
[0217] After executing step S358, the control unit 31 transmits data of the offer list image G130 to the game terminal 10 via the communication unit 33 (S360), and the control unit 11 of the game terminal 10 receives the data via the communication unit 13 (S142). Then, based on the data, the control unit 11 displays the offer list image G130 on the display unit 15 (S144). In this case, for example, the offer list image G130 shown in FIG. 15 is displayed.
[0218] Fig. 27 shows an example of processing that is executed when element P131-3 of the offer list image G130 in the state shown in Fig. 16 is selected (i.e., when an offer that has reached the "negotiation successful" state is specified). The association unit 140 is realized by executing the processing shown in Fig. 27 according to a program. The following description will be given assuming that the offer OF301 that is in the "negotiation successful" state is specified by the user U1.
[0219] As shown in FIG. 27, first, the control unit 11 notifies the server 30 of the ID of the specified offer OF301 via the communication unit 13 (S150), and the control unit 31 of the server 30 receives the notification via the communication unit 33 (S370).
[0220] When the above notification is received, the control unit 31 grants the acquired item in the offer OF301 to the user (S372). For example, the control unit 31 refers to the "acquired item" field in the offer table TBL109 of the user U1, and identifies the acquired item in the offer OF301. Then, the control unit 31 accesses the user table TBL106, and adds the ID of the acquired item to the "game item" field of the user U1, thereby granting the acquired item to the user.
[0221] After executing step S372, control unit 31 transmits data of negotiation success image G170 to game terminal 10 via communication unit 33 (S374). For example, control unit 31 references offer table TBL109 of user U1 and acquires information on offer OF301. Then, control unit 31 generates data of negotiation success image G170 based on the information and transmits the data to game terminal 10.
[0222] The control unit 11 of the game terminal 10 receives data of the negotiation success image G170 via the communication unit 13 (S152). Then, based on the data, the control unit 11 displays the negotiation success image G170 on the display unit 15 (S154).
[0223] After executing step S374, the control unit 31 replaces offer OF301 with a new offer (S376). For example, the control unit 31 accesses the offer master table TBL101 and selects one of the offers of the same difficulty level as offer OF301 as a new offer for user U1. The control unit 31 also selects a candidate item for acquisition of the selected offer. Then, the control unit 31 replaces offer OF301 among the offers for user U1 with the selected new offer. These processes are the same as steps S304 to S308 in FIG. 23.
[0224] While the negotiation success image G170 is displayed, the control unit 11 monitors whether or not the element P171 has been selected by the user. If the element P171 has been selected by the user, the control unit 11 requests the server 30 via the communication unit 13 for a list of offers currently being made to the user U1 (S156), and the control unit 31 of the server 30 receives the request via the communication unit 33 (S378). For example, the user ID of the user U1 is transmitted from the game terminal 10 to the server 30 together with the request.
[0225] When the above request is received, the control unit 31 transmits data of the offer list image G130 to the game terminal 10 via the communication unit 33 (S380), and the control unit 11 of the game terminal 10 receives the data of the offer list image G130 via the communication unit 13 (S158). Then, based on the data, the control unit 11 displays the offer list image G130 on the display unit 15 (S160).
[0226] [5. Summary] The game system 1 is equipped with the above-mentioned offer function. The offer function allows a user to acquire a game item in exchange for any original character. For example, a user can acquire a game item in exchange for an original character that they have little opportunity to use. In particular, the offer function requires the user to compare the offer and the original character and select the offer or the original character to be released. As a result, the offer function can provide the user with the fun of comparing the offer and the original character and selecting the offer or the original character to be released.
[0227] In the offer function, a game item to be granted to the user is selected from among a plurality of potential acquisition items set for the offer, based on the degree to which the original character to be released satisfies the conditions of the offer (the number of conditions satisfied by the original character). Therefore, the user must select an offer or an original character to be released, taking into consideration the degree to which the original character satisfies the conditions in the offer (the number of conditions satisfied by the original character). As a result, the user can be provided with the fun of selecting an offer or an original character to be released, taking into consideration the degree to which the original character satisfies the conditions of the offer (the number of conditions satisfied by the original character).
