Information processing device, information processing method, and program
The described system enhances user engagement in games by associating objects with users and rewarding them through a dynamic lottery system, addressing the lack of motivation from simple item-winning mechanisms.
Patent Information
- Application Number
- JP2025169614
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-10-07
- Publication Date
- 2025-12-11
AI Technical Summary
Winning items through lottery alone is unlikely to motivate users to play games, necessitating a more engaging gameplay mechanism.
An information processing device that associates objects with users based on their gameplay and determines rewards through a lottery system, allowing users to select objects for potential rewards, including game value and objects, with varying probabilities and conditions.
Enhances user engagement by providing a dynamic and motivating gameplay experience through the association of objects with users and rewarding them based on lottery outcomes.
Smart Images

Figure 2025182102000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to an information processing device, an information processing method, and a program. [Background technology]
[0002] Games in which players complete quests using a team of characters called a deck are known. For example, Patent Document 1 discloses a game in which players complete quests using player characters owned by the players. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2020-044320 Summary of the Invention [Problem to be solved by the invention]
[0004] Furthermore, in order to allow more users to enjoy gameplay, the above-mentioned games may be provided with, for example, mini-games in which items can be won by lottery. However, since a system for simply winning items is already implemented in many games, there is a problem that winning items by lottery alone is unlikely to motivate users to play the game.
[0005] Therefore, an object of the present invention is to provide a technology that can promote the user's game play. [Means for solving the problem]
[0006] An information processing device according to one embodiment of the present invention has a management unit that associates an object with a user in accordance with the user's gameplay, and a control unit that determines a reward to be granted to the user based on an object selected from a plurality of objects including an object associated with the user in accordance with a specified request of the user. [Effects of the Invention]
[0007] According to the present invention, it is possible to provide a technique that can promote the user's game play. [Brief explanation of the drawings]
[0008] [Figure 1] FIG. 1 is a diagram illustrating an example of a system configuration of a game system according to an embodiment of the present invention. [Figure 2] FIG. 10 is a diagram illustrating an example of a lottery method. [Figure 3] FIG. 2 is a diagram illustrating an example of the hardware configuration of a game server and a terminal. [Figure 4] FIG. 2 is a diagram illustrating an example of a functional block configuration of a game server. [Figure 5] FIG. 2 is a diagram illustrating an example of a functional block configuration of a terminal. [Figure 6] FIG. 10 is a diagram illustrating an example of a user management DB. [Figure 7] 10 is a flowchart showing an example of a processing procedure when a game server grants pieces. [Figure 8] FIG. 10 is a diagram showing an example of a piece. [Figure 9] FIG. 10 is a diagram showing an example of piece settings. [Figure 10] 10 is a flowchart showing an example of a processing procedure when a game server conducts a lottery. [Figure 11] FIG. 10 is a diagram showing an example of a game screen display. [Figure 12] FIG. 10 is a diagram showing an example of a game screen display. DETAILED DESCRIPTION OF THE INVENTION
[0009] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS The present invention will be described with reference to the accompanying drawings, in which the same reference numerals denote the same or similar components.
[0010] <System configuration> Fig. 1 is a diagram showing an example of the system configuration of a game system 1 according to this embodiment. The game system 1 shown in Fig. 1 includes a game server 10 and a plurality of terminals 20. The game server 10 and the terminals 20 are connected to each other so as to be able to communicate with each other via a communication network N such as the Internet, an intranet, a wireless LAN, or mobile communication.
[0011] The game server 10 is a device that performs some of the functions required for the terminal 20 to provide a game, such as managing various types of information related to users and executing some of the game processing. The game server 10 may be configured using one or more information processing devices or computers, or may be configured using a virtual server (such as a cloud server).
[0012] The terminal 20 is an information processing device that provides a game to a user, and the user can play the game according to this embodiment by operating the terminal 20. The terminal 20 is, for example, a computer such as a mobile phone (including a smartphone), a tablet, a personal computer, an arcade game device, or a consumer game device. The terminal 20 is equipped with a GPS The mobile terminal notifies the game server 10 of its own position detected using the Global Positioning System (GPS) or the like.
[0013] <Game Overview> Next, an overview of the game provided by the game system 1 according to this embodiment will be described. In the game provided by the game system 1, the user can progress through the game by clearing quests.
[0014] A quest is a term that refers to a task that can be completed by meeting certain predetermined conditions. A quest is also generally referred to as a search, a task, an event, or a mission. A user who participates in a quest can complete the quest by meeting the certain conditions. Note that, as will be described in detail later, in this embodiment, the terms quest and mission are not used in the same sense, but are used in different senses.
