Server device, program, and game medium update method
The server device and program automatically update game media for users meeting withdrawal conditions, addressing the time-consuming setup issue and improving user retention by simplifying the return process.
Patent Information
- Application Number
- JP2024096028
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-06-13
- Publication Date
- 2025-12-25
- Estimated Expiration
- 2044-06-13
AI Technical Summary
Conventional methods of encouraging users to return to a game by providing in-game currency or characters require time-consuming setup steps, which can hinder their return due to the additional operations involved.
A server device and program that manage and automatically update game media for users meeting withdrawal conditions, allowing them to use new game media without manual setup.
Improves user retention rates by enabling users to automatically utilize new game media, simplifying the return process and enhancing engagement.
Smart Images

Figure 2025187332000001_ABST
Abstract
Description
[Technical Field]
[0001] The present disclosure relates to a server device, a program, and a game content update method. [Background technology]
[0002] Conventionally, in the field of games, including game applications, various measures have been taken to improve user retention rates.
[0003] For example, Non-Patent Document 1 discloses a technology for distributing a deck constructed with multiple game media when a dormant user who has left a game returns to the game, in order to encourage the user to return to the game. [Prior art documents] [Non-patent literature]
[0004] [Non-Patent Document 1] LINE Corporation, "Now is the time for the App Store / Google Play (registered trademark) application "LINE: Gundam Wars" to make a comeback! Comeback campaign underway!" [online], April 28, 2017, [Retrieved June 10, 2024], Internet (URL: https: / / prtimes.jp / main / html / rd / p / 000000697.000001594.html) Summary of the Invention [Problem to be solved by the invention]
[0005] The above-described conventional technology provides in-game currency, characters to be used in the game, etc. to users who have left the game and then returned to the game. For example, even if characters to be used in the game are provided in this manner, in order to play the game using the characters, operations such as setting the provided characters to the user's deck are required, which can be time-consuming and can lead to oversights. In particular, with the above-described conventional technology, since the user has already left the game, such an additional step may hinder the user's return to the game, and there is room for improvement.
[0006] The present disclosure has been made in consideration of the above circumstances, and aims to provide a server device, a program, and a game media update method that can improve user retention rates by allowing users who meet the conditions for withdrawing from a game to automatically use the game media that has been granted to them to play. [Means for solving the problem]
[0007] One aspect of the server device of the present disclosure includes a set game media management unit that manages one or more game media selected from multiple game media owned by a user and set to be used in a first game part until canceled by the user, a withdrawal determination unit that determines whether the user meets withdrawal conditions that are deemed to be withdrawal from a game that includes the first game part, and an update unit that, if the user meets the withdrawal conditions, grants the user new game media and updates the one or more game media to new one or more game media that include the new game media.
[0008] One aspect of the program of the present disclosure is to cause a computer to function as a set game media management unit that manages one or more game media selected from multiple game media owned by a user and set to be used in a first game part until canceled by the user, a withdrawal determination unit that determines whether the user satisfies withdrawal conditions that are deemed to be withdrawal from a game that includes the first game part, and an update unit that, if the user satisfies the withdrawal conditions, grants the user new game media and updates the one or more game media to new one or more game media that include the new game media.
[0009] One aspect of the game media update method disclosed herein includes a set game media management step in which a game media management unit manages one or more game media selected from multiple game media owned by a user and set to be used in a first game part until canceled by the user; a withdrawal determination step in which a withdrawal determination unit determines whether the user satisfies a withdrawal condition that is deemed to be withdrawal from a game that includes the first game part; and an update step in which an update unit, if the user satisfies the withdrawal condition, grants the user new game media and updates the one or more game media to new one or more game media that include the new game media. [Effects of the Invention]
[0010] According to the present disclosure, it is possible to provide a server device, a program, and a game media update method that can improve user retention rates by allowing users who meet the conditions for withdrawing from a game to automatically play using the game media that has been granted to them. [Brief explanation of the drawings]
[0011] [Figure 1] FIG. 1 is a block diagram showing an example of the configuration of a game system according to this embodiment. [Figure 2]FIG. 2 is a block diagram showing an example of the hardware configuration of the server device and the information processing device of this embodiment. [Figure 3] FIG. 3 is a block diagram showing an example of the functional configuration of the server device and the information processing device according to this embodiment. [Figure 4] FIG. 4 is a diagram showing an example of a user's game participation history according to this embodiment. [Figure 5] FIG. 5 is a diagram showing an example of a home screen of the game of this embodiment. [Figure 6] FIG. 6 is a diagram showing an example of a quest part screen of the game of this embodiment. [Figure 7] FIG. 7 is a diagram showing an example of the lottery part screen of the game of this embodiment. [Figure 8] FIG. 8 is a diagram showing an example of a shop screen of the game of this embodiment. [Figure 9] FIG. 9 is a diagram showing an example of a training part screen of the game of this embodiment. [Figure 10] FIG. 10 is a diagram showing an example of a game content setting part screen of the game of this embodiment. [Figure 11] FIG. 11 is a diagram showing an example of an event part screen of the game of this embodiment. [Figure 12] FIG. 12 is a diagram showing an example of a user's game participation history according to this embodiment. [Figure 13] FIG. 13 is a flowchart showing an example of the game content update process performed in the game system of this embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0012] Hereinafter, an embodiment of the present disclosure (hereinafter simply referred to as "the present embodiment") will be described in detail with reference to the drawings. Note that the present disclosure is not limited to the following embodiment. Furthermore, the following embodiment and modified examples can be combined as appropriate.
[0013] First, the configuration of the game system of this embodiment will be described.
[0014] Fig. 1 is a block diagram showing an example of the configuration of a game system 1 according to this embodiment. As shown in Fig. 1, the game system 1 includes a server device 10 and information processing devices 20-1 to 20-n (n is a natural number). The server device 10 and the information processing devices 20-1 to 20-n are connected via a network 2. The network 2 can be realized by, for example, the Internet or a LAN (Local Area Network). In the following description, when it is not necessary to distinguish between the information processing devices 20-1 to 20-n, they may be simply referred to as information processing devices 20.
[0015] The server device 10 is a game server device that manages a game implemented by the game system 1 (hereinafter, sometimes referred to as "the game of this embodiment"). Specifically, the server device 10 manages game programs for installation and updates, and transmits these game programs to the information processing device 20 in response to a request from the information processing device 20. This causes a game application to be installed on the information processing device 20, making it possible to run the game. The server device 10 may be implemented by a single server computer, or may be implemented as a server system using multiple server computers.
[0016] When a game is executed on the information processing device 20 side, the server device 10 appropriately transmits data necessary for the progress of the game to the information processing device 20. The server device 10 also manages user game data on an account-by-account basis. An account may be issued for each information processing device 20, such as a device ID (IDentification) of the information processing device 20, or may be issued independently of the information processing device 20, such as a user ID that identifies a user. In the former case, the device ID is used as an ID that identifies a user who owns the information processing device 20. An account may be configured as a pair of the above-mentioned ID and password.
[0017] The information processing device 20 is a computer for executing a game realized by the game system 1. The information processing device 20 may be any computer capable of executing a game. The information processing device 20 is, for example, an information processing device capable of executing multiple types of applications including a game application. The multiple types of applications may include not only game applications for games realized by the game system 1, but also game applications for games realized by a game system different from the game system 1.
[0018] In this embodiment, the information processing device 20 is described as an electronic device such as a smartphone or a tablet, but is not limited thereto. For example, the information processing device 20 may be a gaming personal computer (PC) or a general-purpose PC, or may be a dedicated stationary or portable game console. If the information processing device 20 is a dedicated game console, the game may be executed by using a storage medium in which the game program is stored, instead of transmitting the game program from the server device 10 described above.