[0228] Furthermore, with the offer function, even if the original character to be released does not satisfy the conditions of the offer, if the overall ability of the original character is high, the featured item of the offer may be given to the user. Therefore, the user must not only compare and consider the original character and the conditions of the offer, but also take into account the overall ability of the original character when selecting an offer or an original character to be released. As a result, the user can be provided with the fun of not only comparing and considering the conditions of the original character and the offer, but also taking into account the overall ability of the original character when selecting an offer or an original character to be released.
[0229] In addition, with the offer function, before the selection of the offer and the selection of the original character to be released are officially accepted, the expectation level (area A154 of the original character list image G150) and a message (element P161 of the confirmation image G160) regarding the possibility of the featured item being granted to the user are displayed, so the user can select the offer and the original character to be released taking the above possibilities into consideration.
[0230] Furthermore, with the offer function, after the selection of an offer and the selection of an original character to be released are accepted, and a waiting time has elapsed, at least one of the multiple items available for acquisition set in the offer becomes available for the user to use. This prevents the series of procedures from selecting an offer or an original character to be released until the user is able to use the game item from being performed in a concentrated manner at one time. This makes it possible to distribute access from users, thereby reducing the processing load on the game system 1.
[0231] Furthermore, the offer function allows a user to set a waiting time, which can prompt the user to play the game again after the waiting time has elapsed, thereby increasing the frequency with which the user plays the game. Also, the offer function sets the length of the waiting time according to the difficulty level of the offer selected by the user, which provides the user with the excitement of selecting an offer and an original character to be released, taking into consideration the difficulty level of the offer and the waiting time.
[0232] Furthermore, in the offer function, a combination of an offer and a candidate item set for that offer is displayed in an offer list image G130 or an offer information image G140, so the user can compare and consider the original character, offer, and candidate item to select an offer or an original character to be released. This provides the user with the excitement of comparing and considering the original character, offer, and candidate item to select an offer or an original character to be released.
[0233] The offer function also accepts the selection of an offer from among multiple offers of different difficulty levels, and sets a game item with a higher value as the featured item for an offer with a higher difficulty level than the featured item for an offer with a lower difficulty level. This provides the user with the fun of deciding whether to select an offer with a higher difficulty level that allows the user to acquire a more valuable featured item, or an offer with a lower difficulty level that makes it easier to acquire a featured item but with a lower value of the featured item that can be acquired.
[0234] Furthermore, with the offer function, the offers that the user can select are changed when a predetermined change timing arrives, so that the offers that the user can select can be varied, thereby increasing interest.
[0235] [6. Modifications] The present invention is not limited to the above-described embodiments.
[0236] [6-1] In the embodiment described above, the user can acquire game items in exchange for original characters. However, the user may also be able to acquire game objects other than game items. For example, the user may be able to acquire event characters in exchange for original characters. That is, instead of or in addition to the potential acquisition items, potential acquisition event characters may be set in the offer. For example, similar to the potential acquisition items, S-class event characters, A-class event characters, B-class event characters, C-class event characters, or D-class event characters may be set as potential acquisition event characters.
[0237] Alternatively, the user may be able to acquire an object other than a game object. That is, the user may be able to exchange the original character for an object that can be used in services other than the game. In other words, the "first object" may be a game object, and the "second object" may be an object other than a game object. For example, an image (stamp) that can be used in a social networking service in exchange for the original character is an example of an "object other than a game object."
[0238] [6-2] In the above-described embodiment, the user can release an original character and obtain a game item in exchange for the original character. However, the user may be able to release a game object other than an original character. For example, the user may be able to obtain a game item in exchange for an event character. Also, for example, the user may be able to obtain an event character in exchange for a game item.
[0239] [6-3] Conditions for the player requested in the offer may be set regarding the track record of using the original character in the match part (such as the number of times used, batting performance, or pitching performance). In other words, a condition that the track record of using the first object (such as the number of times used or the performance achieved when used) satisfies a predetermined standard may also be an example of a "condition."