[0015] A deck is a term meaning a group of multiple game objects. When a user performs a quest, the user may organize a deck from multiple game objects and perform the quest. The game objects that organize the deck may be, for example, characters or game cards owned by the user. In this embodiment, the user's execution of a game or a quest may be referred to as playing a game or playing a quest.
[0016] In a game, a user is presented with multiple tasks (hereinafter referred to as "missions") that can be completed by satisfying certain conditions. A mission may be a task that can be completed by playing a quest. Examples of such missions include "play XX quest," "defeat at least one monster within three turns," and "defeat all monsters within five minutes." A mission may also be a task that can be completed by clearing a quest. Examples of such missions include "clear XX quest" and "clear a quest with a deck containing YY character." A mission may also be a task that is unrelated to clearing a quest. Examples of such missions include "log in once a day," "log in for five consecutive days," "collect ZZ or more items," and "travel more than 50 km for three consecutive days."
[0017] By completing missions while playing the game, users can obtain objects that can be used in lotteries. Obtainable objects may be determined for each mission. For example, completing mission A may allow object A to be obtained, and completing mission B may allow object B to be obtained. Furthermore, multiple missions may be set for the same object. For example, completing both mission A and mission B may allow the same object to be obtained.
[0018] When the game server 10 receives a predetermined request from a user, it randomly selects one object from among a plurality of objects, including an object associated with the user. The game server 10 then grants a reward to the user based on the selected object. The object associated with the user may be an object owned by the user.
[0019] Fig. 2 is a diagram showing an example of a lottery method. In this embodiment, the game server 10 may perform the lottery in any manner, but may, for example, determine one object from among a plurality of objects by lottery using a roulette wheel as shown in Fig. 2. In this case, the object may be a piece (which may also be called a component) to be set on the roulette wheel.
[0020] For example, in the example of Fig. 2, the roulette wheel is made up of eight pieces numbered 1 to 8, and by spinning the roulette wheel, one of the eight pieces is determined by lottery, and a reward is awarded to the user based on the determined piece. Note that the example of Fig. 2 is just an example, and the roulette wheel of this embodiment is not limited to this. For example, the angle of each piece is not limited to 45 degrees, and may be any angle.
[0021] <Hardware configuration> 3 is a diagram showing an example of the hardware configuration of the game server 10 and the terminal 20. The game server 10 and the terminal 20 include a processor 11 such as a CPU (Central Processing Unit) or a GPU (Graphical Processing Unit), a storage device 12 such as a memory, an HDD (Hard Disk Drive) and / or an SSD (Solid State Drive), and a communication interface (IF) for wired or wireless communication. The system includes an interface 13, an input device 14 that accepts input operations, and an output device 15 that outputs information. The input device 14 is, for example, a keyboard, a touch panel, a mouse, and / or a microphone. The output device 15 is, for example, a display, a touch panel, and / or a speaker.
[0022] <Function block configuration> (game server) FIG. 4 is a diagram showing an example of a functional block configuration of the game server 10. The game server 10 includes a storage unit 100, a management unit 110, and a control unit 111. The storage unit 100 can be realized using a storage unit 12 provided in the game server 10. The control unit 111 can be realized by the processor 11 of the game server 10 executing a program stored in the storage unit 12. The program can be stored in a storage medium. The storage medium storing the program may be a non-transitory computer-readable medium. The non-transitory storage medium is not particularly limited, and may be, for example, a storage medium such as a USB memory or a CD-ROM.
[0023] The storage unit 100 stores game data necessary for the game server 10 to execute the game. The game data includes various databases.
[0024] The management unit 110 performs a process of associating an object with a user in accordance with the user's gameplay. The management unit 110 may associate an object with a user by recording information indicating the association between the user and the object in a database stored in the storage unit 100. The process of associating an object with a user may involve assigning the object to the user.
[0025] The control unit 111 performs various processes necessary to execute the game. Furthermore, the control unit 111 determines a reward to be granted to a user based on an object selected by lottery from a plurality of objects including an object associated with the user (e.g., an object owned by the user) in response to a predetermined request from the user. The predetermined request may be, for example, a request to hold a lottery. Furthermore, the plurality of objects may further include an object designated by the user among the objects associated with the user. Furthermore, the control unit 111 may select an object by lottery from a plurality of objects including an object designated by the user among the objects associated with the user.
