Information processing apparatus and information processing method
The information processing device and program in electronic games address the issue of unnecessary rewards by aligning item distribution with player needs, improving the gaming experience through relevant reward allocation.
Patent Information
- Application Number
- JP2025169613
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-10-07
- Publication Date
- 2026-01-14
AI Technical Summary
Existing methods of distributing rewards in multiplayer electronic games often result in players receiving items they do not need, whether through equal distribution or based on contribution, leading to inefficiencies.
An information processing device and program that identify the relationship between player-owned objects and reward attributes to distribute items based on their relevance to the player's needs, using a client-server system to manage rewards in electronic games.
Reduces the likelihood of players receiving unnecessary rewards by aligning item distribution with their game progress and equipment needs, enhancing the gaming experience.
Smart Images

Figure 2026004544000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to an electronic game that uses a display capable of displaying two or more dimensions. [Background technology]
[0002] There are known online electronic games that allow multiplayer quests. For example, Patent Document 1 discloses a method in which, when a quest is cleared through multiplayer, each player who participated in the multiplayer game is given a clearing reward according to the player's contribution. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2017-209311 Summary of the Invention [Problem to be solved by the invention]
[0004] A reward for clearing an electronic game may include multiple types of items. When multiple players belonging to a team clear the electronic game in multiplayer, each item included in the reward for clearing the game must be assigned to one of the players belonging to the team.
[0005] If the clear reward is distributed equally or randomly among multiple players, there is a possibility that at least some players will be given items that they do not need. Also, if the clear reward is given according to the degree of contribution, as in the method described in Patent Document 1, there is a possibility that at least some players will be given items that they do not need.
[0006] The problem that the present invention aims to solve is to reduce the possibility that unnecessary or less necessary rewards are given to each player when distributing rewards to multiple players that make up a team. [Means for solving the problem]
[0007] In order to solve the above problem, an information processing device that is one form of the present invention includes an identification unit that, when a team including multiple players achieves a predetermined condition defined in a target game, identifies a relationship between an attribute of an object possessed by a player belonging to the team and an attribute of a reward defined in the target game, and a distribution unit that distributes the reward to each of the multiple players based on the relationship identified by the identification unit.
[0008] To solve the above problem, one aspect of the present invention provides an information processing program that causes a computer to execute a process of, when a team including multiple players achieves a predetermined condition defined in a target game, identifying a relationship between attributes of an object possessed by at least one player belonging to the team and attributes of a reward defined in the target game, and distributing the reward to each of the multiple players based on the relationship. Note that the information processing program may be non-temporarily recorded on a computer-readable recording medium. [Effects of the Invention]
[0009] According to the present invention, when distributing rewards to a plurality of players constituting a team, the possibility of each player being given an unnecessary or less necessary reward is reduced. [Brief explanation of the drawings]
[0010] [Figure 1] FIG. 1 is a block diagram illustrating a network configuration of a system according to an embodiment. [Figure 2] FIG. 1 is a block diagram illustrating an example of the electrical configuration of a server device (embodiment); [Figure 3] 1 is a block diagram illustrating an example of the electrical configuration of a user device (embodiment); [Figure 4] FIG. 1 is a block diagram illustrating a functional configuration of a user management server according to an embodiment of the present invention. [Figure 5] FIG. 1 is an explanatory diagram illustrating a database configuration (Example). [Figure 6] FIG. 1 is an explanatory diagram illustrating a database configuration (Example). [Figure 7] FIG. 10 is a sequence diagram illustrating a procedure for executing multiplay (embodiment); [Figure 8] FIG. 10 is a flow diagram illustrating a strategy reward distribution procedure (embodiment). [Figure 9] 1 is an explanatory diagram of an example. [Figure 10] 10 is an explanatory diagram of an example of distribution according to the second distribution method (embodiment). [Figure 11] 10 is an explanatory diagram of an example of distribution according to the second distribution method (embodiment). DETAILED DESCRIPTION OF THE INVENTION
[0011] [1. Embodiment] [1-1.Premise] This embodiment relates to an electronic game using a display capable of displaying two or more dimensions. In the electronic game according to the embodiment, when a team including multiple players achieves a predetermined condition set in a target game, a reward set in the target game is distributed to each of the multiple players belonging to the team.
[0012] The electronic game may include a plurality of stages, each of which may have a different level of difficulty.
[0013] The target game refers to the electronic game itself or any of the individual stages included in the electronic game. One or more reward rules are set for the target game. Each reward rule preferably sets the conditions (award conditions) under which a predetermined reward is granted to a player, and the content of the reward (award content) that will be granted to the player when the conditions are fulfilled.
[0014] The condition for granting the reward may be to challenge the target game, to achieve a predetermined result in the target game, or to conquer (clear) the target game. Conquering the target game means, for example, defeating a predetermined enemy object (enemy character) that appears in the game. Defeating a predetermined enemy object means, for example, launching various attacks on the enemy object and changing the enemy object into a predetermined state. The predetermined state is, for example, a state in which a predetermined parameter has decreased to a predetermined value or less.
