Program
A game control system dynamically adjusts difficulty levels during special periods based on user performance, maintaining engagement and preventing user dropout by ensuring appropriate challenge and enjoyment, thus enhancing user retention.
Patent Information
- Application Number
- JP2025169957
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-10-08
- Publication Date
- 2025-12-25
AI Technical Summary
Existing systems fail to appropriately adjust the game difficulty level during special periods, leading to user churn, preventing users from continuing to special periods, preventing users from continuing to solve the technical problem of users from dropping out during the special period, which can result in dissatisfaction and potential loss of interest.
Implementing a game control system that dynamically adjusts the difficulty level based on user performance during special periods by setting targets and controlling difficulty level control means to adjust the game difficulty level to adjust the game difficulty level to maintain user engagement.
The system effectively keeps users engaged by ensuring the game difficulty level remains appropriate, thereby encouraging users to continue playing during the special periods, preventing users from dropping out, which can result in user satisfaction and prevent user churn by ensuring the game remains enjoyable and challenging, thereby encouraging users to continue playing.
Smart Images

Figure 2025188155000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a program and an information processing device. [Background technology]
[0002] There is known a game that lowers the difficulty level of the game when a user plays it if the non-play time, which is the time during which the user is not playing the game, is equal to or longer than a predetermined time (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 6736600 Summary of the Invention [Problem to be solved by the invention]
[0004] There are cases where users are allowed to play special games (e.g., event games) that are different from normal games within a limited range of special periods (e.g., event periods) that are different from normal periods during which normal games can be played.
[0005] Even if a game operator pre-sets the game difficulty level for a special period, it can be difficult to determine in advance whether that difficulty level is appropriate for users. If users who actually play during the special period are dissatisfied because the difficulty level is not appropriate, they may stop playing the game during the special period thereafter, which could lead to user churn.
[0006] The present invention was made in consideration of these circumstances, and its purpose is to appropriately control the difficulty level of the games that users play during special periods, thereby encouraging users to continue playing during the special periods and preventing users from dropping out. [Means for solving the problem]
[0007] The main invention of the present invention to solve the above problems is: Computer, a game control means for progressing the game based on an operation of the user, regardless of whether the user plays the game during a normal period or a special period other than the normal period; a difficulty level control means for increasing the difficulty level so that it becomes more difficult for the user to complete the game during the special period when an actual measurement value calculated based on the user's play results during the special period reaches a predetermined target value; This is a program that functions as a Other features of the present invention will become apparent from the description of this specification and the accompanying drawings. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a configuration diagram showing an example of an information processing system 1 according to the present embodiment. [Figure 2] FIG. 2 is a hardware configuration diagram illustrating an example of a computer 50 according to the present embodiment. [Figure 3] FIG. 2 is a functional block diagram illustrating an example of a server device 20 according to the present embodiment. [Figure 4] FIG. 10 is a diagram illustrating an example of game stage information. [Figure 5] FIG. 10 is a diagram illustrating an example of item information. [Figure 6] FIG. 2 is a diagram illustrating an example of user information. [Figure 7] FIG. 10 is a diagram illustrating an example of match information. [Figure 8] FIG. 10 is a diagram illustrating an example of schedule information. [Figure 9] 1 is a functional block diagram illustrating an example of a client terminal 10 according to the present embodiment. [Figure 10] FIG. 10 shows the screen transition (first half) up to the time when chain blocks are continuously generated in the game field. [Figure 11]FIG. 10 shows the screen transition (second half) until chain blocks are continuously generated in the game field. [Figure 12] 4 is a flowchart showing an example of the operation of the information processing system 1 in this embodiment. [Figure 13] FIG. 10 is an image diagram showing an example of a game stage selection screen in the present embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0009] At least the following matters will become clear from the description of this specification and the accompanying drawings. That is, the computer, a game control means for progressing the game based on an operation of the user, regardless of whether the user plays the game during a normal period or a special period other than the normal period; a difficulty level control means for increasing the difficulty level so that it becomes more difficult for the user to complete the game during the special period when an actual measurement value calculated based on the user's play results during the special period reaches a predetermined target value; This is a program that functions as a According to such a program, by setting a standard such as a target value in advance for the special period and appropriately controlling the difficulty level of the game for the user based on whether or not the user reaches that standard, it becomes possible to encourage users to continue playing during the special period and prevent users from dropping out. For example, even if an advanced user with high operational skills plays the game during the special period and quickly reaches the target value, becoming dissatisfied because the difficulty level is not appropriate, the difficulty level for that advanced user will increase. As a result, the game will become more difficult to complete in the subsequent special period, encouraging the advanced user to fully demonstrate their operational skills during the special period. This motivation to play will lead to continued play in the future, making it possible to prevent users from dropping out.
[0010] Also, such a program, The difficulty control means may increase the difficulty level so that it becomes more difficult for the user to complete the game during the special period when the total number of specific items acquired by the user through playing the game during the special period reaches a predetermined target number. According to such a program, a standard such as a target number of acquisitions during the special period is set in advance, and the difficulty level of the game for a user is appropriately controlled based on whether the total number of specific items acquired by the user reaches that standard, thereby encouraging users to continue playing during the special period and preventing users from dropping out.
[0011] Also, such a program, The difficulty level control means may increase the difficulty level so that it becomes more difficult for the user to complete the game, without informing the user that the difficulty level has been increased. According to such a program, by not informing the user that the difficulty level has been increased, if the user can complete the game despite the increased difficulty level, the user can gain more confidence. As a result, the user's motivation to play can be increased, which leads to continued play in the future and makes it possible to prevent users from dropping out.
[0012] Also, the computer a game control means for progressing the game based on an operation of the user, regardless of whether the user plays the game during a normal period or a special period other than the normal period; a difficulty level control means for lowering the difficulty level so that the user can more easily complete the game during the special period when an actual measurement value calculated based on the user's play results during the special period does not reach a predetermined target value; This is a program that functions as a According to such a program, by setting a standard such as a target value in advance for the special period and appropriately controlling the difficulty level of the game for the user based on whether or not the user reaches that standard, it becomes possible to encourage users to continue playing during the special period and prevent users from dropping out. For example, even if a beginner user with low operational skills plays the game during the special period and is dissatisfied because the actual measured value does not easily reach the target value and the difficulty level is not appropriate, the difficulty level for that beginner user will be lowered. As a result, the game will be easier to complete in the subsequent special period, and the beginner user will be able to play with confidence in their operational skills during the special period. This motivation to play will lead to continued play in the future, making it possible to prevent user churn.
[0013] Also, such a program, The difficulty control means may lower the difficulty level so that it becomes easier for the user to complete the game during the special period if the total number of specific items acquired by the user while playing the game during the special period does not reach a predetermined target number. According to such a program, a standard such as a target number of acquisitions during the special period is set in advance, and the difficulty level of the game for a user is appropriately controlled based on whether the total number of specific items acquired by the user reaches that standard, thereby encouraging users to continue playing during the special period and preventing users from dropping out.
[0014] Also, such a program, The difficulty level control means may lower the difficulty level so that the user can more easily complete the game, without informing the user that the difficulty level has been lowered. According to such a program, by not informing the user that the difficulty level has been lowered, the user can be made to believe that they were able to clear the game not because the difficulty level was lowered, but because their own skills had improved, which can instill confidence in the user. As a result, the user's motivation to play can be increased, which leads to continued play in the future and makes it possible to prevent users from dropping out.