[0026] Furthermore, each of the multiple objects may be associated with a reward, and the control unit 111 may grant the user the reward associated with the selected object. For example, it is assumed that object A is associated with item A as a reward, and object B is associated with item B as a reward. When object A is determined by lottery, the control unit 111 may grant the user item A associated with object A as a reward. The reward may include, for example, game value and game objects. Furthermore, game value is a value that can be expressed numerically, and may include, for example, points, points, and scores. The game objects may include, for example, items, characters, game cards, and the like.
[0027] Furthermore, the control unit 111 causes various screens in the game to be displayed on the display of the terminal 20. For example, the control unit 111 may cause the display of the terminal 20 to display a screen showing how a lottery is being executed (for example, how a roulette is spinning).
[0028] (Terminal) FIG. 5 is a diagram showing an example of a functional block configuration of the terminal 20. The terminal 20 includes a storage unit 200, a communication unit 201, a UI (User Interface) unit 202, and a control unit 203. The storage unit 200 can be realized using the storage unit 12 included in the terminal 20. The communication unit 201, the UI unit 202, and the control unit 203 can be realized by the processor 11 of the terminal 20 executing a program stored in the storage unit 12. The program can be stored in a storage medium. The storage medium storing the program may be a computer-readable non-transitory storage medium. The non-transitory storage medium is not particularly limited, and may be, for example, a storage medium such as a USB memory or a CD-ROM.
[0029] The storage unit 200 stores game data necessary for the control unit 203 to execute the game. The game data includes image data of objects, a game scenario, and the like.
[0030] The communication unit 201 has a function of performing various communications with the game server 10 using the communication IF 13 .
[0031] The UI unit 202 has a function to process various inputs from the user and to display various game screens on the display. The UI unit 202 also displays game screens on the output device 15 (display) of the terminal 20 in accordance with instructions from the game server 10.
[0032] The control unit 203 provides various functions necessary for executing the game by cooperating with the game server 10. For example, the control unit 203 provides a function for acquiring, from the game server 10, various information (icon image data, text data, etc.) for drawing on the game screen.
[0033] When the functional block configuration described above is included in the game server 10, all or part of the management unit 110, the control unit 111, and the display control unit 112 may be configured to be provided in the control unit 203 of the terminal 20. In other words, the various processes according to this embodiment may be executed by the game server 10, may be executed by the terminal 20, or may be executed by the game server 10 and the terminal 20 in cooperation with each other.
[0034] <Processing Procedure> Next, a description will be given of specific processing procedures performed by the game system 1. The storage unit 100 of the game server 10 stores a user management DB (Data Base) 100a that manages game data of each user.
[0035] In the following description, it is assumed that the game server 10 uses a roulette to select one object from among a plurality of objects by lottery. The object is assumed to be a "piece" to be set on the roulette. Associating an object with a user means giving the object to the user. The object associated with a user is assumed to be an object owned by the user.
[0036] 6 is a diagram showing an example of the user management DB 100a. The user management DB 100a manages various data related to users who play the game. The user management DB 100a stores, in association with each other, for example, a user ID that uniquely identifies the user, a nickname used as a user name in the game, a friend registration list that indicates other users who are friends, location information that indicates the location of the terminal 20 used by the user, various parameters such as the user's experience points, rank, stamina, and number of points owned by the user, and the type and number of pieces owned by the user.
[0037] FIG. 7 is a flowchart showing an example of a processing procedure when the game server 10 provides pieces.
[0038] In step S10, the control unit 111 executes the game in response to the user's instructions, and also executes the quest selected by the user in response to the user's instructions.
[0039] In step S11, if the user satisfies the piece acquisition conditions, the control unit 111 grants the pieces to the user. The management unit 110 records information about the pieces granted to the user (type of pieces and number of pieces) in the "possessed pieces" field of the user management DB 100a.
[0040] FIG. 8 is a diagram showing an example of pieces. The "piece name" indicates the name of the piece that uniquely identifies the piece. The piece name may be a piece ID or a piece identifier, as long as it is information that can uniquely identify the piece. The "piece acquisition condition" indicates the content of the mission that the user must accomplish to acquire a piece. For example, if a user logs in to the game continuously for Z days, the user will be awarded piece D. Furthermore, if the user defeats five enemies in one quest, piece E will be awarded. The "piece angle" indicates the angle that the piece occupies on the roulette when the piece is set on the roulette. Note that since the roulette rotates 360 degrees, the larger the piece angle, the more likely the piece is to win. For example, if the piece angle is 45 degrees, the probability that the piece will be selected is 45 / 360×100=12.5%. In other words, it can be said that each of the multiple pieces is associated with a selection probability. Note that in this embodiment, the piece angle of each piece may be the same (e.g., 45 degrees). In the following description, the piece angle may be read as the lottery probability.