[0019] The information processing device 20 executes a game based on user operations. The information processing device 20 appropriately receives data necessary for the progress of the game from the server device 10. The information processing device 20 also appropriately communicates with the server device 10 and transmits the user's game data. This allows the server device 10 to manage the user's game data.
[0020] FIG. 2 is a block diagram showing an example of the hardware configuration of the server device 10 and the information processing device 20 of this embodiment.
[0021] First, a description will be given of the hardware configuration of the server device 10. As shown in Fig. 2, the server device 10 includes a control device 11, a main memory device 12, an auxiliary memory device 13, a communication device 14, and various buses 15. The control device 11, the main memory device 12, the auxiliary memory device 13, and the communication device 14 are connected via the various buses 15. As described above, the server device 10 of this embodiment has a general hardware configuration using a normal computer.
[0022] The control device 11 controls the overall operation of the server device 10. The control device 11 may be, for example, at least one of a CPU (Central Processing Unit) and a GPU (Graphics Processing Unit), but is not limited to these. There may be any number of CPUs or GPUs as long as they are one or more, and they may be single-core or multi-core.
[0023] Examples of the main memory device 12 include, but are not limited to, a ROM (Read Only Memory) and a RAM (Random Access Memory). The ROM stores various programs, such as a program for controlling the server device 10 and a program for managing the game of this embodiment. The RAM is used as a working area when the control device 11 performs various controls based on the programs stored in the ROM.
[0024] The auxiliary storage device 13 stores various data, such as the various programs described above, game programs for installing and updating the game of this embodiment, data necessary for game progress, and user game data. The various programs described above may be stored in at least one of the main storage device 12 and the auxiliary storage device 13. Examples of the auxiliary storage device 13 include, but are not limited to, existing storage devices capable of magnetic, electrical, or optical storage, such as a hard disk drive (HDD), a solid state drive (SSD), and a digital versatile disc (DVD). The auxiliary storage device 13 may be built into the server device 10 or externally connected to the server device 10 via an interface such as a universal serial bus (USB). The auxiliary storage device 13 may also be a network-attached storage (NAS) connected via a network, such as a local area network (LAN) or a wide area network (WAN).
[0025] The communication device 14 is used to communicate with the information processing device 20 via the network 2. Examples of the communication device 14 include, but are not limited to, a communication device for a wired LAN and a wireless communication device for a wireless LAN. The communication device 14 transmits the above-mentioned game programs for installation and update and data necessary for game progress to the information processing device 20, and receives user game data from the information processing device 20.
[0026] In addition to the above configuration, the server device 10 may further include hardwired circuits such as an IC (Integrated Circuit), an ASIC (Application Specific Integrated Circuit), and an FPGA (Field-Programmable Gate Array) that are specific to the server device 10 in order to realize the game management function.
[0027] Next, the hardware configuration of the information processing device 20 will be described. As shown in FIG. 2, the information processing device 20 includes a control device 21, a main memory device 22, an auxiliary memory device 23, a communication device 24, a display device 25A, an input device 25B, an audio output device 26, a group of sensors 27, and various buses 28. In this embodiment, the display device 25A and the input device 25B constitute a touch panel display 25, but this is not limiting. The display device 25A and the input device 25B may be separate devices. The control device 21, the main memory device 22, the auxiliary memory device 23, the communication device 24, the display device 25A, the input device 25B, the audio output device 26, and the group of sensors 27 are connected via various buses 29. As described above, the information processing device 20 of this embodiment has a typical hardware configuration of electronic devices such as smartphones and tablets.
[0028] The control device 21 controls the overall operation of the information processing device 20. The method of realizing the control device 21 is the same as that of the control device 11. However, in order to perform drawing processing of the game space realized by CG (Computer Graphics) processing, playing and synthesizing game sounds, and the like, the control device 21 may further include hardwired circuits such as ICs, ASICs, and FPGAs specific to the above processing in addition to the control device 21.
[0029] The implementation method of the main memory device 22 is the same as that of the main memory device 12, and therefore detailed description thereof will be omitted. The ROM of the main memory device 22 stores various programs such as a program for controlling the information processing device 20.
[0030] The auxiliary storage device 23 stores various data such as the above-mentioned various programs, the game program transmitted from the server device 10, data necessary for game progress, and game data of the user of the information processing device 20. The above-mentioned various programs may be stored in at least one of the main storage device 22 and the auxiliary storage device 23. The method for realizing the auxiliary storage device 23 is the same as that for the auxiliary storage device 13, and therefore a detailed description thereof will be omitted.
[0031] The communication device 24 is used to communicate with the server device 10 via the network 2. The method of implementing the communication device 24 is similar to that of the communication device 14, and therefore a detailed description thereof will be omitted. The communication device 24 receives the above-mentioned game programs for installation and update and data necessary for game progress from the server device 10, and transmits the user's game data to the server device 10.
[0032] The display device 25A displays various screens, such as a game screen, generated by the control device 21, and serves as a user interface with the user. The input device 25B is used for inputting various operations, such as game operations, on the information processing device 20, and serves as a user interface with the user. In this embodiment, as described above, the display device 25A and the input device 25B are implemented as touch panel displays, but the present invention is not limited to this. In the following, unless otherwise specified, it is assumed that various screens, such as a game screen, are displayed on the display device 25A, and that user requests and operations for a game executed on the information processing device 20 are performed using the input device 25B.
[0033] The audio output device 26 outputs game sounds generated by the control device 21, and can be realized by, for example, a speaker.
[0034] The sensor group 27 detects various information related to the information processing device 20 and the user who uses the information processing device 20. Examples of the sensor group 27 include, but are not limited to, a GPS (Global Positioning System) sensor that detects the position of the information processing device 20, an acceleration sensor or gyro sensor that detects the tilt, acceleration, etc. of the information processing device 20, an image sensor (digital camera) that captures images and videos around the information processing device 20, and a biosensor that detects biometric information of the user.
[0035] 3 is a block diagram showing an example of the functional configuration of the server device 10 and the information processing device 20 of this embodiment. As shown in FIG. 3, the server device 10 includes a game management unit 101, and the information processing device 20 includes a game control unit 201. The game management unit 101 includes a participation management unit 111, a set game content management unit 113, a withdrawal determination unit 115, an update unit 117, and a notification unit 119.
[0036] The game management unit 101, participation management unit 111, set game content management unit 113, withdrawal determination unit 115, update unit 117, and notification unit 119 can be realized, for example, by the control device 11 and main memory device 12 described in FIG. 1 . For example, the control device 11 reads a program for managing the game of this embodiment stored in the main memory device 12 (ROM) or the auxiliary memory device 13 and loads it into the main memory device 12 (RAM). The control device 11 realizes each of the above-mentioned functional units by executing various processes in accordance with the loaded program. Here, the description has been given taking an example in which each of the above-mentioned functional units is realized as software, but at least a portion of each of the above-mentioned functional units may be realized as hardware. In this case, the functional units realized as hardware may be realized, for example, by the above-mentioned hardwired circuit. Furthermore, any of the above-mentioned functional units may be realized by a combination of software and hardware.
[0037] The game control unit 201 can be realized by, for example, the control device 21 and main memory device 22 described in FIG. 1. For example, the control device 21 reads out a game program transmitted from the server device 10 and acquired by the communication device 24, and loads the game program into the main memory device 22 (RAM). The control device 21 executes various processes in accordance with the loaded program, thereby realizing the above-described game control unit 201. Here, an example has been described in which the above-described game control unit 201 is realized as software, but at least a part of the above-described game control unit 201 may be realized as hardware, or may be realized by a combination of software and hardware.