[0015] An object is an in-game element that appears in the electronic game and is controlled by a player. The object is, for example, a character that has an on-screen appearance and a variable state (status) set. The character includes an action character and equipment items that change the state of the action character. The appearance of the action character is, for example, the appearance of a person, animal, machine, monster, etc. The state of the action character is expressed as values such as HP (Hit Point), SP (Skill Point), attack power, defense power, experience points, level, etc. The appearance of the equipment item is, for example, the appearance of a weapon, accessory, etc. The state of the equipment item is expressed as values such as attack power, defense power, etc. Each action character is preferably set with an attribute that can identify the type of action character. Each equipment item is preferably set with an attribute that can identify the type of equipment item.
[0016] The content of the award includes an award target and an award quantity. The content of the award may be fixed or may vary depending on the performance of the target game.
[0017] The object to be granted may include an item. The item is an in-game element that appears in the electronic game and is used to bring about a predetermined effect on the object. The item is, for example, a synthesis material having an on-screen appearance and the content of the effect set thereto. The appearance of the synthesis material may be, for example, a drop, a jewel, or the like. The content of the effect is, for example, changing the state of the action character or the equipment item. The amount of change may be set as a change number or a change rate. The change may be temporary or permanent. Each synthesis material is preferably set with an attribute that can identify the type of synthesis material. Each synthesis material preferably brings about the effect on the corresponding type of object.
[0018] To summarize the above, in the electronic game according to this embodiment, when a team including multiple players achieves the granting conditions (predetermined conditions) related to the regulations (reward regulations) set for the target game, the team is granted the grant object (reward) specified as the grant content related to the regulations in the amount of the granting quantity, and the grant object is further distributed to each of the multiple players belonging to the team.
[0019] [1-2. Main Features] In this embodiment, in order to reduce the possibility of players being awarded unnecessary or little-needed rewards, the information processing device includes an identification unit and a distribution unit. When a team including multiple players achieves a predetermined condition defined in the target game, the identification unit identifies a relationship between the attributes of objects possessed by players belonging to the team and the attributes of rewards defined in the target game. The distribution unit distributes the rewards to each of the multiple players based on the relationship identified by the identification unit.
[0020] When the electronic game is provided in a client-server information processing system, the information processing device according to the embodiment is configured as a server-side device capable of providing the electronic game to a plurality of client-side devices via a communication network. In this case, the client-side devices may be arcade game machines installed in game centers or the like, or personal game machines owned by each player. The personal game machines may be stationary game machines or portable game machines. The stationary game machines and portable game machines may be dedicated game machines or general-purpose terminals.
[0021] When the electronic game is provided by a stand-alone game device, the game device corresponds to the information processing device according to the embodiment. In this case, the game device may be an arcade game machine installed in a game center or the like, or a personal game machine owned by each player. The personal game machine may be a stationary game machine or a portable game machine. The stationary game machine and the portable game machine may be dedicated game machines or general-purpose terminals.
[0022] [1-3. Optional limitations] (1) The determination unit may determine the relationship based on the magnitude of the effect that the reward will have on the object when distributed to the player. For example, the determination unit may evaluate the relationship as being stronger as the effect increases. This makes it easier for a highly desired reward to be given to each player.
[0023] (2) The identification unit may identify the relationship using attributes of the object whose frequency of use by the player is equal to or greater than a predetermined threshold. In other words, the identification unit may identify the relationship without using attributes of the object whose frequency of use by the player is less than the threshold. Objects that are used frequently are more likely to be development targets for each player. Therefore, if a reward that brings about the effect of an object whose frequency of use is equal to or greater than the threshold is preferentially granted to a player who uses the object, each player is more likely to receive a reward that is more needed. The frequency of use of each object can be identified by referring to the play history of each player.
[0024] (3) The identification unit may identify the relationship by excluding, from the objects whose usage frequency is equal to or greater than the threshold, objects for which the effect will not occur even if the reward is distributed to the player. For example, the effect will not occur for objects that have been raised to a preset upper limit. Therefore, if the identification of the relationship is configured to exclude objects for which the effect will not occur, rewards that are not needed will be less likely to be given to each player. [Example]
[0025] 2. Working Example [2-1. Overview] This embodiment relates to a game service (service of the embodiment) that is provided at least in part online. In the service of the embodiment, a role-playing game (electronic game) is provided to a player in which the player controls a plurality of action characters (objects) that make up a party and sequentially challenges a plurality of stages (target game) prepared in the game. Hereinafter, the stages will be referred to as "quests."
[0026] Each action character can be distinguished from other action characters by their attributes and status. The status of each action character can change in a direction advantageous to the player by playing quests, equipping equipment items (objects), and synthesizing synthesis materials (rewards). In the following, advantageous changes to an action character will be referred to as "growth." Furthermore, the process by which a player grows an action character they own will be referred to as "development."
[0027] Each equipment item can be distinguished from other equipment items by its attributes and status. The status of each equipment item can be changed in a way that is advantageous to the player by combining synthesis materials (rewards). In the following, advantageous changes to equipment items will be referred to as "evolution." Furthermore, the process by which a player evolves an equipment item they own will be referred to as "strengthening."
[0028] There are two types of play styles for quests: solo play (normal play) where one player challenges the quest alone, and multiplayer (cooperative play) where two to four players challenge the quest together. In multiplayer, a cooperative relationship (team) is formed between the host who organizes the multiplayer and recruits companions, and the guests who respond to the recruitment and participate in the multiplayer, and the progress of the play is synchronized between players.