[0041] "Reward" refers to the reward that will be given to the user if that piece is selected as a result of the lottery. In other words, each of the multiple pieces is associated with a reward. For example, if piece A is selected by spinning the roulette, 50 pieces of item A will be given to the user.
[0042] FIG. 9 is a diagram showing an example of piece settings. The letters A to E shown in FIG. 9 correspond to the piece names in FIG. 8. Pieces A, B, C, and D are set on the roulette R10 in FIG. 9. The piece angle of piece D is 90 degrees, which is twice the piece angle of pieces A, B, and C. Therefore, piece D occupies an area twice the size of pieces A, B, and C.
[0043] Here, a special piece (object) is associated with multiple types of rewards, and each of the multiple rewards is associated with a piece angle (lottery probability). (predetermined object) may be included. The piece angle associated with each reward may be different for each reward, or may be the same. For example, in the case of piece E shown in FIG. 8, 500 items A are associated with a piece angle of 5 degrees, and 10 items A are associated with a piece angle of 40 degrees. This indicates that when the roulette is spun, there is a 5 / 360×100=1.39% probability that 500 items A will be awarded, and there is a 40 / 360×100=11.11% probability that 10 items A will be awarded. The state in which piece E is set on the roulette is shown in roulette R11 in FIG. 9. In roulette R11, when the roulette stops on the narrower of the two areas of piece E, 500 items A are awarded to the user, and when the roulette stops on the wider area, 10 items A are awarded to the user.
[0044] FIG. 10 is a flowchart showing an example of a processing procedure when the game server 10 conducts a lottery.
[0045] In step S20, the control unit 111 accepts the creation of a roulette from the user. More specifically, the control unit 111 accepts the selection of multiple pieces to be set on the roulette from the user. For example, the control unit 111 acquires pieces owned by the user by referring to the user management DB 100a, and accepts from the user the selection of pieces to be set on the roulette from the acquired pieces.
[0046] In step S21, when the control unit 111 receives an instruction from the user to execute a lottery, it draws one or more pieces from the plurality of pieces based on the lottery probability associated with each of the plurality of pieces (determines one or more pieces by lottery). The control unit 111 may draw one piece from the plurality of pieces, or may draw two or more pieces from the plurality of pieces. The control unit 111 may draw pieces by any method, but may draw pieces by the following method, for example.
[0047] 1: Outputs a random number X between 0 and 1 2: Calculate Y by multiplying the random number X by 360 3: If Y is considered as the clockwise angle from the starting point direction (angle 0 direction) of the roulette, the piece that exists in the direction of angle Y is determined as the piece that was drawn. For example, the starting direction of the roulette R10 shown in Fig. 9 is assumed to be the 0 o'clock direction. Pieces may be drawn by lottery in the following manner: if 0≦Y<45, piece A in the upper right corner is drawn; if 45≦Y<90, piece B in the upper right corner is drawn; if 90≦Y<135, piece A (upper side) in the lower right corner is drawn; if 135≦Y<180, piece A (lower side) in the lower right corner is drawn;
[0048] Furthermore, the control unit 111 may also create an animation of the result of the lottery by the above method, for example, in which a piece is drawn by stopping a spinning roulette, and display the animation on the terminal 20, thereby creating an appearance of the lottery being drawn. Returning to FIG. 10, the explanation will be continued.
[0049] In step S22, the control unit 111 grants the user a reward associated with the drawn piece. If the control unit 111 has drawn a special piece (predetermined object) from the plurality of pieces in the processing procedure of step S21, the control unit 111 may further draw at least one reward from among the plurality of types of rewards associated with the special piece in accordance with the drawing probability associated with each of the plurality of rewards. Furthermore, the control unit 111 may grant the drawn at least one reward to the user.
[0050] [Conditions for obtaining pieces] 9, when a specific play condition is satisfied by the user's game play and when the user plays the game and accomplishes a specific mission (task), the management unit 110 may grant (associate) a specific piece to the user. Furthermore, when the specific play condition is not satisfied, the management unit 110 may not grant (associate) a specific object to the user even when the user accomplishes a specific mission.