[0038] The game of this embodiment is mainly realized by the cooperation of the game management unit 101 and the game control unit 201. In the following, the game of this embodiment will be described taking as an example a game consisting of an in-game and an out-game, but is not limited to this.
[0039] The in-game part refers to the part of the game that the user actually plays, including, but not limited to, games of various genres such as trading card games (TCGs), action games, puzzle games, simulation games, role-playing games (RPGs), sports games, music games, shooting games, and racing games.
[0040] The various games described above, even in games other than TCGs, may be played by pre-setting game media to be used by the user from among game media such as characters collected by the user. For example, the game may be played using one game media pre-set by the user from among the game media collected by the user, or may be played using multiple game media pre-set by the user (so-called deck construction and play). Game media includes, but is not limited to, data used in the game, such as characters that the user can use in the game, weapons and armor used by the characters, and items that can be used in the game.
[0041] In this embodiment, an example will be described in which the in-game is a quest part consisting of multiple quests. A quest corresponds to a stage, which is a structural unit of a game, but one quest does not necessarily have to be one stage; one quest may be made up of multiple stages. Therefore, a quest may be one stage or multiple stages of a game in each of the above game genres.
[0042] However, the in-game is not limited to a quest part, and may be configured to include multiple game parts. For example, the in-game may be configured to include at least one of a game part in which a user (player) competes against a CPU (PvE: Player vs Enemy), a game part in which users compete against each other (PvP: Player vs Player), and a game part in which guilds of multiple users compete against each other (GvG: Guild vs Guild).
[0043] Note that various missions may be set for each quest, and when a mission is completed, a reward may be awarded to the user for completing the mission. Examples of rewards include, but are not limited to, in-game currency, game media, and experience points. Examples of missions include, but are not limited to, main missions that require the completion of a quest and sub-missions that require the completion of a quest in a specific manner. For example, in an action game, main missions may include "defeat all enemy characters" or "defeat a boss character," while sub-missions may include "defeat at least one enemy character with one hit." Furthermore, in the above-described type of game in which a user pre-sets game media and plays the game, sub-missions may include "defeat an enemy character using a special ability (so-called "skill") provided in the set game media" or "defeat an enemy character using a special ability (so-called "combo") activated by combining multiple set game media."
[0044] An out-game is a game part other than the in-game. Examples of out-games include, but are not limited to, game parts that prepare for the in-game, such as a lottery part, a training part, and a game medium setting part, as well as event parts that are held irregularly.
[0045] The lottery part is a game part in which a lottery for a game medium (so-called "gacha") is held, and one game medium is selected from a plurality of types of game medium and awarded to the user.
[0046] The development part is a game part in which the user develops the game media (player character, weapons, armor, etc.) assigned to them. Development, for example, refers to the task of raising the rarity or level of the game media if rarity or level is set for the game media. Rarity, for example, refers to a degree of rarity set for game media in multiple stages (e.g., four or five stages), and the higher the rarity, the higher the performance of the game media. Level is a parameter set for the game media for each rarity, and the higher the level, the higher the performance of the game media within that rarity.
[0047] Examples of methods for increasing rarity and level include using materials (items) obtained as rewards from the gacha part or quests described above for the game media to be developed (so-called "evolution"). Another example is using a predetermined game medium, such as the same game medium as the game media to be developed (so-called "synthesis"). Another example is acquiring experience points, which are obtained as rewards by clearing the quests described above using the game media to be developed. However, methods for increasing rarity and level are not limited to these.
[0048] The game media setting part is a game part in which the user presets game media collected through gacha or the like for use in quests, etc., and includes, for example, a deck building part, but the number of game media preset is not limited to multiple, and may be one. Note that when multiple game media are preset to build a deck, special abilities may be activated depending on the arrangement and combination of the preset game media.
[0049] The event part is a game part in which quests in which event characters that do not normally appear in games realized by the game system 1 appear, or lotteries for event game media can be held for a limited time.
[0050] In this embodiment, as described above, an example has been given in which in-game and out-game are classified by game content, but the present invention is not limited to this and classification may be performed by game result. For example, a game result such as clearing a stage that is accompanied by a success / failure determination result (more specifically, a game result that is accompanied by a success / failure determination result for the result of game progress by user operation) may be considered an in-game, and a game result that is not accompanied by a success / failure determination result may be considered an out-game.
[0051] As described above, the game of this embodiment is composed of multiple game parts. In this embodiment, the quest part is an example of a first game part, but is not limited to this. The control details of the game of this embodiment will be specifically described below with reference to the game management unit 101, participation management unit 111, set game content management unit 113, withdrawal determination unit 115, update unit 117, notification unit 119, and game control unit 201.
[0052] Before starting the game of this embodiment, the game control unit 201 performs a login process to request the game management unit 101 to authenticate the user's account.
[0053] When the game management unit 101 receives a request for authentication of a user's account from the game control unit 201, it performs account authentication (login authentication), transmits the authentication result to the game control unit 201, and manages the authentication result as game data for that user. Note that if the account authentication is successful and the conditions for granting a login bonus are met, the game management unit 101 may grant a login bonus to the user of that account, notify the game control unit 201 that the login bonus has been granted, and manage the result as game data for that user.
[0054] The participation management unit 111 manages the user's game participation history, and if account authentication is successful, updates the participation history and sends it to the game control unit 201. In this embodiment, the participation management unit 111 manages the user's game participation history for each game and game part. Specifically, the participation management unit 111 manages the last participation point at which the user last participated for each game and game part. Note that in this embodiment, the participation management unit 111 manages the user's game participation history while synchronizing with the game control unit 201.
[0055] Fig. 4 is a diagram showing an example of a user's game participation history in this embodiment. In the example shown in Fig. 4, the participation management unit 111 manages the items, the last participation time, the elapsed period, and the predetermined period (threshold) as the user's game participation history, but the management contents are not limited to these.
[0056] The items are items managed as participation history, and correspond to "login," "quest part," "lottery part," "training part," "game media setting part," and "event part" in the example shown in Fig. 4. Specifically, the participation management unit 111 manages the participation history of "login" as the participation history on a game-by-game basis, and manages the participation history of "quest part," "lottery part," "training part," "game media setting part," and "event part" as the participation history on a game-by-game part basis.
[0057] The last participation time indicates the date and time of the last participation in the game or game part indicated by the item. For "login," the last participation time corresponds to the time when the user logged in to the game. For a game part, the last participation time may be the time when the user last visited (launched) the corresponding game part, or the time when the user last played the corresponding game part. Playing may include at least one of playing a quest in a quest part, drawing a lottery for game media in a lottery part, developing game media in a training part, setting game media to be used for a quest in a game media setting part, and playing a quest for an event or drawing a lottery for game media for an event in an event part. When a user participates in a game or game part, the participation management unit 111 receives a notification indicating this from the game control unit 201 and updates the last participation time of the game or game part to the date and time of participation.
[0058] The elapsed period indicates the period from the last participation time to the present time. The participation management unit 111 calculates and updates the elapsed period periodically or at a predetermined timing. The predetermined period (threshold) is a threshold period that is compared with the elapsed period.
[0059] The game control unit 201 receives the account authentication result from the game management unit 101, and if the authentication is successful, determines that the login process is successful and starts the game. On the other hand, if the authentication is unsuccessful, the game control unit 201 determines that the login process is unsuccessful and ends the game.