[0015] Next, a game control unit that progresses the game based on an operation of the user regardless of whether the user plays the game during a normal period or a special period other than the normal period; a difficulty level control unit that increases the difficulty level so that it becomes more difficult for the user to complete the game during the special period when an actual measurement value calculated based on the user's play results during the special period reaches a predetermined target value; The information processing device is provided with: According to such an information processing device, by appropriately controlling the difficulty level of the game that users are allowed to play during the special period, it is possible to encourage users to continue playing during the special period and prevent users from dropping out.
[0016] a game control unit that progresses the game based on an operation by the user regardless of whether the user plays the game during a normal period or a special period other than the normal period; a difficulty level control unit that lowers the difficulty level so that the user can more easily complete the game during the special period when an actual measurement value calculated based on the user's play results during the special period does not reach a predetermined target value; The information processing device is provided with: According to such an information processing device, by appropriately controlling the difficulty level of the game that users are allowed to play during the special period, it is possible to encourage users to continue playing during the special period and prevent users from dropping out.
[0017] === Implementation form === In the following, a program, an information processing device, an information processing method, and an information processing system according to an embodiment of the present invention will be described in detail using an example of a competitive puzzle game. However, the present invention is not limited to this, and can be widely applied to programs, information processing devices, information processing methods, information processing systems, etc. that employ games in which users can play and aim to clear game stages.
[0018] <<System Configuration>> Fig. 1 is a configuration diagram showing an example of an information processing system 1 according to this embodiment. As shown in Fig. 1, the information processing system 1 according to this embodiment has one or more client terminals 10 and a server device 20 connected via a network N.
[0019] The client terminal 10 is a terminal device operated by a user, such as a smartphone, tablet, or PC, or a terminal device such as a dedicated game machine for home or commercial use. The server device 20 manages and controls the game played by the user on the client terminal 10, and performs in-game billing processing, etc. The network N is the Internet or the like, and includes a mobile wireless base station, etc.
[0020] In addition to the client-server information processing system 1 shown in Fig. 1, the present invention can also be applied to a standalone game device (information processing device) by providing a separate mechanism for in-game billing processing. The information processing system 1 in Fig. 1 is only one example, and it goes without saying that there are various system configurations depending on the application and purpose. For example, the server device 20 in Fig. 1 may be configured as a distributed system across multiple computers.
[0021] <<Hardware configuration>> <Client terminal and server device> Fig. 2 is a hardware configuration diagram showing an example of a computer 50 according to this embodiment. The client terminal 10 and the server device 20 according to this embodiment are realized by, for example, a computer 50 having the hardware configuration shown in Fig. 2. The computer 50 is an example of an information processing device.
[0022] 2, the computer 50 includes a CPU 51, a RAM 52, a ROM 53, a communication interface 54, an input device 55, a display device 56, an external interface 57, and an HDD 58, all of which are interconnected by a bus line B. Note that the server device 20 may be configured such that the input device 55 and the display device 56 are connected and used when necessary.
[0023] The CPU 51 is a computing device that reads programs and data from storage devices such as the ROM 53 and HDD 58 onto the RAM 52 and executes various processes based on the read programs and data, thereby controlling the entire computer and realizing its functions.
[0024] The RAM 52 is an example of a volatile semiconductor memory (storage device) for temporarily storing programs and data, and is also used as a work area when the CPU 51 executes various processes.
[0025] The ROM 53 is an example of a non-volatile semiconductor memory (storage device) that can retain programs and data even when the power is turned off. The ROM 53 stores programs and data such as BIOS, OS settings, and network settings that are executed when the computer 50 starts up.
[0026] The communication interface 54 is an interface for connecting the computer 50 to the network N. This allows the computer 50 to perform data communication via the communication interface 54.
[0027] The input device 55 is a device used by a user or an administrator to input various signals. The input device 55 in this embodiment is, for example, an operation device such as a touch panel, operation keys or buttons, a keyboard, or a mouse.
[0028] The display device 56 is a device for displaying various information on a screen to a user or an administrator. The display device 56 in this embodiment is, for example, a liquid crystal or organic EL display.
[0029] The external interface 57 is an interface for connecting to an external device so as to enable data communication, thereby allowing the computer 50 to read and / or write data from and to a recording medium via the external interface 57. The external device is, for example, a recording medium such as a flexible disk, a CD, a DVD, an SD memory card, or a USB memory.
[0030] The HDD 58 is an example of a non-volatile storage device that stores programs and data, such as the OS, which is the basic software that controls the entire computer, and applications that provide various functions on the OS.
[0031] Instead of the HDD 58, a drive device that uses a flash memory as a storage medium (for example, a solid state drive (SSD)) may be used.
[0032] The client terminal 10 and the server device 20 according to this embodiment can realize various processes, which will be described later, by executing a program on the computer 50 having the hardware configuration described above.
[0033] <<Software configuration>> <Server device> 3 is a functional block diagram showing an example of the server device 20 according to this embodiment. The server device 20 according to this embodiment is realized by, for example, the functional blocks shown in FIG.
[0034] The server device 20 according to this embodiment implements a server control unit 200, a server storage unit 220, and a server communication unit 240 by executing a program.
[0035] The server control unit 200 has a function of executing various processes in the server device 20. The server control unit 200 in this embodiment includes a request processing unit 201 and an information management unit 202.
[0036] The request processing unit 201 receives a request from the client terminal 10, performs processing corresponding to the received request, and transmits the processing result and the like to the client terminal 10 as a response.
[0037] The information management unit 202 stores various information about users who have played the game as user information in the user information storage unit 223. Furthermore, the information management unit 202 refers to and updates the user information in response to a request from the request processing unit 201.
[0038] The server storage unit 220 has a function of storing various information in the server device 20. The server storage unit 220 in this embodiment includes a game stage information storage unit 221, an item information storage unit 222, a user information storage unit 223, and a schedule information storage unit 224.
[0039] The game stage information storage unit 221 stores game stage information relating to various game stages that are set in advance in the puzzle game. The game stage information stored in the game stage information storage unit 221 is made up of the following various data:
[0040] Fig. 4 is a diagram showing an example of game stage information. The game stage information shown in Fig. 4 includes items such as a game stage ID, name, stage difficulty, points consumed, opponent, reward for clearing, conditions for successful clearing, conditions for unsuccessful clearing, and special period.
[0041] The game stage ID is information for uniquely identifying a game stage. The name is information indicating the name of the game stage. The stage difficulty is information indicating the difficulty level set in advance for each game stage. Here, one of multiple difficulty levels is set in advance. Here, the stage difficulty level set for each game stage is configured not to change.
[0042] The consumed points are information indicating the number of game points consumed when a user plays a game stage. In other words, in order to play a game stage, a user must consume their own game points, and if the user does not have enough game points, they will not be able to play that game stage.
[0043] The opponent is a character that is preset for each game stage, and is information indicating the character that will be the opponent of the user who selected the game stage. Here, various parameters such as HP (stamina value) and strength level are also set in association with each character.
[0044] In this embodiment, the higher the stage difficulty level, the higher the various parameters such as HP (stamina value) and strength level of the character that will be the user's opponent.
[0045] The clear reward is information about the reward given to a user who clears a game stage. Here, one or more items are given as an example of the clear reward, and may include a specific item that affects the difficulty level change.