[0051] The specific play condition may be satisfied, for example, when the number of pieces possessed by the user is equal to or greater than a predetermined number, or when the types of pieces possessed by the user are equal to or greater than a predetermined type. Furthermore, the specific mission may be a mission that can be played only when the specific play condition is satisfied. Furthermore, the specific piece may be the special piece described above, or may be a piece that is awarded as a reward with a predetermined number of game objects or a piece that is awarded as a reward with a parameter such as rarity equal to or greater than a predetermined value. Rarity indicates the degree of possibility of obtaining a game object in the game, and the higher the value, the lower the possibility of obtaining the game object.
[0052] For example, if the number of pieces owned by a user is equal to or greater than a predetermined number, the control unit 111 may permit the user to play a specific mission, and may grant the user a special piece if the user completes the specific mission. Alternatively, if the number of pieces owned by a user is less than a predetermined number, the control unit 111 may not grant the user a special piece even if the user completes the specific mission. This makes it possible to motivate the user to continue playing the game until a specific play condition is met.
[0053] [Conditions for conducting the lottery] (Condition example 1) The control unit 111 may be configured to accept designation of two or more objects from the user when pieces (objects associated with the user) possessed by the user satisfy a predetermined condition. The predetermined condition may be that the number of pieces possessed by the user is equal to or greater than a predetermined number. In other words, the control unit 111 may be configured to be able to accept a request (predetermined request) to hold a lottery from the user when the number of pieces possessed by the user is equal to or greater than a predetermined number.
[0054] There is no particular limitation on the predetermined number, but the predetermined number may be the minimum number of pieces required to set pieces on the roulette. If the angle of each piece is a fixed value, the minimum number of pieces can be calculated by "360 degrees ÷ piece angle." For example, if the angle of the pieces is 45 degrees, the minimum number of pieces is "8."
[0055] Furthermore, if the piece angles of each piece are different, the minimum number of pieces may be the same as the number of pieces in the smallest combination of pieces that the user owns that adds up to 360 degrees. For example, if a user owns 10 45-degree pieces and two 90-degree pieces, the combination that adds up to 360 degrees is two 90-degree pieces and four 45-degree pieces. Therefore, the minimum number of pieces in this case may be six.
[0056] (Condition example 2) The control unit 111 may be configured to accept a request (predetermined request) from a user to hold a lottery when the total value of parameters associated with each piece specified by the user satisfies a predetermined parameter condition. Here, the pieces specified by the user may be pieces set on the roulette at the user's instruction. The parameters may be piece angles. The predetermined parameter condition (which may be referred to as a first parameter condition) may be that the total of the piece angles of the pieces set on the roulette is 360 degrees. That is, the control unit 111 may be configured to accept a request from a user to hold a lottery when the total of the piece angles of the pieces set on the roulette by the user is 360 degrees. The control unit 111 may also not accept a request from a user to hold a lottery when the total of the piece angles of the pieces set on the roulette is not 360 degrees (for example, when the total is 315 degrees and one more 45-degree piece needs to be set). This makes it possible to prevent a lottery from being held before the user has finished setting the pieces on the roulette.
[0057] The control unit 111 may preset pieces on the roulette in advance and accept from the user a request to exchange all or some of the preset pieces for pieces owned by the user. The control unit 111 may also accept a request to hold a lottery from the user regardless of whether all or some of the preset pieces have been exchanged. In other words, the roulette contains a mixture of preset pieces and pieces set by the user. The control unit 111 may also accept a request to hold a lottery from the user even in this state. That is, the control unit 111 may be able to accept a request to hold a lottery (a predetermined request) from the user regardless of whether the total value of parameters (e.g., piece angles) associated with each of the pieces specified by the user (pieces set by the user on the roulette, excluding preset pieces) satisfies a predetermined parameter condition (e.g., the sum of the piece angles is 360 degrees).
[0058] Furthermore, the control unit 111 may be configured to accept a request from the user to hold a lottery when the user exchanges a predetermined number of pieces from among the pieces preset on the roulette.
[0059] [Changes to lottery odds] The control unit 111 may be configured to change the selection conditions, which indicate the conditions for selecting one or more pieces from a plurality of pieces, based on a user instruction when a predetermined play condition is satisfied by the user's game play. In other words, the selection conditions for pieces may not be fixed for each piece but may be changeable by a user instruction. Here, the selection conditions may include the selection probability described above. For example, the control unit 111 may accept, from the user, a change in the selection probability associated with each of a plurality of objects as the selection condition. For example, the control unit 111 may accept a change in the piece angle of the piece to any angle or an angle of a predetermined pattern (e.g., an angle that is divisible by 360 degrees, such as 45 degrees, 60 degrees, 90 degrees, 120 degrees, 180 degrees, etc.).