[0240] [6-4] In the embodiment described above, the original character to be released is selected after selecting an offer, but it is also possible to select an offer after selecting the original character to be released.
[0241] [6-5] The training part and the battle part may be realized as separate games (i.e., games executed by separately provided game programs).
[0242] [6-6] Although the above description has been focused on an example in which the present invention is applied to a baseball-themed game, the present invention can also be applied to other games. The present invention can also be applied to games in which a user owns multiple objects and uses an object selected from the multiple objects.
[0243] [7. Supplementary Note] From the above description, the present invention can be understood, for example, as follows: In order to facilitate understanding of the present invention, reference numerals shown in the drawings are written in parentheses as appropriate, but this does not mean that the present invention is limited to the illustrated embodiments.
[0244] 1) A game control device (30 or 10) according to one embodiment of the present invention includes a condition information selection receiving means (120) that receives a selection of condition information (e.g., an offer) indicating conditions that a first object (e.g., an original character) associated with user identification information must satisfy in order to exchange the first object for a second object (e.g., a game item), an object selection receiving means (130) that receives a selection of the first object, and an association means (140) that associates a second object associated with the selected condition information with the user identification information in exchange for the selected first object based on a determination result of whether the selected first object satisfies the conditions indicated by the selected condition information.
[0245] 11) A game system (1) according to one embodiment of the present invention includes a condition information selection receiving means (120) that receives a selection of condition information indicating a condition related to a first object associated with user identification information, an object selection receiving means (130) that receives a selection of the first object, and an association means (140) that associates a second object associated with the first condition information with the user identification information in exchange for the first object based on a determination result of whether the first object satisfies the condition indicated by the condition information.
[0246] 12) Furthermore, a program according to one aspect of the present invention is a program for causing a computer to function as a game control device (30 or 10) described in any one of 1) to 10), or as a game system (1) described in 11).
[0247] 13) Furthermore, an information storage medium according to one aspect of the present invention is a computer-readable information storage medium having the program according to 12) recorded thereon.
[0248] 14) Furthermore, a control method for a game control device (30 or 10) according to one embodiment of the present invention includes a condition information selection receiving step (S350) of receiving a selection of condition information indicating conditions that a first object associated with user identification information must satisfy in order to exchange the first object for a second object, an object selection receiving step (S350) of accepting a selection of the first object, and an association step (S372) of associating a second object associated with the selected condition information with the user identification information in exchange for the selected first object based on a determination result of whether the selected first object satisfies the conditions indicated by the selected condition information.
[0249] 15) Furthermore, a control method for a game system (1) according to one embodiment of the present invention includes a condition information selection receiving step (S350) of receiving a selection of condition information indicating a condition related to a first object associated with user identification information, an object selection receiving step (S350) of receiving a selection of the first object, and an associating step (S372) of associating a second object associated with the first condition information with the user identification information in exchange for the first object based on a determination result of whether the first object satisfies the condition indicated by the condition information.
[0250] According to the inventions described in 1), 11) to 15) above, a second object is associated with user identification information in exchange for a first object associated with the user identification information, allowing the user to obtain the second object in exchange for the first object. For example, the user can obtain the second object in exchange for a first object that the user has rarely used. In particular, according to the present invention, based on the determination result of whether the first object selected by the user satisfies the condition indicated by the condition information selected by the user, a second object associated with the condition information is associated with the user identification information in exchange for the first object. Therefore, the user needs to compare and consider the first object and the condition information before selecting the first object and the condition information. Therefore, according to the present invention, the user can be given the interest of comparing and considering the first object and the condition information before selecting the first object and the condition information, thereby increasing the interest.
[0251] 2) In one aspect of the present invention, when a plurality of second objects are associated with the selected condition information, the associating means (140) may select a second object to be associated with the user identification information from among the plurality of second objects based on the degree to which the conditions indicated by the selected condition information are satisfied by the selected first object.