[0060] When the game starts, the game control unit 201 displays a home screen. After that, the game control unit 201 progresses the game of this embodiment while receiving data necessary for the game progress from the game management unit 101 based on operations by the user.
[0061] Fig. 5 is a diagram showing an example of a home screen 301 for the game of this embodiment. In the example shown in Fig. 5, a home screen 301 in which a character 305 in the game of this embodiment is arranged at the center is displayed on the display device 25A. In the example shown in Fig. 5, icons 311 to 317 are displayed superimposed on the bottom of the home screen 301, and a parameter display screen 321 is displayed superimposed on the top of the home screen 301.
[0062] Icons 311 to 317 are symbols for launching game parts and game screens, respectively. Icon 311 is an icon for launching a quest part. Icon 313 is an icon for launching a lottery part. Icon 315 is an icon for launching a shop screen for launching a training part or a game media setting part. Icon 317 is an icon for launching an event part. Note that icon 317 is not displayed when an event is not being held.
[0063] The parameter display screen 321 includes an in-game currency display field 323, a rank display field 325, an experience value display field 327, and a stamina display field 329. Each parameter displayed on the parameter display screen 321 is managed by the game management unit 101 as user data.
[0064] The in-game currency display field 323 displays the number of "rubies," the in-game currency, owned by the user. The rank display field 325 displays the user rank. The user rank is an indicator of the user's level, and the user's rank increases when the experience points, described below, reach a rank-up reference value. When the user rank increases, new quests that were previously set as unselectable (locked) in the quest part become selectable, the stamina upper limit, described below, increases, or stamina recovers to the upper limit. The experience point display field 327 displays the user's experience points. The experience point display field 327 displays the current experience points relative to a reference experience point value, but the method of displaying experience points is not limited to this. Experience points can be earned, for example, by clearing a quest (accomplishing a mission).
[0065] The stamina display field 329 displays the user's stamina. Stamina is a cost in the game, a parameter that is consumed to perform quests and recovers over time to an upper limit. The stamina display field 329 displays the current value relative to the upper limit in text and bar format, but the method of displaying stamina is not limited to this.
[0066] For example, when the game control unit 201 receives a selection operation of the icon 311 from the user, it receives display data for a quest part screen for starting a quest part from the game management unit 101 and displays the quest part screen.
[0067] Fig. 6 is a diagram showing an example of a quest part screen 331 of the game of this embodiment. The quest part screen 331 shown in Fig. 6 is similar to the home screen 301 except that quest selection buttons 333 to 337 for selecting a quest are arranged in the center and the display mode indicates that the icon 311 is selected.
[0068] The quest selection button 333 is a button for selecting a beginner quest with a low level of difficulty. A beginner quest can be completed by consuming 10 stamina, and completing the quest will reward 100 experience points. The quest selection button 335 is a button for selecting an intermediate quest with a medium level of difficulty. A intermediate quest can be completed by consuming 20 stamina, and completing the quest will reward 200 experience points. The quest selection button 337 is a button for selecting an advanced quest with a high level of difficulty. A advanced quest can be completed by consuming 30 stamina, and completing the quest will reward 300 experience points. Note that when each quest is completed, game content or in-game currency (coins, rubies) may be obtained in addition to experience points.
[0069] The game control unit 201 executes a quest using one or more game media set to be used in the quest part, based on a start operation to start the quest. Note that the setting of one or more game media is performed in the game media setting part described below, and details will be provided later. Thus, in the quests of this embodiment, the game media, such as characters, used in the quest are not selected by the user each time a quest is executed, but are set in advance in the game media setting part described below.
[0070] When the user selects a quest to be executed on the quest part screen 331, the game control unit 201 consumes stamina to execute the selected quest and notifies the game management unit 101. As a result, the game management unit 101 manages the remaining amount of stamina after consumption as the user's game data, and transmits data for executing the selected quest to the game control unit 201.
[0071] For example, when the user presses the quest selection button 333 and selects a beginner quest, the game control unit 201 checks whether the user's remaining stamina is "10" or more, and if it is "10" or more, subtracts "10" from the stamina and consumes it. The game control unit 201 notifies the game management unit 101 that the beginner quest has been selected and that "10" stamina has been consumed. As a result, the user's remaining stamina becomes "10," and the game management unit 101 manages the remaining stamina after consumption as the user's game data, transmits data for executing the beginner quest to the game control unit 201, and the game control unit 201 has the user play the beginner quest.
[0072] When the game control unit 201 receives data for executing a quest, it generates a game space for executing the quest, in which one or more player characters and various objects based on one or more game media set to be used in the quest part are placed. The game control unit 201 generates and displays game images obtained by capturing the game space frame by frame from a predetermined viewpoint using a virtual camera, and controls the actions of the player character within the game space based on operations by the user to execute the quest.
[0073] When a user participates in a quest part, the participation management unit 111 updates the last participation time of the quest part in the participation history shown in Fig. 4 to the date and time of participation. As described above, the user's participation in a quest part may be the launch of a quest part or the playing of a quest. The participation management unit 111 updates the last participation time of the quest part to the date and time of participation, for example, based on a notification from the game control unit 201 that a request to launch a quest part has been made or a notification that a quest to be executed has been selected.
[0074] Furthermore, for example, when the game control unit 201 receives a selection operation of the icon 313 from the user, it receives display data for a lottery part screen for starting the lottery part from the game management unit 101 and displays the lottery part screen.
[0075] 7 is a diagram showing an example of a lottery part screen 341 of the game of this embodiment. The lottery part screen 341 shown in Fig. 7 is similar to the home screen 301 except that tabs 343 and 349 for selecting the type of lottery and lottery buttons 345 and 347 for conducting a lottery for game content are arranged in the center, and the display mode indicates that icon 313 is selected.
[0076] Tab 343 is a tab that displays lottery buttons 345 and 347 for conducting a lottery for regular game media. Tab 349 is a tab that displays a lottery button for conducting a lottery for event game media. Tab 349 is not displayed when an event is not being held. Lottery button 345 is a button for selecting a single gacha, which conducts a single lottery for game media. A single gacha is a lottery that can be executed by consuming 5 rubies. Lottery button 347 is a button for selecting a 10-series gacha, which conducts 10 lotteries for game media at once. A 10-series gacha is a lottery that can be executed by consuming 50 rubies.
[0077] When the user selects a gacha to be executed on the lottery part screen 341, the game control unit 201 consumes the consideration for executing the selected gacha and notifies the game management unit 101 of this fact. The consideration for executing the gacha may be, but is not limited to, in-game currency such as the above-mentioned rubies or in-game items such as gacha tickets. The in-game currency may be either paid or free. As a result, the game management unit 101 manages the consumption of the consideration as the user's game data, executes the selected gacha (lottery), and notifies the game control unit 201 of the execution results.
[0078] For example, when a user presses the lottery button 345 and selects the single gacha, the game control unit 201 checks whether the user's remaining rubies are 5 or more, and if so, subtracts 5 rubies and consumes them. The game control unit 201 notifies the game management unit 101 that the single gacha has been selected and that 5 rubies have been consumed. As a result, the user's remaining rubies become 295, and the game management unit 101 manages the remaining rubies after consumption as the user's game data. The game management unit 101 also executes the single gacha, manages the selected game media as the user's game data, and notifies the game control unit 201 of the selected game media.