[0060] "When a predetermined play condition is satisfied" may be, for example, when a predetermined number of pieces or more are given to a user. In other words, when a predetermined number of pieces are given to (associated with) a user as a predetermined play condition through the user's game play, the control unit 111 may be able to change the lottery conditions based on an instruction from the user.
[0061] Furthermore, "when a predetermined play condition is satisfied" may be, for example, when the user has a predetermined number of pieces or more, when the user has entered the lottery a predetermined number of times or more, when the user has cleared a predetermined quest (such as a limited-time quest or an event quest), when the user has cleared a predetermined number of quests, when the user has logged in for a predetermined number of consecutive days or more, etc. Since the predetermined play condition must be satisfied in order to increase the probability of winning a piece, this encourages the user to play the game.
[0062] <Screen display example> FIG. 11 is a diagram showing an example of a game screen. In the example of FIG. 11, it is assumed that the piece angles of all pieces are 45 degrees. The piece selection screen M100 is a screen that accepts the selection of a piece to be set on the roulette. When a piece is selected on the piece selection screen M100 and the confirm button is pressed, the control unit 111 displays the roulette display screen M200. On the roulette display screen M200, the control unit 111 may display the piece selected on the piece selection screen M100 set at a random position on the roulette, or may allow the user to arbitrarily select a position to set the piece selected on the piece selection screen M100. The control unit 111 may also accept an instruction from the user to swap the positions of the pieces. For example, the control unit 111 may swap the piece set at position H and the piece set at position C on the roulette display screen M200 in response to a user instruction.
[0063] When the button for spinning the roulette is pressed on the roulette display screen M200, the control unit 111 displays a lottery result screen M201. The control unit 111 may display the lottery-selected pieces in a manner that allows them to be distinguished from the pieces that were not selected. More specifically, the control unit 111 may display the lottery-selected piece (the upper right piece in the example of FIG. 11) on the lottery result screen M201 in a manner that differs from the pieces that were not selected.
[0064] [Screen display variation 1] When the total value of parameters associated with each piece designated by the user does not satisfy a predetermined parameter condition, the control unit 111 may be configured to distinguishably display, among the objects possessed by the user, objects whose total value satisfies a predetermined parameter condition (which may be referred to as a first parameter condition) when designated by the user, from objects whose total value does not satisfy the predetermined parameter condition even when designated by the user. As with "Condition Example 2" in "Conditions for executing a lottery" described above, the pieces designated by the user may be pieces set on the roulette by the user. Furthermore, the parameter may be a piece angle. Furthermore, the predetermined parameter condition The (first parameter condition) may be that the sum of the piece angles of the pieces set on the roulette is 360 degrees. In other words, when the sum of the piece angles of the pieces set on the roulette by the user is less than 360 degrees, the control unit 111 may display, in different modes, pieces whose sum of piece angles becomes 360 degrees when set on the roulette and pieces whose sum of piece angles does not become 360 degrees when set on the roulette. This allows the user to easily distinguish pieces whose sum of piece angles becomes 360 degrees when set on the roulette.
[0065] The predetermined parameter condition (which may be referred to as a second parameter condition) may be that the sum of the piece angles of the pieces set on the roulette is 360 degrees or less. In other words, when the sum of the piece angles of the pieces set on the roulette by the user is 360 degrees or less, the control unit 111 may display, in different modes, pieces whose sum of piece angles is 360 degrees or less even when set on the roulette and pieces whose sum of piece angles is not 360 degrees or less when set on the roulette (i.e., pieces whose sum of piece angles exceeds 360 degrees).
[0066] FIG. 12 is a diagram showing an example of a screen display of a game screen. In the example of FIG. 12, it is assumed that the piece angles of each piece are allowed to be different. On the piece selection screen M300, no piece is set in the 90-degree portion displayed as "unselected." In this state, since all of pieces A to F can be set, the control unit 111 displays pieces A to F in a selectable manner. On the other hand, on the piece selection screen M301, the portion displayed as "unselected" is 45 degrees, so pieces D and F, which have piece angles exceeding 45 degrees, cannot be set on the roulette. Therefore, the control unit 111 displays pieces D and F in a manner different from pieces A to C and E. This allows the user to easily distinguish between pieces that can be set on the roulette and pieces that cannot be set.