[0252] According to the invention described in 2), when multiple second objects are associated with condition information selected by a user, a second object to be associated with user identification information is selected from the multiple second objects based on the degree to which the condition indicated by the condition information is satisfied by the first object selected by the user, so the user needs to select a first object and condition information taking into consideration the degree to which the first object satisfies the condition indicated by the condition information. Therefore, according to the present invention, it is possible to provide the user with the fun of selecting a first object and condition information taking into consideration the degree to which the first object satisfies the condition indicated by the condition information.
[0253] 3) In one aspect of the present invention, when the selected condition information indicates a plurality of conditions that a first object associated with the user identification information must satisfy in order to exchange the first object for a second object, the associating means (140) may select a second object to be associated with the user identification information from among the plurality of second objects based on the number of conditions among the plurality of conditions that are satisfied by the selected first object.
[0254] According to the invention described in 3), a second object to be associated with user identification information is selected from a plurality of second objects associated with the condition information based on the number of conditions satisfied by the first object selected by the user out of a plurality of conditions indicated by the condition information selected by the user, so the user needs to select the first object and the condition information taking into consideration the number of conditions satisfied by the first object. Therefore, according to the present invention, it is possible to provide the user with the fun of selecting a first object and condition information taking into consideration the number of conditions satisfied by the first object out of a plurality of conditions indicated by the condition information.
[0255] 4) In one aspect of the present invention, the associating means (140) may include a first associating means (140) that associates a second object associated with the selected condition information with the user identification information in exchange for the selected first object when the selected first object satisfies the condition indicated by the selected condition information, and a second associating means (140) that associates a second object associated with the selected condition information with the user identification information in exchange for the selected first object when the performance of the selected first object is equal to or exceeds a predetermined standard, even when the selected first object does not satisfy the condition indicated by the selected condition information.
[0256] According to the invention described in 4), even if the first object selected by the user does not satisfy the conditions indicated by the condition information selected by the user, if the performance of the first object is equal to or exceeds a predetermined standard, the second object associated with the condition information is associated with the user identification information in exchange for the first object, so the user is required to select the first object and the condition information not only by comparing and considering the first object and the condition information, but also by taking into consideration the performance of the first object. Therefore, according to the present invention, the user can be given the enjoyment of selecting the first object and the condition information not only by comparing and considering the first object and the condition information, but also by taking into consideration the performance of the first object.
[0257] 5) In one aspect of the present invention, the system may include an acquisition means (160) that acquires possibility information (e.g., expectation) regarding the possibility that a second object associated with the condition information will be associated with the user identification information based on the condition information and the first object, and a means (110) that controls displaying the possibility information on a display means (15) before a selection of the condition information is accepted or before a selection of the first object is accepted.
[0258] According to the invention described in 5), before the selection of condition information is accepted or before the selection of the first object is accepted, possibility information regarding the possibility that the second object associated with the condition information will be associated with the user identification information is displayed, so that the user can select the first object or condition information taking into consideration the possibility.
[0259] 6) In one aspect of the present invention, the associating means (140) may be configured to make the second object associated with the selected condition information available for use by the user identified by the user identification information when a waiting time has elapsed after the selection of the condition information and the selection of the first object.
[0260] According to the invention described in (6), after the selection of condition information and the selection of a first object, when a waiting time has elapsed, the second object associated with the condition information selected by the user becomes available for use by the user. According to the present invention, the series of procedures from selecting the condition information and the first object to making the second object available for use by the user is not performed in a concentrated manner at one time, making it possible to distribute access from users and, as a result, reduce the processing load on the game control device. Furthermore, according to the present invention, it is possible to prompt the user to play the game again after the waiting time has elapsed, making it possible to increase the frequency with which users play the game.
[0261] 7) In one aspect of the present invention, the associating means (140) makes the second object associated with the selected condition information available for use by the user identified by the user identification information when a waiting time has elapsed after the selection of the condition information and the selection of the first object, and the game control device (30 or 10) may include a waiting time setting means (170) that sets the length of the waiting time based on the difficulty level of the condition indicated by the selected condition information.