[0079] When a user participates in the lottery part, the participation management unit 111 updates the last participation time in the lottery part in the participation history shown in FIG. 4 to the date and time of the participation. As described above, the user's participation in the lottery part may be the launch of the lottery part or the holding of a lottery (gacha). With regard to the lottery for game media for an event, the participation management unit 111 may be the user's participation in the lottery part or the user's participation in an event part described below. The participation management unit 111 updates the last participation time in the lottery part to the date and time of the participation, for example, based on a notification from the game control unit 201 that the launch of the lottery part has been requested or a notification that a gacha to be executed has been selected.
[0080] Furthermore, when the game control unit 201 receives, for example, a selection operation of the icon 315 from the user, it receives display data for a shop screen for activating the shop screen from the game management unit 101 and displays the shop screen.
[0081] Fig. 8 is a diagram showing an example of a shop screen 351 of the game of this embodiment. The shop screen 351 shown in Fig. 8 is similar to the home screen 301, except that various buttons 353 to 359 are arranged in the center and the display mode indicates that the icon 315 is selected.
[0082] Button 353 is a button for displaying a purchase screen for rubies, which are the in-game currency. Button 355 is a button for displaying a purchase screen for items used in the game. Button 357 is a button for launching the training part. Button 359 is a button for launching the game media setting part.
[0083] For example, when the game control unit 201 receives a selection operation of the button 357 from the user, it receives display data for a training part screen for activating the training part from the game management unit 101 and displays the training part screen.
[0084] 9 is a diagram showing an example of a training part screen 361 of the game of this embodiment. The training part screen 361 shown in FIG. 9 is similar to the home screen 301 except that tabs 363 and 369 for selecting a type of training and a screen for training game content are arranged in the center and the display mode indicates that icon 315 is selected.
[0085] Tab 363 is a tab that displays a screen for performing "evolution" as a method of developing game media. Tab 369 is a tab that displays a screen for performing "combination" as a method of developing game media. The "evolution" screen includes a frame 364 for setting game media to be developed from among the game media owned by the user, a frame 365 for setting materials for evolving the game media to be developed from among the game media (items) owned by the user, and an execution button 366 for executing "evolution."
[0086] When the user sets the game media to be developed in frame 364, sets materials for evolving the game media to be developed in frame 365, and presses execute button 366, the game control unit 201 executes the evolution of the game media to be developed, updates the game media to the evolved game media, and notifies the game management unit 101 of this fact. In this way, the game management unit 101 manages the evolved game media as the user's game data.
[0087] When a user participates in a training part, the participation management unit 111 updates the last time the user participated in the training part to the date and time of participation in the participation history shown in Fig. 4. As described above, the user's participation in the training part may be the start of the training part or the execution of training. The participation management unit 111 updates the last time the user participated in the training part to the date and time of participation, for example, based on a notification from the game control unit 201 that the start of the training part has been requested or a notification that training has been performed.
[0088] Returning to Figure 8, for example, when the game control unit 201 receives a selection operation of button 359 from the user, it receives display data for a game media setting part screen for launching the game media setting part from the game management unit 101 and displays the game media setting part screen.
[0089] 10 is a diagram showing an example of a game content setting part screen 371 of the game of this embodiment. The game content setting part screen 371 shown in Fig. 10 is similar to the home screen 301 except that a screen for setting game content is positioned in the center and a display mode indicating that the icon 315 is selected is used.
[0090] The screen for setting game media includes frames 373 to 377 for setting game media to be used in a quest, a setting button 378 for executing the setting of the game media, and a cancel button 379 for canceling the setting of the game media.
[0091] Based on the setting operation, the game control unit 201 sets one or more game media selected from the plurality of game media owned by the user to be used in the quest part until the user cancels the selection. In particular, the game control unit 201 sets one or more game media selected from the plurality of game media owned by the user to be used in the quest part until the user cancels the selection or until the user updates the selection to one or more new game media upon satisfying a withdrawal condition described below. The update to one or more new game media upon satisfying a withdrawal condition will be described in detail when describing the update unit 117.
[0092] For example, when a user selects three game media to be used in a quest from among the game media owned by the user and presses the setting button 378, the game control unit 201 sets the three game media, constructs a deck, and notifies the game management unit 101 of this. The set game media management unit 113 then manages one or more game media selected from the game media owned by the user and set to be used in the quest part until the user cancels the selection. Specifically, the set game media management unit 113 manages the constructed deck as the user's game data. Subsequently, the game media settings will remain in place until the user cancels the selection, and the constructed deck will be used when executing quests or events.
[0093] Furthermore, when three game media are set in frames 373-377 and the game media to be used in the quest part are set, and the user performs a cancel operation by pressing the cancel button 379, the game control unit 201 cancels the setting (deck) of the three game media and notifies the game management unit 101 of this fact. This causes the set game media management unit 113 to end management of one or more game media (constructed decks) set to be used in the quest part. Thereafter, when executing a quest or event, it is necessary to set three new game media to be used in the quest in frames 373-377 and rebuild the deck. Note that if a quest is selected in a quest part when no game media to be used in the quest part have been set, the game control unit 201 may transition to the game media setting part before executing the quest, and have the user set the game media to be used in the quest part.
[0094] When a user participates in the game media setting part, the participation management unit 111 updates the last participation time in the game media setting part in the participation history shown in FIG. 4 to the date and time of participation. As described above, the user's participation in the game media setting part may be the launch of the game media setting part or the setting of game media. The participation management unit 111 updates the last participation time in the game media setting part to the date and time of participation, for example, based on a notification from the game control unit 201 that the launch of the game media setting part has been requested or a notification that the setting of game media has been executed.
[0095] Furthermore, when the game control unit 201 receives, for example, a selection operation of the icon 317 from the user, it receives display data for an event part screen for activating the event part from the game management unit 101 and displays the event part screen.
[0096] Fig. 11 is a diagram showing an example of an event part screen 381 of the game of this embodiment. The event part screen 381 shown in Fig. 11 is similar to the home screen 301 except that event selection buttons 383 to 387 for selecting an event are arranged in the center and a display mode indicating that icon 317 is selected is used.
[0097] The event part screen 381 is similar to the quest part screen 331, except that the quest is an event. The control details of the game control unit 201 and the game management unit 101 for the event on the event part screen 381 are similar to the control details for the quest on the quest part screen 331. Therefore, a detailed description of the event part screen 381 will be omitted.
[0098] When a user participates in an event part, the participation management unit 111 updates the last participation time of the event part to the date and time of participation in the participation history shown in Fig. 4. As described above, the user's participation in the event part may be the activation of the event part or the playing of an event. The participation management unit 111 updates the last participation time of the event part to the date and time of participation, for example, based on a notification from the game control unit 201 that activation of an event part has been requested or a notification that an event has been executed.
[0099] The withdrawal determination unit 115 determines whether or not a user satisfies a withdrawal condition for being considered as withdrawal from the game. The withdrawal condition is that a first non-participation period, which is the period that has elapsed since the last time the user participated in the game, is equal to or longer than a first predetermined period (threshold), for example, that the period that has elapsed since the last time the user logged in is equal to or longer than a predetermined period (threshold).
[0100] FIG. 12 is a diagram showing an example of a user's game participation history in this embodiment, showing the participation history 61 days after the participation history shown in FIG. 4. In the participation history shown in FIG. 12, since the participation history is 61 days after the participation history shown in FIG. 4, the current time is "2024 / 05 / 20 18:15." In addition, in the participation history shown in FIG. 12, the user has not logged in since logging in to the game 61 days ago at "2024 / 03 / 20 18:15," and the first non-participation period is "61" days. In addition, in the examples shown in FIGS. 4 and 12, the withdrawal condition is that the elapsed period from the last login participation time (last login time) is 60 days or more. Therefore, the withdrawal determination unit 115 determines that the user satisfies the withdrawal condition in the case of the participation history shown in FIG. 12.