[0067] [Screen display variation 2] The control unit 111 may notify the user of information about pieces not owned by the user (objects not associated with the user) that satisfy a predetermined condition, based on pieces designated by the user among pieces owned by the user (objects associated with the user). Information about pieces that satisfy the predetermined condition may be, for example, information about pieces that have attributes corresponding to pieces designated by the user. Furthermore, the pieces designated by the user may be pieces that the user has set on the roulette. In other words, the control unit 111 may display, on the screen of the terminal 20, information about pieces not owned by the user that have attributes corresponding to pieces that the user has set on the roulette. The information may be, for example, information indicating the content of a mission from which the pieces can be obtained.
[0068] Furthermore, the "pieces having attributes corresponding to the pieces placed on the roulette wheel by the user" may refer to pieces that are awarded with the same or identical game objects as the pieces placed on the roulette wheel, or pieces that are awarded with the same or identical game objects as the pieces placed on the roulette wheel and that are awarded with a greater number of game objects than the pieces placed on the roulette wheel. For example, if "piece A," which awards 50 items A as a reward, is placed on the roulette wheel, the control unit 111 may display information about "piece B," which awards 200 items A as a reward, on the screen of the terminal 20. Alternatively, the "pieces having attributes corresponding to the pieces placed on the roulette wheel by the user" may refer to pieces that have a predetermined relationship with the pieces placed on the roulette wheel, or pieces that can be obtained by completing the same or identical mission as the pieces placed on the roulette wheel. This allows the user to easily obtain information about pieces that the user does not own but that satisfy a predetermined condition.
[0069] [Screen display variation 2] In the game, the period during which a mission can be challenged (i.e., the period during which pieces can be acquired) may be limited. The control unit 111 may display information indicating that the period during which a mission can be challenged (the period during which a mission can be completed) will end on the screen of the user's terminal 20, after a predetermined timing before the end of the period during which a mission can be challenged.
[0070] <Summary> According to the embodiment described above, the game server 10 determines the reward to be given to the user based on the pieces selected by lottery from among a plurality of pieces, including pieces owned by the user. This makes it possible to provide a technology that can encourage users to play the game.
[0071] The above-described embodiments are intended to facilitate understanding of the present invention and are not intended to limit the present invention. The flowcharts, sequences, elements included in the embodiments, and their arrangements, materials, conditions, shapes, sizes, etc. are not limited to those exemplified and can be modified as appropriate. For example, the special pieces described above are associated with multiple types of rewards, and each reward has a piece angle. For example, a special piece may be defined as a combination of two pieces with different lottery probabilities.
[0072] <Additional Notes> <Appendix 1> a management unit that associates an object with a user in accordance with the user's game play; a control unit that determines a reward to be granted to the user based on an object selected by lottery from a plurality of objects including an object associated with the user in response to a predetermined request from the user; An information processing device having the above.
[0073] According to Supplementary Note 1, it is possible to promote the user's game play.
[0074] <Appendix 2> A reward is associated with each of the plurality of objects; the control unit grants the user a reward associated with the object selected by lottery; 2. The information processing device according to claim 1.
[0075] According to Supplementary Note 2, it becomes possible to give the user a reward associated with the object selected by lottery.
[0076] <Appendix 3> A lottery probability is associated with each of the plurality of objects, the control unit selects an object from the plurality of objects based on a selection probability associated with each of the plurality of objects; 3. The information processing device according to claim 1 or 2.
[0077] According to Supplementary Note 3, it becomes possible to draw a lottery for an object based on the lottery probability associated with the object.
[0078] <Appendix 4> the plurality of objects includes a predetermined object, a plurality of types of rewards are associated with the predetermined object, and a lottery probability is associated with each of the plurality of types of rewards; When the control unit has selected the predetermined object, the control unit further selects at least one reward from the plurality of types of rewards associated with the predetermined object in accordance with a selection probability associated with each of the plurality of types of rewards. 4. The information processing device according to any one of claims 1 to 3.
[0079] According to Supplementary Note 4, when a predetermined object is drawn, at least one reward is also drawn from among a plurality of types of rewards, allowing the user to enjoy the lottery even more.
[0080] <Appendix 5> the control unit enables the request to be accepted from the user when a predetermined number of objects are associated with the user; 5. The information processing device according to any one of Supplementary Notes 1 to 4.
[0081] According to Supplementary Note 5, in order to execute the lottery, the user needs to associate more objects, which can encourage the user to play the game.
[0082] <Appendix 6> the control unit selects an object by lottery from the plurality of objects including an object designated by the user among the objects associated with the user; 6. The information processing device according to any one of Supplementary Notes 1 to 5.
[0083] According to Appendix 6, the user can conduct a lottery from among the specified objects.