[0046] The successful clearing condition is information about the condition for determining that the stage has been successfully cleared. Here, examples of the successful clearing condition are that the opponent's HP is reduced to zero points within the time limit, or that the user's HP has more points remaining than the opponent's HP when the time limit expires. However, the conditions are not limited to these.
[0047] The clear failure condition is information about the condition for determining that the stage has been cleared unsuccessfully. Here, examples of the clear failure condition are set as a condition that the user's HP reaches zero points within the time limit, or that the opponent's HP has more points remaining than the user's HP when the time limit expires. However, the conditions are not limited to these.
[0048] The special period information indicates whether or not the game stage is a special game stage that is set to be playable during a special period. Here, information indicating whether or not the game stage is a special game stage that is set exclusively for the special period is set. However, this is not limited to this, and a normal game stage that is playable during a normal period other than the special period may also be set to be playable during the special period.
[0049] The item information storage unit 222 is an example of a content information storage unit, and stores item information (content information) related to items as an example of content. The item information stored in the item information storage unit 222 is made up of various data shown below.
[0050] Fig. 5 is a diagram showing an example of item information. The item information shown in Fig. 5 includes items such as an item ID, a name, a rarity, a function / effect, and a price.
[0051] The item ID is information for uniquely identifying various items. The name is information indicating the name of the item. The rarity is information indicating the rarity (rareness) of the item. Here, one of multiple rarity levels is set in advance.
[0052] The function and effect fields contain information about the functions and effects of each item. The price field indicates the price set for the item that the user can obtain. Note that prices (zero) are set not only for paid items (in-app purchase items), but also for free items (non-in-app purchase items).
[0053] The user information storage unit 223 stores user information about users who play the puzzle game. The user information stored in the user information storage unit 223 is made up of the following various data.
[0054] Fig. 6 is a diagram showing an example of user information, which includes items such as a user ID, a name, a rank, a user difficulty level, owned items, battle points, and battle information.
[0055] The user ID is information for uniquely identifying a user. The name is information indicating the user's name. The rank is information indicating the user's rank. In this embodiment, the user is configured to increase his or her rank as he or she clears more game stages.
[0056] The user difficulty level is information indicating the difficulty level set for the user. Here, among the multiple difficulty levels, a level is set according to the user's play results during the special period. The user difficulty level is configured to vary depending on whether the actual value calculated based on the user's play results during the special period reaches a predetermined target value. In this embodiment, for example, if the user's actual value reaches the target value during the special period, the user difficulty level is set to "high," which is increased from the initial value of "medium." If the user's actual value does not reach the target value during the special period, the user difficulty level is set to "low," which is decreased from the initial value of "medium."
[0057] The possessed items are information indicating one or more items currently possessed by the user from among the multiple items set in the item information stored in the item information storage unit 222. Here, as shown in parentheses in the figure, the number of possessed items currently possessed by the user is also set. In addition, specific items acquired by the user during the special period are also included, and the total number of specific items acquired, calculated based on the user's play results during the special period, is also set.
[0058] The battle points are information indicating the number of game points currently held by the user. In this embodiment, when the user selects a game stage, the user can play the selected game stage by consuming the same amount of battle points as the consumption points set for the selected game stage.
[0059] The battle information is information about the battle status of users playing the puzzle game at each game stage. This battle information is made up of various data, which will be described later.
[0060] 7 is a diagram showing an example of battle information, which includes items such as a battle ID, play date and time, game stage, clear status, number of chains, number of continues, and number of plays.
[0061] The battle ID is information for uniquely identifying the battle in the game stage played by the user. The play date and time is information indicating the date and time when the user played the game stage. The clear status is information indicating whether the user cleared the game stage.
[0062] The number of chains is information indicating the number of chains formed while playing a game stage. The number of continues is information indicating the number of times the user continues when playing a game stage. The number of plays is information indicating the number of times the user has played a game stage so far.
[0063] The schedule information storage unit 224 stores schedule information relating to schedules for special periods in the puzzle game, etc. The schedule information stored in the schedule information storage unit 224 is made up of the following various data.
[0064] Fig. 8 is a diagram showing an example of schedule information, which includes items such as a schedule ID, a special period, and a normal period.
[0065] The schedule ID is information for uniquely identifying a preset date and time when a user can play the game. The special period is information indicating a special period set so that the difficulty level can be changed. For example, special periods can be set as event periods during which special event games held regularly or irregularly can be played, or bonus periods during which large rewards can be obtained for clearing the game. The normal period is information indicating periods other than special periods, i.e., periods during which a user can play the game normally at the initially set difficulty level.
[0066] The server communication unit 240 has a function of communicating with the client terminal 10 via the network N.
[0067] <Client terminal> 9 is a functional block diagram showing an example of the client terminal 10 according to this embodiment. The client terminal 10 according to this embodiment is realized by, for example, the functional blocks shown in FIG.
[0068] The client terminal 10 according to this embodiment implements a client control unit 100, a client storage unit 120, a client communication unit 140, an operation input receiving unit 150, and a screen display unit 160 by executing a program.
[0069] The client control unit 100 has a function of executing various processes in the client terminal 10. The client control unit 100 includes a game control unit 101, a difficulty level control unit 102, a display control unit 103, and a server access unit 104.
[0070] The game control unit 101 controls the progress of a competitive puzzle game. The game control unit 101 according to this embodiment progresses the puzzle game based on the user's operation skill in each game stage selected by the user. When the user clears a game stage, the game for that game stage is terminated, whereas when the user fails to clear the game, the game is forcibly terminated midway. After the game is forcibly terminated midway, the game for the game stage that could not be cleared is continued based on the user's continue operation.
[0071] The game control unit 101 according to this embodiment has an erasing unit 101a, a replenishment unit 101b, a chain counting unit 101c, and an attack processing unit 101d.
[0072] The erasing unit 101a executes a process of erasing blocks (objects) from the game field of the puzzle game. The erasing unit 101a according to this embodiment not only erases blocks designated by the user, but also erases a predetermined number or more of blocks that form a chain (also called "chain blocks") all at once.
[0073] The replenishment unit 101b executes a process of replenishing blocks in the game field of the puzzle game. The replenishment unit 101b according to this embodiment replenishes new blocks in blank areas of the game field that are created when blocks are erased by the erasing unit 101a.
[0074] The chain counting unit 101c counts the number of chain blocks that have been eliminated from the game field by establishing a chain as the chain number. When the first chain block is eliminated from the game field by establishing the first chain, the chain counting unit 101c according to this embodiment increments the chain number from 0 to 1. When the first chain block is eliminated, the subsequent rearrangement of other blocks may result in the establishment of a next chain. In this case, when the second chain block is eliminated from the game field, the chain counting unit 101c increments the chain number from 1 to 2.
[0075] The attack processing unit 101d executes a process for determining the attack power for inflicting damage on an opponent in a puzzle game. The attack processing unit 101d according to this embodiment calculates the attack power of the user based on the number of chains counted by the chain counting unit 101c, and deducts the HP of the opponent character by inflicting damage according to the user's attack power.
[0076] The difficulty level control unit 102 controls the difficulty level of the puzzle game. The difficulty level control unit 102 according to this embodiment controls the user difficulty level so that it varies depending on whether an actual value calculated based on the user's play results during a special period reaches a predetermined target value. For example, if the total number of specific items acquired (actual value) calculated based on the user's play results during a special period reaches a predetermined target number (target value), the user difficulty level is set from the initial value of "medium" to "high," thereby increasing the difficulty level so that it becomes more difficult for the user to clear game stages thereafter. On the other hand, if the total number of specific items acquired does not reach the target number, the user difficulty level is set from the initial value of "medium" to "low," thereby decreasing the difficulty level so that it becomes easier for the user to clear game stages thereafter.