[0029] Each quest has a set of rules (reward rules) regarding rewards for completing it. Each rule specifies the conditions for granting a reward (granting conditions) and the content of the reward (granting content). The granting condition (predetermined condition) is completing the quest. The reward content includes the type of item to be granted (granted item) and the quantity to be granted (granted quantity). Items include virtual value and synthesis materials. For example, when a quest is completed by a party (team) in multiplayer, the item that is the reward for completing the quest is granted to the party. The items granted to the party are distributed among the multiple players participating in the multiplayer. For example, virtual value is distributed equally among all players. As a general rule, synthesis materials are distributed randomly among all players. In the following explanation, the method of randomly distributing synthesis materials is referred to as the "first distribution method."
[0030] [2-2. Features] In the service of the embodiment, in order to reduce the possibility that players are given synthesis materials (rewards) that are not necessary for them, when a quest is cleared in multiplayer, the synthesis materials given to the party that challenged the multiplayer as a reward for clearing the quest are distributed to multiple players based on the relationship between the attributes of the synthesis materials and the attributes of the action characters or equipment items that are used more frequently than a predetermined threshold by players belonging to the team related to the party. In the following explanation, the method of distributing synthesis materials based on the relationship is called the "second distribution method."
[0031] When determining the relationship, the degree to which the action character will grow or the equipment item will evolve (the magnitude of the effect on the object) when the synthesis material is distributed to the player is taken into consideration. In the service of the embodiment, the greater the degree, the stronger the relationship is evaluated to be. Furthermore, action characters that have already grown to their set upper limit (objects that cannot produce the effect) and equipment items that have already evolved to their set upper limit (objects that cannot produce the effect) are excluded when determining the relationship. As a result, highly necessary synthesis materials are more likely to be given to each player, and less necessary synthesis materials are less likely to be given to each player.
[0032] [2-3. System Configuration of the Example] [2-3-1. Network Configuration] (1) Overview 1 illustrates a network configuration of a system according to an embodiment of the present invention. The system according to the embodiment provides a service according to the embodiment to a user.
[0033] As illustrated in FIG. 1, the system of the embodiment includes a user management server 10 that manages users of the service of the embodiment, a data management server 20 that manages data related to the service of the embodiment, and multiple user terminals 30 (30-1, 30-2, ... 30-n) (n: natural number) that are used by multiple users, respectively.
[0034] The user management server 10 and the user terminal 30 can exchange data via a communication network 40. The data management server 20 can access a built-in or externally connectable storage 21. The user management server 10 can access data stored in the storage 21 via the data management server 20.
[0035] The communication network 40 may include at least one of existing networks such as the Internet, a mobile phone network, a wireless wide area network (WAN), a wireless local area network (LAN), and Ethernet (registered trademark).
[0036] (2) User management server The user management server 10 is a server device (computer) on which a web server program is installed. In response to a request, the user management server 10 causes the data management server 20 to obtain the necessary data from the storage 21 and provides it (response) to the requestor. In response to a request, the user management server 10 also causes the data management server 20 to register the necessary data in the storage 21. Note that a server system may be configured by linking multiple server devices together, and the functions of the user management server 10 may be shared or the load on the user management server 10 may be distributed.
[0037] (3) Data management server The data management server 20 is a server device (computer) on which a DB (Data Base) server program is installed. The data management server 20 and the storage 21 constitute a DBMS (Data Base Management System). In response to a request, the data management server 20 obtains necessary data from the storage 21 and provides it (responds) to the requestor. In addition, the data management server 20 registers necessary data in the storage 21 in response to a request. The storage 21 is a storage device that stores data related to the service of the embodiment. Note that a server system may be configured by linking multiple server devices, and the functions of the data management server 20 may be shared or the load on the data management server 20 may be distributed.
[0038] (4) User terminal The user terminal 30 is a user device (computer) on which a predetermined game program is installed. In this embodiment, the user device may be a general-purpose portable device on which a program can be installed (e.g., a mobile phone, a smartphone, a tablet terminal, a tablet PC (personal computer), a wearable device, etc.) or a general-purpose processing device (e.g., a PC (personal computer)).
[0039] [2-3-2. Electrical configuration] (1) Electrical configuration of the server device 2 illustrates an electrical configuration of a server device. The server device illustrated in FIG. 2 includes a CPU The system includes a control processing device 210 including a central processing unit (Central Processing Unit) and read-only memory (ROM), a main memory device 220 including random access memory (RAM), an auxiliary memory device 230 including a hard disk drive (HDD), an input device 240 including a mouse and keyboard, an output device 250 including a display and speakers, and a communication control device 260 including a network interface card. Note that a device such as an MPU (Micro-Processing Unit) or a DSP (Digital Signal Processor) may be used instead of the CPU.
[0040] The main memory device 220, the auxiliary memory device 230, the input device 240, the output device 250, and the communication control device 260 are each connected to the control processing device 210 via a bus line. The control processing device 210 (1) loads a program stored in the auxiliary memory device 230 onto the main memory device 220, (2) acquires data from at least one of the input device 240, the auxiliary memory device 230, and the communication control device 260 in accordance with instructions from the program, (3) calculates and processes the acquired data in accordance with procedures defined in the program, and (4) provides the calculated and processed data to at least one of the auxiliary memory device 230, the output device 250, and the communication control device 260.