[0262] According to the invention described in 7), the length of the waiting time until the second object becomes available for use by the user is set based on the difficulty of the conditions indicated by the condition information selected by the user, thereby giving the user the fun of selecting the first object and condition information, taking into account the difficulty of the conditions indicated by the condition information and the waiting time.
[0263] 8) In one aspect of the present invention, the device may include a means for controlling the display of a combination of the condition information and a second object associated with the condition information on a display means (15), and the condition information selection receiving means (120) may receive a selection of the condition information to be displayed on the display means (15).
[0264] According to the invention described in 8), a combination of condition information and a second object associated with the condition information is displayed, and selection of the displayed condition information is accepted, so that the user can compare and consider the first object, the condition information, and the second object associated with the condition information to select the first object or the condition information. Therefore, according to the present invention, it is possible to provide the user with the fun of comparing and considering the first object, the condition information, and the second object associated with the condition information to select the first object or the condition information.
[0265] 9) In one aspect of the present invention, the condition information selection receiving means (120) receives a selection of condition information from a plurality of pieces of condition information, the plurality of pieces of condition information including first condition information and second condition information indicating conditions that are more difficult than the first condition information, and the second condition information may be associated with a second object that is more valuable than the second object associated with the first condition information.
[0266] According to the invention described in 9), a selection of condition information is accepted from a plurality of condition information including first condition information and second condition information indicating conditions of higher difficulty than the first condition information, and the second condition information is associated with a second object of higher value than the second object associated with the first condition information, so that the user can have the fun of deciding whether to select the second condition information which is more difficult but allows the acquisition of a more valuable second object, or the first condition information which is less difficult and makes it easier to acquire the second object but reduces the value of the second object.
[0267] 10) In one aspect of the present invention, the condition information selection receiving means (120) may receive a selection of condition information from a plurality of pieces of condition information, and the game control device may include a change means (150) that changes at least one of the plurality of pieces of condition information in response to the arrival of a predetermined change timing.
[0268] According to the invention described in 10), the selection of condition information from among a plurality of pieces of condition information is accepted, and at least one of the plurality of pieces of condition information is changed when a predetermined change timing arrives, thereby enabling the user to vary the selectable condition information, thereby increasing interest. [Explanation of symbols]
[0269] 1 Game system, N network, DB database, 10 Game terminal, 11 Control unit, 12 Memory unit, 13 Communication unit, 14 Operation unit, 15 Display unit, 16 Audio output unit, 30 Server, 31 Control unit, 32 Memory unit, 33 Communication unit, 100 Data memory unit, 110 Display control unit, 120 Condition information selection reception unit, 130 Object selection reception unit, 140 Association unit, 150 Condition information change unit, 160 Possibility information acquisition unit, 170 Waiting time setting section, TBL101 offer master table, TBL102 acquisition candidate item master table, TBL103 negotiation result table, TBL104 acquisition item table, TBL105 message table, TBL106 user table, TBL107 event character table, TBL108 original character table, TBL109 offer table, G100 event deck setting image, G110 event character list image, G120 original character registration image, G130 offer list image, G140 offer information image, G150 original character list image, G160 confirmation image, G170 negotiation success image, A101-1 to A101-5, A102 setting frame, A151, A153, A154, A171, A172, A174 Area, P104,P105,P111,P112,P113-1~P113-9,P121~P125,P131-1~P131-4,P132,P133,P1 41,P142,P152-1~P152-6,P155-1,P155-2,P156,P157,P161~P163,P173-1,P173-2,P175 element.
Claims
[Claim 1] a condition information selection receiving means for receiving a selection of condition information indicating a condition that a first object associated with user identification information must satisfy in order to exchange the first object for a second object; an object selection receiving means for receiving a selection of the first object; an associating means for associating a second object associated with the selected condition information with the user identification information in exchange for the selected first object, based on a determination result as to whether or not the selected first object satisfies the condition indicated by the selected condition information; A game control device comprising:
Citation Information
Patent Citations
Game system, game control device, and program
JP2016163679A