[0077] The display control unit 103 controls the screen display of the client terminal 10 according to the progress of the puzzle game at each game stage. For example, the display control unit 103 according to this embodiment generates data of various screens according to the progress of the puzzle game by the game control unit 101, and displays the progress of the puzzle game on the screen of the client terminal 10.
[0078] When access to the server device 20 becomes necessary during the course of various processes executed by the game control unit 101, the server access unit 104 sends various processing requests to the server device 20 and receives processing results, etc. from the server device 20 as a response.
[0079] The operation input receiving unit 150 receives operation input from a user who operates the client terminal 10. When the user performs a touch operation on the screen, the operation input receiving unit 150 according to this embodiment receives the operation input from the user via a touch panel.
[0080] The client storage unit 120 stores installed applications (game programs, etc.), various programs and various data required by the client terminal 10 (for example, game stage information, item information, user information, schedule information, etc., similar to the server device 20, including various information acquired from the server device 20). In other words, the client storage unit 120 also functions as a game stage information storage unit, an item information storage unit, a user information storage unit, and a schedule information storage unit.
[0081] The client communication unit 140 communicates with the server device 20 via the network N.
[0082] The screen display unit 160 receives a control signal from the display control unit 103 and displays the screen of the client terminal 10 .
[0083] As described above, in the information processing system 1 according to this embodiment, the client terminal 10 performs game control, difficulty control, display control, etc., but the server device 20 may perform various controls. Specifically, at least some of the game control unit, difficulty control unit, and display control unit may be configured not to be provided in the client control unit 100 of the client terminal 10, but to be provided in the server control unit 200 of the server device 20.
[0084] As described above, in the information processing system 1 according to this embodiment, the client control unit 100 of the client terminal 10 is an application type that performs processing related to a puzzle game based on an installed application (game program). Fig. 9 shows an application type as an example. However, the client control unit 100 of the client terminal 10 may be a browser type that receives page data written in HTML (Hyper Text Markup Language) or the like and scripts included in the page data from the server device 20 and performs processing related to a puzzle game.
[0085] <<System Overview>> Here, an overview of the information processing system 1 in this embodiment will be described. The information processing system 1 in this embodiment provides a competitive puzzle game.
[0086] <Competitive puzzle game> In the puzzle game of this embodiment, multiple playable game stages are provided. When the user selects one of the multiple game stages and starts the game, they can battle against a character set in association with the selected game stage. A time limit (e.g., 120 seconds) is set for the battle against the character in the game stage.
[0087] The puzzle game of this embodiment uses a grid-shaped game field. The game field in this embodiment is formed, for example, by a matrix of 6 rows and 8 columns. Many types of blocks (for example, 4 types) are arranged in the 6 rows and 8 columns matrix, for a total of 48 blocks.
[0088] The user can specify one or more blocks to be erased on the game field. The blocks specified by the user are erased, leaving a blank space on the game field. Other blocks flow into the blank space, so the arrangement of blocks on the game field is changed as the blocks are erased. When a predetermined number or more (for example, four or more) of blocks of the same type are adjacent to each other on the game field, a chain is formed. Blocks that make up a chain (chain blocks) that are equal to or greater than the predetermined number are erased together, and the arrangement of blocks on the game field is changed again accordingly.
[0089] Each time a chain is formed, the user's attack power is accumulated. The user's attack power increases at an accelerated rate according to the number of chains. The HP (stamina value) of the opponent character is subtracted according to the accumulated attack power. In addition, the user's HP (stamina value) is subtracted by a predetermined attack from the opponent character.
[0090] When a user plays a puzzle game in a game stage and the clearing success condition set for the game stage is met, the user is given a clearing reward and the game in that game stage ends. For example, the clearing success condition is met if the user reduces the HP of the opponent character to zero or if the user has more HP remaining than the opponent character when the time limit expires.
[0091] When a user plays a puzzle game in a game stage and a failure condition set for the game stage is met, the game in that game stage is forcibly terminated midway. For example, if the user's HP reaches zero within the time limit, or if an opponent character has more HP remaining than the user when the time limit expires, the failure condition is met.
[0092] After a game stage is forcibly terminated midway, the user can continue the game at the game stage that was not cleared by satisfying a continue condition. For example, the continue condition is satisfied when the user selects and uses an item for continuing from among the items the user owns. Note that the continue condition may also be satisfied when the user simply performs a continue operation.
[0093] <Continuous generation of chain blocks> The continuous generation of chain blocks in this embodiment will be specifically described with reference to Fig. 10 and Fig. 11. Fig. 10 is a diagram showing the screen transitions (first half) until chain blocks are continuously generated in the game field. Fig. 11 is a diagram showing the screen transitions (second half) until chain blocks are continuously generated in the game field.
[0094] As shown in Fig. 10A, the game field in this embodiment is divided into 6 rows and 8 columns, and a total of 48 blocks are laid out in each area. In this embodiment, there are four types of blocks: circular, triangular, star-shaped, and pentagonal. However, the number of types is not limited to these four, and may be three or less, or five or more.
[0095] The user can designate any block from among the blocks arranged on the game field. This designation can be performed by tapping on any block. It is also possible to designate a predetermined number of adjacent blocks at once. This designation can be performed by swiping on a predetermined number of adjacent blocks. The erasing unit 101a erases the blocks designated by the user from the game field. The display control unit 103 performs an effect of erasing the blocks on the game field.
[0096] In the game field, when four or more blocks of the same type are lined up vertically or horizontally, a chain is formed. When the erasing unit 101a determines that a chain is formed, it erases the chain blocks from the game field all at once. The display control unit 103 performs an effect of erasing the chain blocks in the game field. Below, a specific example of when chain blocks are continuously erased will be described.
[0097] First, as shown in FIG. 10B, the user designates a triangular block (shown as a black triangle in the figure) as the block to be erased. The user can designate the triangular block to be erased by tapping it. When the triangular block to be erased is erased from the game field, the four blocks stacked on top of the erased triangular block fall down as shown in FIG. 10C.
[0098] Next, when one triangular block (black triangular block) is removed in FIGS. 10B and 10C and the four blocks above it fall, four pentagonal blocks of the same type (black pentagonal blocks in the figures) are placed adjacent to each other, forming a chain block, as shown in FIG. 11A. The removal unit 101a removes the chain block formed by the four pentagonal blocks (black pentagonal blocks) from the game field. When the chain block is removed from the game field, the six blocks stacked on top of the removed chain block fall as they are, as shown in FIG. 11B. The chain counting unit 101c increments the chain number from 0 to 1.
[0099] Next, when the chain blocks (four black pentagonal blocks) in FIGS. 11A and 11B are all erased and the six blocks above them fall, four star-shaped blocks of the same type (shown as black star blocks in the figure) are placed adjacent to each other, forming a new chain block, as shown in FIG. 11C. The erasing unit 101a all erases the chain block formed by the four star-shaped blocks (black star blocks) from the game field. The chain counting unit 101c increments the chain number from 1 to 2.
[0100] In this way, a new chain is formed by clearing the first chain block (four black pentagonal blocks), and the second chain block (four black star-shaped blocks) is cleared in succession.