[0041] (2) Electrical configuration of the user device Fig. 3 illustrates an electrical configuration of a user device. The user device illustrated in Fig. 3 includes at least a DSP 311 constituting a control processing unit, a RAM 321 constituting a main storage unit, a ROM 322 and an EEPROM (Electrically Erasable Programmable Read-Only Memory) 323 constituting an auxiliary storage unit, a touch panel display 331 constituting an input unit and a display unit, a speaker 332 constituting an audio output unit, and a NIC (Network Interface Controller) 341 and a wireless LAN (Local Area Network) chip 342 constituting a communication control unit.
[0042] RAM 321, ROM 322, EEPROM 323, touch panel display 331, speaker 332, NIC 341, and wireless LAN chip 342 are each connected to DSP 311 via a bus line. DSP 311 (1) loads a program stored in ROM 322 or EEPROM 323 into RAM 321, (2) acquires data from at least one of touch panel display 331, EEPROM 323, NIC 341, and wireless LAN chip 342 in accordance with instructions from the program, (3) calculates and processes the acquired data in accordance with a procedure defined in the program, and (4) provides the calculated and processed data to at least one of EEPROM 323, touch panel display 331, speaker 332, NIC 341, and wireless LAN chip 342.
[0043] [2-3-3. Functional configuration] (1) Overview The functions of the user management server 10 and the data management server 20 are realized by installing an OS (Operating System) for server devices and a program (information processing program) that runs on the OS in the server devices, respectively. The program to be installed in the server device may be distributed in a state in which it is non-temporarily recorded on a recording medium such as a CD (Compact Disc), a DVD (Digital Versatile Disk), an MO disk (Magneto-Optical disk), or a flash memory, and then read from the recording medium into the server device, or may be supplied to the server device by being superimposed on a carrier wave via the communication network 40 or another communication network.
[0044] The functions of the user terminal 30 are realized by installing an OS (Operating System) for the user device and a game program (control program) that runs on the OS in the user device. Note that the functions of the user terminal 30 can also be realized by installing a web browser program that runs on the OS for the user device and a game program (plug-in) that runs on the web browser program in the user device, instead of the game program.
[0045] The OS for the user device is generally installed in the user device at the time of shipment. Other programs to be installed in the user device are generally supplied to the user device by being superimposed on a carrier wave via a communication network 40. Note that the other programs to be installed in the user device may be distributed in a state in which they are non-temporarily recorded on a recording medium such as a CD (Compact Disc), a DVD (Digital Versatile Disk), an MO disk (Magneto-Optical disk), or a flash memory, and then read from the recording medium into the user device.
[0046] (2) Functional configuration of the user management server (part related to the second distribution method) Fig. 4 illustrates an example of the functional configuration of the user management server. Fig. 4 illustrates a portion related to the second distribution method. As illustrated in Fig. 4, the user management server 10 includes a reception / provision unit 410, a setting unit 420, an identification unit 430, a distribution unit 440, a notification unit 450, and a synchronization unit 460. The reception / provision unit 410, the setting unit 420, the identification unit 430, the distribution unit 440, the notification unit 450, and the synchronization unit 460 are each configured to include a control processing device 210 and a communication control device 260 of the server device operating as the user management server 10.
[0047] The reception / provision unit 410 receives a player's designation of a distribution method via the user terminal 30 before the start of a quest. In a multiplay in the service of the embodiment, a player can designate either a first distribution method or a second distribution method. The distribution method is designated, for example, by the host who organizes the multiplay, and is carried out with the consent of the guests participating in the multiplay. In addition, after the quest ends, the reception / provision unit 410 provides the user terminal 30 with result display data for producing a result display.
[0048] The setting unit 420 sets the distribution method of the synthesis material to be used by the distribution unit 440 to either the first distribution method or the second distribution method in response to a specification by the player.
[0049] When a party completes a quest in a multiplayer mode and the second distribution method is specified, the determination unit 430 determines the relationship between the attributes of the action characters and equipment items possessed by the players hosting or participating in the multiplayer mode and whose usage frequency is equal to or exceeds a predetermined threshold, and the attributes of the synthesis materials designated as the grant target in the reward regulations set for the quest. Specifically, the determination unit 430 determines the relationship based on the degree to which the action characters will grow or the degree to which the equipment items will evolve when the grant target synthesis materials are granted to each player. As an example, the determination unit 430 may evaluate the relationship as being stronger (deeper) the greater the degree. It is preferable that the determination unit 430 excludes action characters and equipment items that have already grown to their set upper limit and equipment items that have already evolved to their set upper limit from the action characters and equipment items whose usage frequency is equal to or exceeds the threshold.
[0050] The distribution unit 440 distributes the virtual value and synthesis materials to be awarded to each player who hosted or participated in the multiplayer game. The virtual value is distributed equally to all players. The synthesis materials are distributed using a first distribution method or a second distribution method based on the player's designation. If the second distribution method is designated, the distribution unit 440 distributes the synthesis materials to be awarded as strategy rewards to the players who hosted or participated in the multiplayer game based on the relationships identified by the identification unit 430.
[0051] The notification unit 450 outputs result display data for producing a result display to the reception / provision unit 410, which then provides the data to the user terminal 30. The result display data includes the details of the strategy reward. The details of the strategy reward include, for example, the virtual value and the grant target and grant quantity for each synthesis material.