[0101] When the departure determination unit 115 determines that the user has satisfied the departure condition, the update unit 117 grants new game media to the user and updates one or more game media set to be used in the quest part to one or more new game media including the new game media. The update unit 117 also notifies the game control unit 201 of the one or more game media set to be used in the updated quest part and the game media owned by the user. Note that the new game media granted to the user are preferably the latest game media (game media with performance that matches the game balance of the game at the latest point in time) rather than game media that have been available from a previous point in time (game media with inferior performance in terms of the game balance of the game at the latest point in time).
[0102] In this way, new game media granted to a user who has met the conditions for leaving the game are automatically incorporated into one or more game media set to be used in the quest part, so that when the user returns to the game and performs a quest, they can automatically use the new game media to play.
[0103] In particular, if a user remains away from the game for a long period of time, one or more game contents set to be used in the quest part may become outdated, resulting in game contents with inferior performance in terms of the game balance at the latest time. In this case, even if the user returns to the game, it may be difficult to complete the quest, and the user may leave the game again. Furthermore, simply providing the user with new game contents as described above may result in the user not realizing the performance, appeal, or uses of the game contents, and the game contents may end up not being used in the quest.
[0104] In contrast, in this embodiment, when a user who has met the conditions for withdrawing from the game returns to the game and performs a quest, they can automatically play using new game content, allowing them to enjoy the game in accordance with the game balance at the latest point in time, which is expected to improve user retention rates.
[0105] For example, when a user satisfies a withdrawal condition, the update unit 117 may grant new game media to the user each time the granting condition is satisfied, thereby updating one or more game media to new one or more game media. Examples of the granting condition include granting new game media every three months while the user satisfies the withdrawal condition, or granting new game media at regular intervals while the user satisfies the withdrawal condition. Alternatively, for example, the game media may be granted at regular intervals while the user satisfies the withdrawal condition, but the longer the granting period becomes as the number of grants increases. Alternatively, for example, the game media may be granted every time a new event is held.
[0106] In this way, even if the conditions for leaving the game are met, the latest game content is periodically incorporated into the one or more game content set to be used in the quest part. Therefore, when the user returns to the game to perform a quest, they can automatically play using game content that is not significantly different from what they would have done if they had continued playing the game. This allows them to enjoy the game while adapting to the game balance at the latest point in time, which is expected to improve user retention rates.
[0107] Furthermore, for example, if a user satisfies the withdrawal condition, when the user returns (logs in) to the game, the update unit 117 may grant the user new game media and update one or more game media set to be used in the quest part to one or more new game media including the new game media.
[0108] Furthermore, the update unit 117 may update one or more game media that are set to be used in a quest part to one or more game media that are all new game media.
[0109] For example, suppose that the one or more game media set to be used in the quest part are three game media "A," "B," and "C." Furthermore, suppose that the new game media granted by the update unit 117 are three game media "α," "β," and "γ." These game media "α," "β," and "γ" may be granted to the user all at once, or may be granted to the user one by one each time the granting conditions are satisfied. In this case, the update unit 117 may update the game media "A," "B," and "C" set to be used in the quest part to the new game media "α," "β," and "γ."
[0110] In this way, when a user returns to the game to perform a quest, they can automatically play using game media that is not significantly different from what they would have done if they had continued playing the game, allowing them to enjoy the game in a way that is more responsive to the game balance at the latest point in time, which is expected to improve user retention rates.
[0111] Furthermore, the update unit 117 may update one or more game media set to be used in the quest part to one or more game media including at least the new game media and game media owned by the user that satisfy a first condition with respect to the new game media. The first condition may be, for example, high compatibility. More specifically, the first condition may be, for example, the ability to activate a special ability, or the same or similar attributes, but is not limited to these.
[0112] For example, suppose the user owns 26 game media, labeled "A" through "Z," and one or more game media set to be used in the quest part are three game media, labeled "A," "B," and "C." Furthermore, suppose the new game medium added by the update unit 117 is one, labeled "α." Furthermore, suppose the game medium that can activate a special ability when set together with the new game medium "α" is game medium "Z." In this case, the update unit 117 may update at least two of the game media "A," "B," and "C" set to be used in the quest part to game media "α" and "Z." For example, the update unit 117 may update two of the game media "A," "B," and "C" with inferior performance to game media "α" and "Z."
[0113] In this way, when a user returns to the game and performs a quest, they can not only enjoy the game in accordance with the game balance at the latest point in time, but also easily become aware of the appeal of the new game content that has been added, which is expected to improve user retention rates.
[0114] In addition, the update unit 117 may update one or more game media that are set to be used in the quest part to one or more game media that include at least new game media and game media that the user owns and whose performance is above a certain level.
[0115] For example, suppose the user owns 26 game media, labeled "A" through "Z," and one or more game media set to be used in the quest part are three game media, labeled "A," "B," and "C." Furthermore, suppose the new game medium added by the update unit 117 is one game medium, labeled "β." Furthermore, suppose the performance of game medium "Y" is higher than that of game media "B" and "C." In this case, the update unit 117 may update "B" and "C" of the game media "A," "B," and "C" set to be used in the quest part to game media "β" and "Y."
[0116] Furthermore, the update unit 117 may assign, as new game media, game media that satisfy a second condition to any of the one or more game media set to be used in the quest part. In this case, the update unit 117 may update the one or more game media set to be used in the quest part to one or more game media that include at least the new game media and the game media that satisfy the second condition. Examples of the second condition include high compatibility. More specifically, examples of the second condition include, but are not limited to, the ability to activate a special ability and the same or similar attributes. Note that the second condition may be the same as or different from the first condition described above.
[0117] For example, suppose that one or more game media set to be used in the quest part are three game media "A," "B," and "C." Furthermore, suppose that the new game media added by the update unit 117 is one game medium "γ," which can activate a special ability when set together with the game medium "A." In this case, the update unit 117 may update either "B" or "C" of the game media "A," "B," and "C" set to be used in the quest part to the game medium "γ."
[0118] In this way, when a user returns to the game and performs a quest, they can not only enjoy the game in accordance with the game balance at the latest point in time, but also easily become aware of the appeal of the new game content that has been added, which is expected to improve user retention rates.
[0119] The update unit 117 may grant new game content to the user after the content has been developed to a certain level.
[0120] The notification unit 119 notifies the user that one or more game media set to be used in the quest part have been updated to one or more new game media including new game media. For example, the notification unit 119 may be configured to notify the user when new game media are granted to the user by the update unit 117 and when the game media are updated each time the granting condition is satisfied.
[0121] The method of notifying the user may be, for example, a push notification, but is not limited to this, and may be at least one of an email notification, a social networking service (SNS) notification, and an alarm notification.
[0122] FIG. 13 is a flowchart showing an example of the game content update process performed in the game system 1 of this embodiment.
[0123] First, the game management unit 101 checks whether there is a request for authentication of the user's account (login authentication) from the game control unit 201. If there is no request for login authentication, or if the login authentication results in a login failure (No in step S101), the participation management unit 111 updates the elapsed period (non-participation period) of the game participation history of non-logged-in users, including the user in question (step S103).