[0101] During the period when a chain is formed singly or continuously, i.e., during the period when the effect of a chain block disappearing and the effect of a new block being replenished as the chain block disappears are displayed on the screen (hereinafter also referred to as the "chain period"), the user cannot intervene in the chain on the game field by touching a block to designate it or touching a block to erase it. The more chains there are, the more the user's attack power accumulates. When no new chain blocks exist, the replenishment unit 101b replenishes blocks in the empty areas of the game field, and the game field is once again covered with 48 blocks. The type of block to replenish may be determined randomly. As a result of the replenishment, there is a possibility that a new chain block will be formed. As long as a chain is formed, the chain period continues until a stable state is reached in which no new chain blocks are formed.
[0102] As described above, when a block specified by the user is erased, the arrangement of blocks on the game field changes. When a chain block is formed as a result of the change in block arrangement, the chain block is erased. When the chain block is erased, the arrangement of blocks on the game field changes again. If a new chain block is formed at this point, the same process is executed. When no more chain blocks are formed, the replenishment unit 101b replenishes blocks to the game field. If a new chain block is formed as a result of the replenishment, the chain continues. When the chain period ends, the attack processing unit 101d calculates the user's attack power accumulated according to the number of chains and calculates the damage to be inflicted on the opponent character. Depending on this result, the HP of the opponent character is subtracted.
[0103] <Difficulty change> In the puzzle game of this embodiment, the user difficulty level for a user varies based on whether or not the actual measured value calculated based on the user's playing results during the special period reaches a predetermined target value.
[0104] Below, we will explain the case where the total number of specific items acquired, calculated based on the user's playing results during the special period, is used as the ``actual value,'' and the target number of items acquired, which serves as the basis for changing the user difficulty level, is used as the ``target value.''
[0105] In this embodiment, when the total number of specific items acquired calculated based on the user's play results during the special period (i.e., the total number of specific items acquired by the user as a result of play during the special period) reaches a predetermined target number, the user difficulty level increases so that it becomes more difficult to clear the game stage.
[0106] When the user difficulty level is increased, for example, when replenishing blocks in empty spaces that appear on the game field during game play, the blocks are replenished so as to make it more difficult for chains to be formed, based on the arrangement of the blocks on the game field. However, this is not limited to this, and it is also possible to increase the user difficulty level by using other methods, such as shortening the time limit for a game stage.
[0107] In this case, for example, an advanced user with high operational skills may quickly reach the target number of specific items as a result of actually playing during the special period, and may become dissatisfied because the difficulty level is not appropriate. As a result, the user difficulty level for that advanced user will increase. As a result, it will become more difficult to complete the game in the subsequent special period, and the advanced user will want to fully demonstrate their operational skills during the special period. This will increase the desire to take on challenges, which will ultimately lead to continued play of the puzzle game, thereby preventing user churn.
[0108] On the other hand, if the total number of specific items acquired calculated based on the user's playing results during the special period (i.e., the total number of specific items acquired by the user as a result of playing during the special period) does not reach a predetermined target number, the user difficulty level is lowered to make it easier to clear the game stage.
[0109] When the user difficulty level is lowered, for example, when replenishing blocks in empty spaces that appear on the game field during game play, various blocks are replenished so that chains are more likely to be formed based on the arrangement of various blocks on the game field. Note that this is not limited to this, and it is also possible to lower the user difficulty level using other methods, such as extending the time limit for a game stage.
[0110] In this case, for example, even if a beginner user with low operational skills actually plays during the special period and is dissatisfied because they cannot easily reach the target number of specific items and feel that the difficulty level is not appropriate, the user difficulty level for that beginner user will be lowered. As a result, the game will be easier to complete in subsequent special periods, and the beginner user will be able to play with confidence in their operational skills during the special period. This motivation to play will lead to continued play in the future, making it possible to prevent user churn.
[0111] <<System Operation>> The operation of the information processing system 1 in this embodiment will be described with reference to Fig. 12 and Fig. 13. Fig. 12 is a flowchart showing an example of the operation of the information processing system 1 in this embodiment. Fig. 13 is an image diagram showing an example of a game stage selection screen in this embodiment.
[0112] First, as shown in FIG. 12, the game control unit 101 of the client terminal 10 determines, based on the schedule information, whether the timing at which the user starts up the puzzle game and logs in is within a special period (step S11).
[0113] If the game control unit 101 of the client terminal 10 determines that the user's login is not within the special period (step S11: NO), that is, if the game control unit 101 determines that the user's login is within the normal period, the game control unit 101 proceeds to step S23, which will be described later. On the other hand, if the game control unit 101 determines that the user's login is within the special period (step S11: YES), the game control unit 101 proceeds to step S12.
[0114] Next, if the user logs in during the special period, the display control unit 103 of the client terminal 10 generates a special stage selection screen 500 that lists the game stages that can be played during the special period and controls the screen display unit 160 to display it (step S12).
[0115] As shown in FIG. 13, the special stage selection screen 500 includes a game stage display area 501 that displays a list of game stages that can be played during the special period, and an owned points display area 503 that displays the user's owned points.
[0116] Selection buttons 502 corresponding to each game stage are arranged in the game stage display area 501. The selection buttons 502 are configured so that their display state differs between selected and unselected. The possession point display area 503 is arranged with a selection confirmation button 504 for confirming the game stage selected with the selection button 502.
[0117] The user taps the selection button 502 to select the game stage they wish to play from the multiple game stages displayed in the list, and then taps the selection confirmation button 504 to confirm the selection of that game stage.
[0118] Next, as shown in FIG. 12, the game control unit 101 of the client terminal 10 progresses the special game at the game stage selected and confirmed by the user tapping the selection confirmation button 504 (step S13).
[0119] Specifically, based on the game stage information and user information, the game control unit 101 subtracts the same amount of points as the points consumed for the selected and confirmed game stage from the user's points, and then, in response to the user's operating skill using the touch panel, progresses the battle with the character set for the selected and confirmed game stage.
[0120] Next, the game control unit 101 of the client terminal 10 determines, based on the game stage information, whether or not the clear success condition set for the selected and confirmed game stage is met during the battle with the character set for the selected and confirmed game stage (step S14).
[0121] Specifically, the game control unit 101 calculates the user's attack power based on the number of chains counted each time the user establishes a chain, and subtracts the character's HP by dealing damage according to the user's attack power. The game control unit 101 also subtracts the user's HP by a predetermined attack from the character. The game control unit 101 then determines that the clear success condition is met if the character's HP reaches zero, or if the user has more HP remaining than the character at the end of the time limit.
[0122] If the game control unit 101 of the client terminal 10 determines that the clear success condition is not met (step S14: NO), the process proceeds to step S16, which will be described later. On the other hand, if the game control unit 101 determines that the clear success condition is met (step S14: YES), the game control unit 101 determines that the user has cleared the selected and confirmed game stage, ends the game at the selected and confirmed game stage, updates the user information of the user, and then proceeds to the next step S15.
[0123] Next, if the clear success condition set for the selected and confirmed game stage is met, the game control unit 101 of the client terminal 10 grants the user the clear reward set for the selected and confirmed game stage based on the game stage information (step S15).
[0124] Next, if the game control unit 101 of the client terminal 10 determines that the clear success condition set for the selected and confirmed game stage is not met (step S14: NO), it determines based on the game stage information whether or not the clear failure condition set for the selected and confirmed game stage is met during the battle with the character set for the selected and confirmed game stage (step S16).