[0052] The synchronization unit 460 transmits cache update data to the user terminal 30 at a predetermined update timing, thereby updating the cache data held in the user terminal 30. Examples of the predetermined update timing include immediately after a game program is started in the user terminal 30 and the user management server 10 is accessed, or immediately before a quest is started or completed in the user terminal 30. The synchronization unit 460 also receives various data from the user terminal 30 at predetermined timing, and updates the data managed by the data management server 20 as necessary.
[0053] [2-3-4. Database configuration] 5 and 6 show examples of database configurations in the system of the embodiment. These data are stored in the storage 21 and are accessible via the data management server 20. Cached update data including at least a portion of these data is stored in the user management server 10. The data is provided from the synchronization unit 460 to the user terminal 30 and is stored in the user terminal 30 as cache data.
[0054] (1) Player management information The player management information is management information that manages various parameters related to each player. The player management information is added at the time of initial setup by each player and can be updated as needed. As exemplified in FIG. 5(a), the player management information associates at least a "player ID (identification information)" unique to each player with a "virtual value holding amount."
[0055] (2) Quest setting information The quest setting information is setting information that sets various parameters related to each quest. The quest setting information can be updated at any time by the provider of the service of the embodiment. As illustrated in FIG. 5(b), the quest setting information associates at least a "quest ID (identification information)" that is unique to each quest with a "reward provision ID (identification information)."
[0056] (3) Remuneration regulation definition information The remuneration provision definition information is definition information that defines the content of each remuneration provision. The remuneration provision definition information can be updated at any time by the provider of the service of the embodiment. As illustrated in FIG. 5(c), the remuneration provision definition information associates at least a "remuneration provision ID (identification information)" that is unique to each remuneration provision with a "file path." The file path is the condition for granting a remuneration. This is the path to the definition file that defines the reward regulations that stipulate the reward content (grant conditions) and reward content (grant content).
[0057] (4) Action character definition information The action character definition information is definition information that defines various parameters related to each action character type for each action character type. The action character definition information can be updated at any time by the provider of the service of the embodiment. As illustrated in FIG. 5(d), the action character definition information at least associates an "action character type ID (identification information)" that is unique to each action character type with an "attribute." The action character's attribute corresponds to a role (i.e., role, occupation) in a role-playing game provided in the service of the embodiment.
[0058] (5) Character action settings information The action character setting information is setting information that sets upper limits for various parameters related to the action character. The action character setting information can be updated at any time by the provider of the service of the embodiment. As exemplified in FIG. 5(e), the action character setting information associates at least various "status upper limits" with an "action character type ID" and a "level." In the service of the embodiment, the higher the level, the higher the upper limit is set. The status represents the state of the action character. The state of the action character is represented by, for example, status such as HP (Hit Point), SP (Skill Point), attack power, and defense power.
[0059] (6) Equipment item definition information The equipment item definition information is definition information that defines various parameters related to equipment items of each type of equipment item. The equipment item definition information may be updated at any time by the provider of the service of the embodiment. As illustrated in FIG. 5(f), the equipment item definition information associates at least "rarity" and "attributes" with an "equipment item type ID (identification information)" that is unique to each type of equipment item.
[0060] (7) Equipment item setting information The equipment item setting information is setting information that sets upper limits for various parameters related to an equipment item. The equipment item setting information can be updated at any time by the provider of the service of the embodiment. As exemplified in FIG. 5(g), the equipment item setting information associates at least various "status upper limits" with an "equipment item type ID" and a "rarity." In the service of the embodiment, the higher the rarity, the higher the upper limit is set. The status represents the state of the equipment item. The state of the equipment item is represented by, for example, status such as attack power and defense power.
[0061] (8) Synthetic material definition information The synthesis material definition information is definition information that defines various parameters related to each type of synthesis material for each type of synthesis material. The synthesis material definition information can be updated at any time by the provider of the service of the embodiment. As illustrated in Figure 5(h), the synthesis material definition information associates at least a "synthesis material type ID (identification information)" that is unique to each type of synthesis material with a "rank" and an "attribute."
[0062] (9) Equipment effect setting information The equipment effect setting information is setting information that sets the acting character that brings about the equipment effect for each type of equipment item and the content of the equipment effect. The equipment effect setting information can be updated at any time by the provider of the service of the embodiment. As exemplified in FIG. 5(i), the equipment effect setting information at least associates an "equipment effect" with an "equipment item type ID" and an "acting character attribute." The acting character attribute corresponds to the attribute of the acting character. The equipment effect includes, for example, the amount by which one or more statuses associated with the acting character having the attribute are increased.
[0063] (10) Composite effect setting information A The synthesis effect setting information A is setting information that sets the action character that brings about the synthesis effect for each type of synthesis material and the content of the synthesis effect. The synthesis effect setting information A can be updated at any time by the provider of the service of the embodiment. As exemplified in FIG. 5(j), the synthesis effect setting information A at least associates a "synthesis effect" with a "synthesis material type ID" and an "action character attribute." The action character attribute corresponds to the attribute of the action character. The synthesis effect includes, for example, the amount by which one or more statuses associated with the action character having the attribute are increased, and a statistical value based on the performance of synthesizing the synthesis material into the action character having the attribute.