[0124] Next, the withdrawal determination unit 115 checks whether the non-participation period of the user has exceeded a predetermined period (threshold) (step S105). If the non-participation period has exceeded the predetermined period (threshold) (Yes in step S105), the update unit 117 assigns new game content to the user (step S109) unless new game content has already been assigned to the user (No in step S107). If the non-participation period has not exceeded the predetermined period (threshold) (No in step S105) or if new game content has already been assigned to the user (Yes in step S107), the process returns to step S101. Next, the update unit 117 updates the one or more game media that are set to be used in the quest part to new one or more game media that include the new game media (step S111), and returns to step S101. On the other hand, if the login authentication of the user is successful (Yes in step S101), the game management unit 101 notifies the game control unit 201 and updates the user's game participation history (last participation date and time and elapsed period) (step S113). Next, the game control unit 201 activates the quest part based on user operation (step S115), and when the user instructs it to execute a quest, it executes the quest using one or more game media that were set to be used in the quest part updated in step S111 (step S117).
[0125] As described above, in this embodiment, when a user who has met the conditions for withdrawing from the game returns to the game and performs a quest, they can automatically play using new game content, allowing them to enjoy the game in accordance with the game balance at the latest point in time, which is expected to improve user retention rates.
[0126] (Variation 1) In the above embodiment, one or more game media are used in the quest part. However, this is not limiting and two or more sets may be used. Specifically, in the game media setting part, the game control unit 201 sets a first set of game media selected from a plurality of game media owned by the user to be used in the quest part until the first set is released by the user. Furthermore, the game control unit 201 may set a second set of game media selected from a plurality of game media owned by the user to be used in the quest part in place of the first set of game media when switched by the user. In this case, the first set of game media corresponds to a so-called main deck, and the second set of game media corresponds to a so-called sub-deck.
[0127] As a result, the set game media management unit 113 manages the first one or more game media and the first one or more game media as the user's game data. In this case, if the departure determination unit 115 determines that the user has satisfied the departure condition, the update unit 117 updates the first one or more game media set to be used in the quest part to new one or more game media including the new game media.
[0128] Thus, according to variant example 1, even when one or more first game media (main decks) and one or more second game media (sub-decks) are used, the update unit 117 updates the game media to the first one or more game media (main decks), so that when a user who has met the conditions for leaving the game returns to the game and performs a quest, they can automatically play using new game media.
[0129] (Variation 2) In the above embodiment, the withdrawal condition is described as being a non-participation period during which the player has not logged in to the game that is equal to or longer than a predetermined period, but the withdrawal condition may also be a poor participation record despite being logged in to the game. Specifically, the withdrawal condition may include a first non-participation period during which the player has not logged in to the game that is shorter than a first predetermined period, but the participation record in the game does not satisfy the record condition. The record condition may include, for example, a second non-participation period, which is the elapsed time since the player's last participation in at least one of the game parts that make up the game, that is equal to or longer than a second predetermined period.
[0130] For example, the departure determination unit 115 determines whether or not the user satisfies a departure condition that is regarded as departure from at least one of the multiple game parts that make up the game. In the second modification, the departure determination unit 115 determines whether or not the user satisfies the departure condition for each game part.
[0131] In Modification 2, the withdrawal condition is set for each game part, and the withdrawal condition for at least one of the multiple game parts is different from the withdrawal conditions for the other game parts. However, this is not limited to this, and the withdrawal condition may be set uniformly for all game parts. In Modification 2, the withdrawal condition is set when the second non-participation period, which is the elapsed period from the last participation time described in Figure 4, is equal to or longer than a predetermined period, but is not limited to this.
[0132] Therefore, in Modification 2, the withdrawal determination unit 115 determines for each game part (item) whether the second non-participation period of the game part is equal to or longer than a predetermined period. For example, in the example shown in Fig. 4, the withdrawal determination unit 115 determines that the first non-participation period during which the player has not logged in to the game is shorter than the first predetermined period, but that the second non-participation period for the training part has exceeded the second predetermined period (threshold value) of 10 days, and therefore the withdrawal condition is met.
[0133] The quest part is the main game part of the game of Variation 2, and is considered to be the game part that users have the most opportunities to experience among the multiple game parts that make up the game. On the other hand, game parts other than the quest part are game parts for preparing for quests or game parts that are held irregularly, and are secondary game parts of the game of this embodiment, and therefore are considered to be game parts that users have fewer opportunities to experience than the quest part. In particular, the training part is a game part that tends to be played by experienced gamers who have a good grasp of the training conditions, as the training conditions for training the game content tend to be complex. Therefore, when considering all users of the game, it is considered to be the game part that users have the least opportunities to experience among the multiple game parts that make up the game.
[0134] For this reason, in Modification 2, the withdrawal conditions for the training part are relaxed compared to the withdrawal conditions for other game parts that involve things other than training game content. Specifically, as shown in Fig. 4, the predetermined period (threshold) for the training part is 10 days, while the predetermined periods (thresholds) for the lottery part, game content setting part, and event part are 7 days, and the predetermined period (threshold) for the quest part is 3 days. In this way, in Modification 2, the predetermined periods (thresholds) are set taking into account the actual state of user participation in each game part, so that the withdrawal conditions for each game part can be set appropriately.
[0135] In the second modification, as described above, the withdrawal conditions for the training part are lenient compared to the withdrawal conditions for the game parts other than the training part, but the invention is not limited to this, and the withdrawal conditions for the game parts other than the quest part may be lenient compared to the withdrawal conditions for the quest part. In other words, the withdrawal conditions for the quest part may be stricter than the withdrawal conditions for the other game parts.
[0136] (Variation 3) In the above embodiment and each modified example, the withdrawal condition (threshold) of a game part may be made different for each user. For example, the withdrawal condition (threshold) of a specific game part among a plurality of game parts may be made different for each user. Making the withdrawal condition different for each user means, for example, making the withdrawal condition (threshold) different depending on the level of the user, or making the withdrawal condition (threshold) different depending on the length of time that has elapsed since the user first started the game.
[0137] For example, for beginner users, such as users below a certain level or users who have only recently started playing the game, the withdrawal conditions (thresholds) for specific game parts may be set stricter (shorter) than for other users. In this way, measures to encourage beginner users to return will be implemented even if they do not play game parts that beginner users should play as much as possible for a short period of time, which is expected to have an incentive effect on beginner users.
[0138] (Variation 4) In the above embodiment and each modified example, the withdrawal condition (threshold) for a game part may be varied depending on the time period. For example, the withdrawal condition (threshold) for a specific game part among a plurality of game parts may be varied depending on the time period. For example, during an event period, it may be desirable to prioritize playing the event part over other game parts such as quest parts. Therefore, the withdrawal condition (threshold) for other game parts such as quest parts during the event period may be relaxed (longer) than the withdrawal condition (threshold) for other game parts such as quest parts during periods when the event is not being held.
[0139] (program) The programs executed by the server devices and information processing devices of each of the above embodiments and each of the above variations are provided as files in an installable or executable format stored on a computer-readable storage medium such as a CD-ROM, CD-R, memory card, DVD, or flexible disk (FD).
[0140] Furthermore, the programs executed by the server device and information processing device of each of the above embodiments and modifications may be stored on a computer connected to a network such as the Internet and provided by being downloaded via the network. Also, the programs executed by the server device and information processing device of each of the above embodiments and modifications may be provided or distributed via a network such as the Internet. Also, the programs executed by the server device and information processing device of each of the above embodiments and modifications may be provided by being pre-installed in ROM or the like.
[0141] The programs executed by the server device and the information processing device of each of the above-mentioned embodiments and modifications have a modular configuration for realizing the above-mentioned units on a computer. As for actual hardware, for example, the CPU reads the learning program from the HDD onto the RAM and executes it, thereby realizing the above-mentioned units on a computer.
[0142] As described above, according to the above embodiment and the above modified example, it is possible to improve user retention rates by allowing users who meet the conditions for withdrawing from the game to automatically use the game content that has been granted to them to play.