[0125] Specifically, the game control unit 101 calculates the user's attack power based on the number of chains counted each time the user establishes a chain, and subtracts the character's HP by dealing damage according to the user's attack power. The game control unit 101 also subtracts the user's HP by a predetermined attack from the character. The game control unit 101 then determines that the failure condition for clearing the game has been met if the user's HP reaches zero within the time limit, or if the character has more HP remaining than the user at the end of the time limit.
[0126] If the game control unit 101 of the client terminal 10 determines that the clear failure condition is not met (step S16: NO), it returns to the processing of step S13 described above and continues to play the special game. On the other hand, if it determines that the clear failure condition is met (step S16: YES), it determines that the user has not been able to clear the selected and confirmed game stage, and forcibly ends the game at the selected and confirmed game stage midway, and proceeds to the next step S17.
[0127] Next, the game control unit 101 of the client terminal 10 determines whether or not to continue the game at the forcibly terminated game stage if the clear failure condition set for the selected and confirmed game stage is met (step S17).
[0128] Specifically, the game control unit 101 determines whether or not the continue condition is met after forcibly terminating the game in the game stage whose selection has been confirmed. For example, it determines that the continue condition is met when the user uses a continue item that the user owns.
[0129] If the game control unit 101 of the client terminal 10 determines that the game at the forcibly terminated game stage should be continued (step S17: YES), it returns to the processing of step S13 described above, updates the user information of the user, and continues to progress with the special game. On the other hand, if it determines that the game at the forcibly terminated game stage should not be continued (step S17: NO), it determines that the user was unable to clear the selected and confirmed game stage, so it ends the game at the selected and confirmed game stage, updates the user information of the user, and ends the processing of the flowchart shown in FIG.
[0130] Next, in the processing of step S15 described above, when the clear reward set for the selected and confirmed game stage is awarded to the user, the difficulty level control unit 102 of the client terminal 10 determines whether the total number of specific items acquired by the user as a result of playing within the special period has reached a predetermined target number (step S18).
[0131] Specifically, the difficulty level control unit 102 calculates the total number of specific items acquired by adding up the specific items acquired as a reward for clearing the selected and confirmed game stage based on the user information, and determines whether the calculated total number of specific items acquired has reached a predetermined target number of items acquired (e.g., 100).
[0132] If the total number of specific items acquired based on the user's play results during the special period does not reach the predetermined target number (step S18: NO), the difficulty level control unit 102 of the client terminal 10 proceeds to step S21, which will be described later. On the other hand, if it is determined that the total number of specific items acquired based on the user's play results during the special period has reached the predetermined target number (step S18: YES), the difficulty level control unit 102 proceeds to the next step S19.
[0133] Next, when the total number of specific items acquired, calculated based on the user's play results during the special period, reaches a predetermined target number, the difficulty level control unit 102 of the client terminal 10 determines whether the user difficulty level for that user has already been changed (step S19).
[0134] Specifically, the difficulty level control unit 102 determines, based on the user information, whether the user difficulty level for the user has been changed from the initial value of "medium" to "high."
[0135] If the difficulty level control unit 102 of the client terminal 10 determines that the user difficulty level of the user has already been changed (step S19: YES), it updates the user information of the user and ends the processing of the flowchart shown in Fig. 12. On the other hand, if it determines that the user difficulty level of the user has not yet been changed (step S19: NO), it proceeds to the next step S20.
[0136] Next, if the user difficulty level of the user has not yet been changed, the difficulty level control unit 102 of the client terminal 10 changes the user difficulty level of the user and updates the user information of the user (step S20).
[0137] Specifically, the difficulty level control unit 102 sets the user difficulty level for the user from the initial value of "medium" to "high" based on the user information, and then increases the difficulty level so that it becomes more difficult for the user to clear the game stage.
[0138] In this embodiment, when the user difficulty level of the user increases, for example, during game play in a future game stage during a special period, the game control unit 101 of the client terminal 10 replenishes blocks in an empty space that appears in the game field, based on the arrangement of the various blocks in the game field, so that chains are less likely to be formed. This makes it more difficult for even advanced users with high operational skills to complete the game during the special period.
[0139] Next, if the total number of specific items acquired, calculated based on the user's play results during the special period, does not reach a predetermined target number (step S18: NO), the difficulty level control unit 102 of the client terminal 10 determines whether the user difficulty level for that user has already been changed (step S21).
[0140] Specifically, the difficulty level control unit 102 determines, based on the user information, whether the user difficulty level for that user has been changed from the initial value of "medium" to "low."
[0141] If the difficulty level control unit 102 of the client terminal 10 determines that the user difficulty level of the user has already been changed (step S21: YES), it updates the user information of the user and ends the processing of the flowchart shown in Fig. 12. On the other hand, if it determines that the user difficulty level of the user has not yet been changed (step S21: NO), it proceeds to the next step S22.
[0142] Next, if the user difficulty level of the user has not yet been changed, the difficulty level control unit 102 of the client terminal 10 changes the user difficulty level of the user and updates the user information of the user (step S22).
[0143] Specifically, the difficulty level control unit 102 sets the user difficulty level for the user from the initial value of "medium" to "low" based on the user information, and then lowers the difficulty level so that the user can more easily clear the game stage.
[0144] In this embodiment, when the user difficulty level of the user is lowered, for example, during game play in a future game stage during a special period, the game control unit 101 of the client terminal 10 replenishes blocks in an empty space that has appeared in the game field, based on the arrangement of the various blocks in the game field, so that chains are more likely to be formed. This makes it easier for even beginner users with low operating skills to complete the game during the special period.
[0145] Next, if the user's login is not within the special period (step S11: NO), the display control unit 103 of the client terminal 10 generates a normal stage selection screen (not shown) that lists the game stages that can be played within the normal period and controls the screen display unit 160 to display it (step S23).
[0146] The normal stage selection screen (not shown) in this embodiment has the same screen configuration as the special stage selection screen 500 shown in FIG.
[0147] Next, the game control unit 101 of the client terminal 10 progresses the normal game at the game stage selected and confirmed by the user tapping the selection confirmation button on the normal stage selection screen (not shown) (step S24).
[0148] In the present embodiment, the normal game proceeds in the same manner as the special game, as in steps S14 to S17 described above, and therefore a detailed description thereof will be omitted here.
[0149] As described above, the information processing system 1 according to this embodiment sets a standard, such as a target number of acquisitions (target value), for a special period. The user difficulty level for a user is adjusted based on whether the total number of specific items acquired by the user as a result of play during the special period (actual value) reaches the target number. For example, even if an advanced user with high operational skills quickly reaches the target number of specific items as a result of actually playing during the special period and becomes dissatisfied because the difficulty level is not appropriate, the user difficulty level for that advanced user will be increased. As a result, it will be more difficult to complete the special game during the subsequent special period, encouraging the advanced user to fully demonstrate their operational skills during the special period. This motivation to play will encourage continued play and prevent user churn. Furthermore, even if a beginner user with low operational skills does not easily reach the target number of specific items as a result of actually playing during the special period and becomes dissatisfied because the difficulty level is not appropriate, the user difficulty level for that beginner user will be decreased. As a result, it will be easier to complete the special game during the subsequent special period, allowing the beginner user to play with confidence in their operational skills during the special period. This desire to play leads to continued play in the future, making it possible to prevent users from leaving.