[0064] (11) Composite effect setting information B The synthesis effect setting information B is setting information that sets the equipment item that brings about a synthesis effect for each synthesis material and the content of the synthesis effect. The synthesis effect setting information B can be updated as needed by the provider of the service of the embodiment. As exemplified in FIG. 5(k), the synthesis effect setting information B associates at least a "synthesis effect" with a "synthesis material type ID" and an "equipment item attribute." The equipment item attribute corresponds to the attribute of the equipment item. The synthesis effect includes, for example, the amount by which one or more statuses associated with the equipment item having the attribute are increased, and a statistical value based on the results of synthesizing the synthesis material into the equipment item having the attribute.
[0065] (12) Action character management information The action character management information is management information that manages various parameters related to the action characters owned by the player. The action character management information is added each time the player acquires an action character and can be updated at any time. As exemplified in FIG. 6(l), the action character management information associates at least an "action character type ID," "usage frequency," "experience points," "level," and "status" with a "player ID" and a "BOX number." Experience points can increase by clearing quests. Levels increase in stages as experience points increase. The BOX number is a number unique to the storage area in the BOX that stores the action character. The usage frequency is, for example, the number of times or duration of use within the most recent specified period. The status is various statuses.
[0066] (13) Equipment item management information Equipment item management information is management information that manages various parameters related to equipment items owned by a player. The equipment item management information is added each time a player acquires an equipment item and can be updated as needed. As exemplified in FIG. 6(m), the equipment item management information associates at least an "equipment item type ID," a "usage frequency," a "status," and an "equipment status" with a "player ID" and a "box number." The box number is a number unique to the storage area within the box that stores the equipment item. The usage frequency is, for example, the number of times the item has been strengthened in the most recent specified period. The status is various statuses. The equipment status includes information that can identify the acting character who is equipping the equipment item.
[0067] (14) Management information for owned materials The possessed material management information is management information that manages various parameters related to the synthesis materials possessed by the player. The possessed material management information is added each time the player acquires a synthesis material, and is updated each time the player uses a synthesis material. As exemplified in FIG. 6(n), the possessed material management information associates at least a "synthesis material type ID" and "possessed number" with a "player ID" and a "BOX number." The BOX number is a number that is unique to the storage area within the BOX that stores the possessed materials.
[0068] (15) Party Management Information Party management information is management information that manages the action characters that make up each multiplayer party. Party management information is added each time a party is formed. As exemplified in FIG. 6(o), the party management information associates at least two to four "action characters" that belong to the party with a "party ID (identification information)" that is unique to the party. Multiplayer is played by one host and two to three guests. Action characters are identified by the player ID of each player and the box number in which the action character is stored.
[0069] (16) Strategy reward management information The strategy reward management information is management information that manages information related to the strategy reward for each party in a multiplayer game. The strategy reward management information is added each time a party attempts a quest, and can be updated after the attempt is completed. As illustrated in FIG. 6(p), the strategy reward management information associates at least a "party ID" with a "quest ID," a "distribution method," and a "strategy completion flag." The distribution method is a method for distributing synthesis materials for strategy rewards. In the service of the embodiment, the distribution method is the first distribution method or the second distribution method.
[0070] [2-4. Information processing by the system of the embodiment] [2-4-1. Character status changes] (1) Character growth The action character can grow through a training procedure by the player, which includes playing quests, obtaining rewards for completing them, equipping equipment items, and synthesizing synthesis materials.
[0071] When a certain action character is used in playing a quest, the experience points of that action character increase. Furthermore, when the quest is cleared through that play and experience points are awarded as a clearing reward, the experience points of that action character increase further. As the experience points increase, the level may increase. As the level increases, the upper limits of various statuses increase according to the settings in the action character setting information (Figure 5(e)). Experience points and level can increase without any additional procedures by the player. Therefore, an action character that is used relatively frequently among multiple action characters owned by a certain player is likely to be an action character that the player is developing. Hereinafter, an action character that is used more frequently than a predetermined threshold will be referred to as a "development target."
[0072] When a specific equipment item that can be equipped to a certain action character is equipped, a specific status of the action character increases. The equipment items that can be equipped and the effects of the equipment are set in the equipment effect setting information (Figure 5(i)). An action character can be equipped with an equipment item by a specified equipment procedure by the player at any time except during quest play.
[0073] When a specific synthesis material is synthesized with a certain action character, a specific status of the action character increases. The effect of synthesis is set in synthesis effect setting information A (Figure 5(j)). Synthesis of synthesis material with an action character is performed by the player through a specified synthesis procedure at any time except during quest play.
[0074] (2) Evolution of equipment items Equipment items can be evolved through a process of strengthening by the player, which includes the synthesis of synthesis materials.
[0075] When a specific synthesis material is synthesized with a certain equipment item, a specific status of the equipment item increases. The effect of the synthesis is set in the synthesis effect setting information B (Figure 5(k)). The synthesis of synthesis materials with an equipment item is performed by the player through a specific synthesis procedure at any time except during quest play.
[0076] [2-4-2. Multiplayer Mode] (1) Execution procedure Figure 7 illustrates the procedure for executing a multiplayer game using the system of the embodiment. Figure 7 shows the procedure after player A using user terminal 30a selects a quest, player A invites players to play a multiplayer game, players including player B using user terminal 30b apply for the invitation, and a party is formed.