[0143] The above-described embodiment and modifications merely illustrate examples of specific embodiments of the present disclosure, and the technical scope of the present disclosure should not be construed as being limited by these. Therefore, the present disclosure can be implemented in various forms without departing from the spirit or main features thereof. For example, the above-described embodiment and modifications may be appropriately combined in their respective constituent units. Furthermore, for example, some components may be deleted from all components in the above-described embodiment and modifications.
[0144] The present disclosure includes the following aspects.
[0145] (1) a set game media management unit that manages one or more game media selected from a plurality of game media owned by a user and set to be used in a first game part until the selected game media is released by the user; a withdrawal determination unit that determines whether or not the user satisfies a withdrawal condition that is deemed to be withdrawal from a game that includes the first game part; an update unit that, when the user satisfies the withdrawal condition, grants new game media to the user and updates the one or more game media to new one or more game media including the new game media; A server device comprising:
[0146] (2) When the user satisfies the withdrawal condition, the update unit grants the new game media to the user and updates the one or more game media to the new one or more game media each time a granting condition is satisfied. The server device according to (1) above.
[0147] (3) The game device further includes a notification unit that notifies the user that the one or more game media have been updated to the one or more new game media. The server device according to (2) above.
[0148] (4) When the user satisfies the withdrawal condition, the update unit grants the new game media to the user upon the user returning to the game, and updates the one or more game media to the new one or more game media. The server device according to (1) above.
[0149] (5) The set game media management unit manages one or more first game media selected from the plurality of game media and set to be used in the first game part until the user cancels the setting, and one or more second game media selected from the plurality of game media and switched by the user to replace the one or more first game media in the first game part; the one or more game media to be updated to the new one or more game media are the first one or more game media; The server device according to any one of (1) to (4) above.
[0150] (6) The one or more new game media are all comprised of the new game media. The server device according to any one of (1) to (4) above.
[0151] (7) The one or more new game media include at least the new game media and game media owned by the user that satisfy a first condition with respect to the new game media. The server device according to any one of (1) to (4) above.
[0152] (8) The one or more new game media are composed of at least the new game media and game media owned by the user that have performance above a certain level. The server device according to any one of (1) to (4) above.
[0153] (9) The new game medium is a game medium that satisfies a second condition with respect to any one of the one or more game media, The one or more new game media include at least the new game media and game media that satisfy the second condition. The server device according to any one of (1) to (4) above.
[0154] (10) The withdrawal condition includes a first non-participation period, which is a period of time elapsed since the last participation in the game, being equal to or longer than a first predetermined period. The server device according to any one of (1) to (4) above.
[0155] (11) The withdrawal condition includes that the participation record in the game does not satisfy a record condition even if the first non-participation period is shorter than the first predetermined period. The server device according to (10) above.
[0156] (12) The performance condition includes a second non-participation period, which is a period of time elapsed since the last participation in at least one of a plurality of game parts including the first game part that constitute the game, being equal to or longer than a second predetermined period. The server device according to (11) above.
[0157] (13) a set game media management unit that manages one or more game media selected from a plurality of game media owned by a user and set to be used in the first game part until the selected game media is released by the user; a withdrawal determination unit that determines whether or not the user satisfies a withdrawal condition that is deemed to be withdrawal from a game that includes the first game part; an update unit that, when the user satisfies the withdrawal condition, grants new game media to the user and updates the one or more game media to new one or more game media including the new game media; A program that allows a computer to function.
[0158] (14) a set game media management step in which the game media management unit manages one or more game media selected from a plurality of game media owned by the user and set to be used in the first game part until the selected game media is released by the user; a withdrawal determination step in which a withdrawal determination unit determines whether or not the user satisfies a withdrawal condition that is deemed to be withdrawal from a game configured including the first game part; an updating step in which, when the user satisfies the withdrawal condition, an updating unit provides new game media to the user and updates the one or more game media to new one or more game media including the new game media; A game media update method including: [Explanation of symbols]
[0159] 1. Game System 2 Network 10 Server device 20, 20-1, 20-2, 20-n information processing device 101 Game Management Department 111 Participation Management Department 113 Configured Game Media Management Department 115 Detachment determination unit 117 Update Department 119 Notification Department 201 Game control unit
Claims
1. a set game media management unit that manages one or more game media selected from a plurality of game media owned by a user and set to be used in the first game part until the selected game media is released by the user; a withdrawal determination unit that determines whether or not the user satisfies a withdrawal condition that is deemed to be withdrawal from a game that includes the first game part; an update unit that, when the user satisfies the withdrawal condition, provides new game media to the user and updates the one or more game media to new one or more game media including the new game media; A server device comprising:
2. the update unit, when the user satisfies the withdrawal condition, grants the new game media to the user and updates the one or more game media to the new one or more game media each time a granting condition is satisfied; The server device according to claim 1 .
3. The game device further includes a notification unit that notifies the user that the one or more game media have been updated to the new one or more game media. The server device according to claim 2 .
4. the update unit, when the user satisfies the withdrawal condition and the user returns to the game, grants the new game media to the user and updates the one or more game media to the new one or more game media; The server device according to claim 1 .
5. the set game media management unit manages one or more first game media selected from the plurality of game media and set to be used in the first game part until the user cancels the setting, and one or more second game media selected from the plurality of game media and switched by the user to be used in the first game part in place of the one or more first game media; the one or more game media to be updated to the new one or more game media are the first one or more game media; The server device according to any one of claims 1 to 4.
6. The one or more new game media are all comprised of the new game media. The server device according to any one of claims 1 to 4.
7. the one or more new game media include at least the new game media and game media owned by the user that satisfy a first condition with respect to the new game media; The server device according to any one of claims 1 to 4.
8. The one or more new game media include at least the new game media and game media owned by the user that have performance levels above a certain level. The server device according to any one of claims 1 to 4.
9. the new game medium satisfies a second condition with respect to any one of the one or more game media; the one or more new game media include at least the new game media and game media that satisfy the second condition; The server device according to any one of claims 1 to 4.
10. the withdrawal condition includes that a first non-participation period, which is a period of time that has elapsed since the last time the player participated in the game, is equal to or longer than a first predetermined period of time; The server device according to any one of claims 1 to 4.
11. the withdrawal condition includes a condition that the participation record in the game does not satisfy a record condition even if the first non-participation period is shorter than the first predetermined period. The server device according to claim 10.
12. the performance condition includes that a second non-participation period, which is a period of time that has elapsed since the last participation in at least one of a plurality of game parts that constitute the game, including the first game part, is equal to or longer than a second predetermined period of time; The server device according to claim 11.
13. a set game media management unit that manages one or more game media selected from a plurality of game media owned by a user and set to be used in the first game part until the selected game media is released by the user; a withdrawal determination unit that determines whether or not the user satisfies a withdrawal condition that is deemed to be withdrawal from a game that includes the first game part; an update unit that, when the user satisfies the withdrawal condition, provides new game media to the user and updates the one or more game media to new one or more game media including the new game media; A program that allows a computer to function.
14. a set game media management step in which a game media management unit manages one or more game media selected from a plurality of game media owned by a user and set to be used in a first game part until the selected game media is released by the user; a withdrawal determination step in which a withdrawal determination unit determines whether or not the user satisfies a withdrawal condition that is deemed to be withdrawal from a game including the first game part; an updating step in which, when the user satisfies the withdrawal condition, an updating unit provides new game media to the user and updates the one or more game media to new one or more game media including the new game media; A game media update method including:
Citation Information
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