[0150] ===Other embodiments=== The above-described embodiments are intended to facilitate understanding of the present invention and are not intended to limit the present invention. The present invention may be modified or improved without departing from the spirit thereof, and equivalents thereof are also included in the present invention. In particular, the embodiments described below are also included in the present invention. In other words, the present invention can be configured by appropriately combining the above-described embodiments with the embodiments described below.
[0151] Furthermore, various inventions can be constructed by appropriately combining a plurality of invention-specifying matters disclosed in the above-described embodiments. For example, an invention may be constructed by deleting some invention-specifying matters from all invention-specifying matters disclosed in the above-described embodiments, or an invention may be constructed by appropriately combining all invention-specifying matters disclosed in the above-described embodiments with invention-specifying matters disclosed in the embodiments described below.
[0152] <Conditions for successful completion> In the above-described embodiment, the condition for successful completion may be that the number of chain reactions reaches a predetermined number or more within the time limit, or that a predetermined number or more blocks are erased within the time limit.
[0153] In the above-described embodiment, when a user plays a puzzle game on a game stage, an upper limit may be set on the number of times that the user can tap or swipe to designate a block to be erased (i.e., an upper limit may be set on the number of times that the designation operation can be performed). In this case, a condition for successful completion may be that the total number of designation operations performed by the user until the opponent's HP is reduced to zero is within the upper limit.
[0154] In the above-described embodiment, a different clear success condition may be set for each game stage, or the same clear success condition may be set for all game stages.
[0155] <Failure conditions> In the above-described embodiment, the condition for failing to clear may be that the number of chains does not reach a predetermined number or more within the time limit, or that a predetermined number or more of blocks cannot be erased within the time limit.
[0156] In the above-described embodiment, when a user plays a puzzle game on a game stage, an upper limit may be set on the number of times that the user can tap or swipe to designate a block to be erased (i.e., an upper limit may be set on the number of times that the designation operation can be performed). In this case, the condition for failing to clear the game may be that the user's designation operation reaches the upper limit but the opponent's HP is not reduced to zero.
[0157] In the above-described embodiment, a different failure condition for completion may be set for each game stage, or the same failure condition for completion may be set for all game stages.
[0158] <Decreased difficulty> In the above-described embodiment, the difficulty level for the user may be lowered by reducing the number of types of blocks that are added to empty areas that occur in the game field.
[0159] In addition, in the above-described embodiment, when filling empty spaces that appear on the game field with blocks, it is possible to make it easier for blocks of the same type to be filled together, thereby making it easier for chains of blocks to be formed, thereby lowering the difficulty for the user.
[0160] In addition, in the above-described embodiment, when replenishing empty spaces that appear in the game field with blocks, the same type of block as the most common type in the game field is more likely to be replenished based on the arrangement of various blocks in the game field, making it easier to form chains of blocks and thereby lowering the difficulty for the user.
[0161] In addition, in the above-described embodiment, the appearance probabilities (drop rates) set in association with various types of blocks may be adjusted to make it easier for some types of blocks to be replenished in empty spaces on the game field, and harder for the remaining types of blocks to be replenished in empty spaces on the game field, thereby causing certain types of blocks to gather close together and making it easier for chains of blocks to be formed, thereby lowering the difficulty for the user.
[0162] In the above-described embodiment, the difficulty level for the user may be lowered by placing help blocks on the game field to help the user improve their operation skills. When the user designates a help block on the game field, an explosion or the like may be used to remove many blocks over a wide area at once.
[0163] The difficulty level may be lowered by providing an item that enables the user to place the aid blocks on the game field. The user can use the item at any time to make the aid blocks appear on the game field.
[0164] In the above-described embodiment, when a user plays a puzzle game on a game stage, an upper limit may be set on the number of times that a user can tap or swipe to designate a block to be erased (i.e., an upper limit may be set on the number of times that the designation operation can be performed). In this case, the difficulty level for the user may be lowered by setting the upper limit to a number higher than the usual number (e.g., 30 times) (e.g., 40 times).
[0165] In the above-described embodiment, when a user purchases and uses a paid item (in-game item), the user difficulty level of the user may be lowered. The item for placing the above-described aid blocks on the game field may be a paid item. Even a user who has given up on clearing a stage can lower the user difficulty level by simply purchasing a paid item, making it easier to clear the stage, thereby increasing the user's motivation to play.
[0166] In the above-described embodiment, if the user's game play date falls on a special day or during a special period, the stage difficulty may be lowered instead of the user difficulty, or the stage difficulty may be lowered together with the user difficulty. When the stage difficulty is lowered, parameters such as HP of the character set in the game stage are reduced from their initial values.
[0167] <Increased difficulty> In the above-described embodiment, the difficulty level for the user may be increased by increasing the number of types of blocks that are added to empty areas that occur in the game field.
[0168] In addition, in the above-described embodiment, when filling empty spaces that appear on the game field with blocks, it is possible to increase the difficulty for the user by making it less likely that blocks of the same type will be filled together, thereby making it more difficult for chains of blocks to form.
[0169] In addition, in the above-described embodiment, when replenishing empty spaces that appear in the game field with blocks, the difficulty level for the user may be increased by making it more likely that blocks of the same type as the least common type in the game field will be replenished based on the arrangement of various blocks in the game field, making it more difficult for chains of blocks to form.
[0170] In addition, in the above-described embodiment, the appearance probability (drop rate) set in association with each type of block can be adjusted so that each type of block is evenly replenished in the free space of the game field, thereby preventing blocks of the same type from gathering close together and making it more difficult for chains of blocks to form, thereby increasing the difficulty for the user.
[0171] In the above-described embodiment, the difficulty level for the user may be increased by placing obstacle blocks on the game field to hinder the user's operation skill, and even if the user designates an obstacle block on the game field, it may be temporarily made impossible to erase it.
[0172] In the above-described embodiment, when a user plays a puzzle game on a game stage, an upper limit may be set on the number of times that a user can tap or swipe to designate a block to be erased (i.e., an upper limit may be set on the number of times that the designation operation can be performed). In this case, the difficulty level for the user may be increased by setting the upper limit to a lower number (e.g., 20 times) than the usual upper limit (e.g., 30 times).
[0173] In the above-described embodiment, if the user's game play date falls on a special day or during a special period, the stage difficulty level may be increased instead of the user difficulty level, or may be increased together with the user difficulty level. When the stage difficulty level is increased, parameters such as HP of the character set in the game stage are increased from their initial values.
[0174] <Difficulty change> In the above-described embodiment, the user difficulty level for a user may be changed based on whether the total number of cleared stages (actual value) of game stages cleared by the user as a result of playing during the special period has reached a predetermined target number of cleared stages (target value).
[0175] For example, if the total number of cleared game stages (actual value) calculated based on the user's play results during the special period reaches a predetermined target number of cleared stages (target value), the user difficulty level is set from the initial value of "medium" to "high," thereby increasing the difficulty level so that it will be more difficult for the user to clear game stages thereafter.Also, if the total number of cleared game stages (actual value) calculated based on the user's play results during the special period does not reach the predetermined target number of cleared stages (target value), the user difficulty level is set from the initial value of "medium" to "low," thereby decreasing the difficulty level so that it will be easier for the user to clear game stages thereafter.
[0176] Furthermore, in the above-described embodiment, the number of users who are expected to reach (clear) the midpoint game stage (e.g., the fifth game stage) among all game stages (e.g., the first to tenth game stages) during the special period may be set as a predetermined target number of users (target value), and the user difficulty level for that user may be changed based on whether the number of users who actually reach the midpoint game stage (actual value), calculated based on the play results of each user during the special period, reaches the predetermined target number of users (target value).