[0077] In step S705, the user management server 10 sets progress parameters for the host and the guest, respectively. In step S710, the user management server 10 (synchronization unit 460) provides the progress parameters to the user terminal 30a and the user terminal 30b, respectively. In steps S715a-c, the user terminal 30a and the user terminal 30b each progress the quest. The progress parameters are used to progress the quest. The user management server 10 connects to the user terminal 30a and the user terminal 30b, respectively, and relays the exchange of data including operation information to synchronize the progress of the quest.
[0078] In step S720, after the quest is completed, the user management server 10 distributes the rewards. In step S725, the user management server 10 sets the result display data. In step S730, the user management server 10 provides the result display data to the user terminal 30a and the user terminal 30b, respectively. In steps S735a and S735b, the user terminal 30a and the user terminal 30b each display the results, including the acquired rewards. For example, the pre-update data may be displayed as changing to the updated data using predetermined audiovisual effects.
[0079] (2) Distribution of the strategy rewards 8 illustrates an example of a strategy reward distribution procedure by the user management server 10. FIG. 8 illustrates the procedure of distribution processing by the second distribution method, which is performed by the user management server 10 in step S720 of FIG.
[0080] In step S805, the identification unit 430 identifies the players who hosted or participated in the multiplay. Specifically, the identification unit 430 refers to the party management information (FIG. 6(o)) and identifies the players who own the action characters that make up the party.
[0081] In step S810, the identification unit 430 identifies a development target for each player identified in step S805. Specifically, the identification unit 430 refers to the action character management information (FIG. 6(l)) corresponding to each player, and identifies an action character whose usage frequency is equal to or greater than a predetermined threshold as a development target. Each player may have one or more development targets. A player who does not own an action character whose usage frequency is equal to or greater than the predetermined threshold is deemed not to have a development target. Furthermore, it is preferable to exclude an action character whose usage frequency is equal to or greater than the predetermined threshold but which has no room for growth from the development targets.
[0082] In step S815, the identification unit 430 identifies the reward rules to be applied to the multiplay. Specifically, the identification unit 430 identifies the reward rule ID by referring to the quest setting information (FIG. 5(b)), identifies the file path corresponding to the reward rule ID by referring to the reward rule definition information (FIG. 5(c)), and identifies the reward rules defined in the reward rule file identified by the file path.
[0083] In step S820, the identification unit 430 identifies the synthetic material to be granted under the remuneration regulations identified in step S815. Specifically, if the granting conditions included in the remuneration regulations identified in step S815 are met, the identification unit 430 identifies the grant target and grant quantity indicated by the grant content included in the remuneration regulations.
[0084] In step S825, the identification unit 430 identifies the relationship between the training target identified in step S810 and the synthesis material identified in step S820. Specifically, the identification unit 430 identifies the degree to which the attributes of each training target and each synthesis material directly or indirectly contribute to the growth of the training target as the strength of the relationship. The degree to which the synthesis material is directly beneficial to the growth of the training target is identified as the magnitude of the synthesis effect in the synthesis effect setting information A (FIG. 5(j)). A relationship in which the synthesis material is indirectly beneficial to the growth of the training target refers to a relationship in which the synthesis material is directly beneficial to the evolution of an equipment item that can contribute to the growth of each training target. Equipment items that can contribute to the growth of the training target can be identified based on the equipment effect setting information (FIG. 5(i)). It is preferable that the equipment items identified here are prioritized or limited to equipment items already owned by the player who owns the training target. The degree to which the synthesis material is directly useful for evolving the equipment item is specified as the magnitude of the synthesis effect in the synthesis effect setting information B (FIG. 5(k)).
[0085] In step S830, the identification unit 430 determines whether or not relationships have been identified for all development targets. If the determination is affirmative, the process proceeds to step S835, and if the determination is negative, the process returns to step S825. In step S835, the identification unit 430 determines whether or not relationships have been identified for all synthesis materials. If the determination is affirmative, the process proceeds to step S840, and if the determination is negative, the process returns to step S820.
[0086] In step S840, the distribution unit 440 distributes the synthesis materials based on the relationships identified in step S825 by the identification unit 430. Specifically, the distribution unit 440 distributes rewards using the frequency of use of each development target, the quantity of synthesis materials provided, the strength of the relationship between each development target and each synthesis material, and the like.
[0087] [2-4-3. Example of reward distribution] (1) Example Examples of distributing synthetic materials in the following situations are given. Quest Q was completed in multiplayer by four players, P1 to P4. The training target C11 of player P1, the training target C21 of player P2, the training target C22 of player P2, the training target C31 of player P3, the training target C32 of player P3, the training target C41 of player P4, and the training target C42 of player P4 have been identified. The rewards for clearing Quest Q include synthesis material E1 (4 pieces), synthesis material E2 (4), Synthetic Material E3 (4), and Synthetic Material E4 (4) were identified. The relationship between each target and each synthesis material was identified as shown in the table in Figure 9.
[0088] In the table shown in FIG. 9, each row corresponds to a development target, and each column corresponds to a synthesis material. Furthermore, the boxes (cells) where the rows and columns intersect indicate the strength of the relationship between the development target corresponding to that row and the synthesis material corresponding to that column, expressed as a numerical value. The degree of strength of these relationships is determined, for example, based on statistical data on the strengthening of items (equipment items) equipped by the development target in the game, or on the materials (synthesis materials) used to develop the development target. If there is no relationship between the development target and the synthesis material, the box is blank. For example, the value "100" in row 1, column 2 indicates the strength of the relationship between player P1's development target C11 and synthesis material E2. The same applies to the other boxes and values.