[0084] <Appendix 7> the control unit enables the request to be accepted when a total value of parameters associated with each of the objects designated by the user satisfies a predetermined parameter condition. 7. The information processing device according to claim 6.
[0085] According to Supplementary Note 7, in order to execute the lottery, the user needs to specify an object that satisfies a predetermined parameter condition from among the objects associated with the user himself / herself. In other words, since the user needs to associate as many objects as possible with himself / herself, it is possible to promote the user's game play.
[0086] <Appendix 8> when a total value of parameters associated with each of the objects designated by the user does not satisfy the predetermined parameter condition, the control unit causes, among the objects associated with the user, objects whose total value satisfies the predetermined parameter condition when additionally designated by the user and objects whose total value does not satisfy the predetermined parameter condition even when additionally designated by the user to be distinguishable from each other. 8. The information processing device according to claim 7.
[0087] According to Supplementary Note 8, by specifying additional parameters, the user can easily identify objects whose total parameter value satisfies a predetermined parameter condition.
[0088] <Appendix 9> the control unit, when a predetermined play condition is satisfied by the game play of the user, is capable of changing a selection condition indicating a condition for selecting an object from the plurality of objects based on an instruction from the user; An information processing device according to any one of appendices 1 to 8.
[0089] According to Supplementary Note 9, by changing the lottery conditions, it is possible to add variety to the progress of the game, so that the user can continue playing the game without getting bored.
[0090] <Appendix 10> the control unit, when a predetermined number of objects are associated with the user as the predetermined play condition through game play by the user, makes the lottery condition changeable based on an instruction from the user; 10. The information processing device according to claim 9.
[0091] According to Supplementary Note 10, the lottery conditions can be changed when a predetermined number of objects are associated with the user, which allows the user to continue playing the game without getting bored.
[0092] <Appendix 11> the control unit accepts, as the selection condition, a change in selection probability associated with each of the plurality of objects from the user; 11. The information processing device according to claim 9 or 10.
[0093] According to Supplementary Note 11, the user can change the selection probability associated with each object, which allows the user to continue playing the game without getting bored.
[0094] <Appendix 12> the management unit associates a specific object with the user when a specific play condition is satisfied by the user's game play and when the user plays the game and accomplishes a specific task, and when the specific play condition is not satisfied, does not associate the specific object with the user even if the user accomplishes the specific task; 12. The information processing device according to any one of Supplementary Notes 1 to 11.
[0095] According to Supplementary Note 12, the user will repeatedly play the game in order to accomplish a specific task, which can encourage the user to play the game.
[0096] <Appendix 13> the control unit notifies the user of information regarding objects that are not associated with the user and that satisfy a predetermined condition, based on an object designated by the user among the objects associated with the user; 13. The information processing device according to any one of Supplementary Notes 1 to 12.
[0097] According to Supplementary Note 13, the user will play the game in order to obtain the notified object, which can encourage the user to play the game.
[0098] <Appendix 14> the control unit notifies the user of information about an object having an attribute corresponding to an object designated by the user, as information about the object that satisfies the predetermined condition; 14. The information processing device according to claim 13.
[0099] According to Appendix 14, the user can receive information about objects that have attributes corresponding to the specified object.
[0100] <Appendix 15> an information processing device associating an object with a user in accordance with the user's game play; an information processing device determining a reward to be granted to the user based on an object selected by lottery from a plurality of objects including an object associated with the user in response to a predetermined request from the user; An information processing method including:
[0101] According to Supplementary Note 15, it is possible to promote the user's game play.
[0102] <Appendix 16> associating an object with a user in response to the user's gameplay; determining a reward to be granted to the user based on an object selected by lottery from a plurality of objects including an object associated with the user in response to a predetermined request from the user; A program that causes a computer to execute the following.
[0103] According to Appendix 16, it is possible to promote the user's game play. [Explanation of symbols]
[0104] 1...game system, 10...game server, 11...processor, 12...storage device, 13...communication IF, 14...input device, 15...output device, 20...terminal, 100...storage unit, 100a...user management DB, 110...management unit, 111...control unit, 200...storage unit, 201...communication unit, 202...UI unit, 203...control unit
Claims
[Claim 1] a management unit that associates an object with a user in accordance with the user's game play; a control unit that determines a reward to be granted to the user based on an object selected by lottery from a plurality of objects including an object associated with the user in response to a predetermined request from the user; An information processing device having the above.
Citation Information
Patent Citations
Control program, game device, and control method
JP2020044320A