[0177] For example, if the number of users (actual measurement value) who actually reach the midpoint game stage calculated based on the play results of users during the special period reaches a predetermined target number (target value), the user difficulty level for all users when playing during the special period is increased. Also, if the number of users (actual measurement value) who actually reach the midpoint game stage calculated based on the play results of users during the special period does not reach the predetermined target number (target value), the user difficulty level for all users when playing during the special period is decreased.
[0178] <Keeping difficulty changes secret> In the above-described embodiment, the difficulty level control unit 102 may lower the user difficulty level so that the user can more easily complete the game stage, without informing the user that the user difficulty level has been lowered. In this case, it is advisable to display a screen in advance to explain to the user that the difficulty level will change automatically in this way.
[0179] For example, instead of displaying a message on the game screen during play informing the user that the difficulty level has been lowered, the user difficulty level may be lowered by adjusting the appearance probability (drop rate) of various blocks as described above.
[0180] By not informing the user, the user can be made to believe that they were able to clear the stage not because the user difficulty level was lowered, but because their own skill improved, which gives the user confidence. As a result, the user's motivation to play can be increased, making it possible to prevent users from dropping out.
[0181] Furthermore, in the above-described embodiment, the difficulty level control unit 102 may increase the user difficulty level so that it becomes more difficult for the user to complete the game stage, without informing the user that the user difficulty level has been increased. In this case, it is advisable to display a screen in advance to explain to the user that the difficulty level will change automatically in this way.
[0182] For example, instead of displaying a message on the game screen during play informing the user that the difficulty level has increased, the user difficulty level may be increased by adjusting the appearance probability (drop rate) of various blocks as described above.
[0183] By not informing the user, if the user can clear the stage despite the increased difficulty, the user can gain more confidence. As a result, the user's motivation to play can be increased, making it possible to prevent users from dropping out.
[0184] In the above-described embodiment, the fact that the user difficulty level has been lowered or increased may be notified to the user without being kept secret. For example, a message informing the user that the user difficulty level has been lowered or increased may be displayed on the game screen during play. For example, the user may be notified that the user difficulty level has been lowered or increased by placing the above-described help blocks on the game field, or may be notified that the user difficulty level has been increased by placing the above-described obstruction blocks on the game field.
[0185] <Secrecy of the special period> In the above-described embodiment, the difficulty level control unit 102 may change the user difficulty level without informing the user of the special period during which the difficulty level is changed.
[0186] By not letting the user know about the special period, for example, the user can recognize that they were able to clear a stage not because the user difficulty level was lowered, but because their own skill improved, which can give the user confidence. As a result, the successful experience of being able to clear a stage easily leads to continued play in the future, making it possible to prevent users from dropping out.
[0187] Conversely, the special period in which the user difficulty level decreases or increases may not be kept secret, but may be notified to the user.
[0188] By making users aware of the special period, they will be more likely to play actively during the special period. For example, if the user is able to clear a stage because the difficulty level has been lowered, the successful experience of being able to clear it easily will lead to continued play in the future, making it possible to prevent users from dropping out.
[0189] <Special period> In the above-described embodiment, the user difficulty level may be changed using a specific period pre-set in the user information (e.g., one week, one month, one year, etc. after the user installs the game) rather than using a special period set in the schedule information.
[0190] Furthermore, in the above-described embodiment, the special period is not limited to a few days such as "June 1st to June 5th," but may also be a few hours such as "June 1st, 10:00 to 14:00" or a few minutes such as "June 1st, 10:00 to 10:30."
[0191] Furthermore, in the above-described embodiment, the special period may be set to coincide with a time period (off-season) when the number of users actually playing is low during the day.
[0192] In the above-described embodiment, the special period may be set by a user operation.
[0193] <Block type> In the above embodiment, the blocks are classified according to their shape (circle, triangle, star, pentagon, etc.), but they may also be classified according to their color (red, blue, yellow, green, etc.). Also, the types of blocks may be distinguished by a combination of shape and color.
[0194] <Game> In the above embodiment, a competitive puzzle game has been given as an example, but the present invention is not limited to competitive games.Furthermore, the present invention is not limited to puzzle games, and may be, for example, a sports game or an action game in which multiple game stages are prepared to be cleared.
[0195] Furthermore, in the above-described embodiment, points to be consumed may not be set for each game stage, and the game may be playable without consuming the user's points. [Explanation of symbols]
[0196] 1. Information Processing Systems 10 Client Terminal 20 Server equipment 50 Computers 51 CPU 52 RAM 53 ROM 54 Communication Interface 55 Input Device 56 Display device 57 External Interface 58 HDD 100 Client control section 101 Game control unit 101a Erase part 101b Replenishment Department 101c Chain Counting Unit 101d Attack Processing Unit 102 Difficulty control unit 103 Display control unit 104 Server Access Section 120 Client Storage 140 Client Communication Section 150 Operation input reception unit 160 Screen display section 200 Server control unit 201 Request Processing Unit 202 Information Management Department 220 Server Storage 221 Game stage information storage unit 222 Item information storage unit 223 User information storage unit 224 Stage information storage unit 240 Server Communication Department 500 Game Stage Selection Screen 501 Game stage display area 502 Select button 503 Possessed points display area 504 Selection confirmation button B Bus Line N Network
Claims
1. Computer, a game control means for progressing the game based on an operation of the user, regardless of whether the user plays the game during a normal period or a special period other than the normal period; a difficulty level control means for increasing the difficulty level so that it becomes more difficult for the user to complete the game during the special period when an actual measurement value calculated based on the user's play results during the special period reaches a predetermined target value; A program to function as a
2. the difficulty level control means increases the difficulty level so that it becomes more difficult for the user to complete the game during the special period when the total number of specific items acquired by the user through playing the game during the special period reaches a predetermined target number; The program according to claim 1.
3. the difficulty level control means increases the difficulty level so that it becomes more difficult for the user to complete the game without notifying the user that the difficulty level has been increased, The program according to claim 1 or 2.
4. Computer, a game control means for progressing the game based on an operation of the user, regardless of whether the user plays the game during a normal period or a special period other than the normal period; a difficulty level control means for lowering the difficulty level so that the user can more easily complete the game during the special period when an actual measurement value calculated based on the user's play results during the special period does not reach a predetermined target value; A program to function as a
5. the difficulty level control means, when the total number of specific items acquired by the user through playing the game during the special period does not reach a predetermined target number, lowers the difficulty level so that the user can more easily complete the game during the special period; The program according to claim 4.
6. the difficulty level control means lowers the difficulty level so that the user can more easily complete the game without notifying the user that the difficulty level has been lowered; The program according to claim 4 or 5.
7. a game control unit that progresses the game based on an operation of the user regardless of whether the user plays the game during a normal period or a special period other than the normal period; a difficulty level control unit that increases the difficulty level so that it becomes more difficult for the user to complete the game during the special period when an actual measurement value calculated based on the user's play results during the special period reaches a predetermined target value; An information processing device comprising:
8. a game control unit that progresses the game based on an operation of the user regardless of whether the user plays the game during a normal period or a special period other than the normal period; a difficulty level control unit that lowers the difficulty level so that the user can more easily complete the game during the special period when an actual measurement value calculated based on the user's play results during the special period does not reach a predetermined target value; An information processing device comprising:
Citation Information
Patent Citations
Game system, game program, and game device
JP6736600B2