[0089] For example, the synthesis material E1 has statistical data that indicates that it has been frequently used to train the training targets C21 and C42 or to strengthen the equipment items equipped by these characters. Therefore, in the example of Figure 9, based on the statistical data, the numerical value representing the relationship between the synthesis material E1 and the training target C21 is set to "200", and the numerical value representing the relationship between the synthesis material E1 and the training target C42 is set to "200".
[0090] Next, it is assumed that the synthesis material E2 has statistical data showing that it has been frequently used to train the training target C11 and the training target C32 or to strengthen the equipment items equipped by these action characters. Therefore, in the example of Figure 9, based on the statistical data, the numerical value representing the relationship between the synthesis material E2 and the training target C11 is set to "100", and the numerical value representing the relationship between the synthesis material E2 and the training target C32 is set to "100".
[0091] 9, the value "200" representing the relationship between the synthesis material E1 and the cultivation target C21 is set to be larger than the value "100" representing the relationship between the synthesis material E2 and the cultivation target C11. This indicates that the number of synthesis materials E1 used to cultivate the cultivation target C21 is greater than the number of synthesis materials E2 used to cultivate the cultivation target C11. In other words, the relationship between the synthesis materials and the cultivation target becomes stronger according to the number of synthesis materials used for the cultivation target.
[0092] There are several factors that can be taken into consideration when distributing rewards. The distribution results can change depending on the priority of these factors. Below, two types of distribution algorithms are shown as examples. Regardless of which distribution algorithm is adopted, if there are multiple candidates (players) to grant synthesis materials, it is best to divide them proportionally if there are multiple grant quantities of synthesis materials. The grant destination of synthesis materials that cannot be distributed proportionally is left undetermined. In addition, synthesis materials whose grant destination is undetermined, such as synthesis materials that do not lead to the growth of any of the development targets, are preferably distributed to each player so that the grant quantities are roughly equal.
[0093] (2) Algorithm that prioritizes frequently used training targets The distribution unit 440 can distribute the synthesis material so that the growth of the most frequently used training object (hereinafter referred to as the "first training object") of each player is prioritized. In this example, the training object C11 of the player P1, the training object C21 of the player P2, the training object C31 of the player P3, and the training object C41 of the player P4 are the first training objects of each player.
[0094] Therefore, the distribution unit 440 gives each player a synthesis material to grow the first training object of each player on a priority basis. Specifically, as illustrated in Fig. 10, all of the synthesis material E2 to grow the training object C11 is given to the player P1, all of the synthesis material E1 to grow the training object C21 is given to the player P2, all of the synthesis material E4 to grow the training object C31 is given to the player P3, and all of the synthesis material E3 to grow the training object C41 is given to the player P4.
[0095] (3) Algorithm that prioritizes the strength of relationships The distribution unit 440 distributes the target of development that has a strong relationship with the synthesis material for each player. (hereinafter referred to as "second training target"), the synthesis material can be distributed so that the growth of the second training target is prioritized. In this example, the training target C11 of player P1, the training target C21 of player P2, the training target C31 of player P3, and the training target C42 of player P4 are the second training targets of each player.
[0096] Therefore, the distribution unit 440 preferentially allocates to each player the synthesis material for growing each player's second training object. Specifically, as illustrated in FIG. 11, first, all of the synthesis material E2 for growing the training object C11 is allocated to player P1, and all of the synthesis material E4 for growing the training object C31 is allocated to player P3. Meanwhile, since the training object C21 and the training object C42 share the synthesis element E1 that can significantly grow them, the synthesis element E1 is allocated proportionally to players P2 and P4. Next, since the training object C22 that is not the second training object of player P2 and the training object C41 that is not the second training object of player P4 share the synthesis element E3 that can significantly grow them, the synthesis element E3 is allocated proportionally to players P2 and P4. [Explanation of symbols]
[0097] 10 User management server (an example of an information processing device) 20 Data Management Server 21. Storage 30 User terminals 40 Communication Network 410 Reception and Provision Department 420 Settings 430 Specific part 440 Distribution section 450 Information Department 460 Synchronization Unit
Claims
1. an identification unit that, when a team including a plurality of players achieves a predetermined condition defined in the target game, identifies a relationship between an attribute of an object possessed by a player belonging to the team and an attribute of a reward defined in the target game; a distribution unit that distributes the reward to each of the plurality of players based on the relationship identified by the identification unit; An information processing device comprising:
2. the specifying unit specifies the relationship based on the magnitude of the effect that the reward will have on the object when it is distributed to the player. The information processing device according to claim 1 .
3. the identification unit identifies the relationship using an attribute of the object whose frequency of use by the player is equal to or greater than a predetermined threshold. The information processing device according to claim 2 .
4. the identification unit identifies the relationship by excluding, from the objects whose frequency of use is equal to or greater than the threshold, objects for which the effect will not occur even if the reward is distributed to the player. The information processing device according to claim 3 .
5. When a team including a plurality of players achieves a predetermined condition defined in the target game, a relationship between an attribute of an object possessed by at least one player belonging to the team and an attribute of a reward defined in the target game is identified; Distributing the reward to each of the plurality of players based on the relationship. An information processing program that causes a computer to execute a process.
Citation Information
Patent Citations
Game program, method, and information processor
JP2017209311A