Program and information processing apparatus

The program and device optimize game type selection by prioritizing game types with upcoming deadlines and managing registrations, simplifying the selection process and reducing clutter in favorite lists.

JP2026012293APending Publication Date: 2026-01-23SEGA CORP
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Patent Information

Application Number
JP2025181986
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-10-28
Publication Date
2026-01-23

AI Technical Summary

Technical Problem

In games, registering multiple game types as favorites complicates the selection process, requiring significant time and effort to choose a game type for execution.

Method used

A program and information processing device that prioritizes displaying game types on a list screen based on execution deadlines and manages favorite registrations by suggesting or automatically canceling and updating game types to optimize the list.

Benefits of technology

Reduces the effort required to select favorite game types by prioritizing those with upcoming deadlines and managing registrations efficiently, preventing clutter and simplifying the selection process.

✦ Generated by Eureka AI based on patent content.

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Abstract

To reduce time and effort required for selecting game events registered as favorites.SOLUTION: The program causes the computer to function as a storage means 50 for storing one or a plurality of game events registered as favorites by the player, an acceptance means 52 for accepting a display request from the player to display a list screen showing the registered game events, and a control means 54 for preferentially displaying game events that satisfy a predetermined condition related to the execution deadline of the game event among the registered game events on the list screen in response to the display request.SELECTED DRAWING: Figure 4
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Description

[Technical Field]

[0001] The present invention relates to a program and an information processing device.

[0002] BACKGROUND ART Conventionally, games have been known in which players can register other players, content, game types (for example, quests or lottery games) and the like as favorites.

[0003] In this regard, Patent Document 1 discloses a technique in which a player registers another player as a favorite, making it easier to select a character used by the other player as an accompanying member. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2014-198168 Summary of the Invention [Problem to be solved by the invention]

[0005] In such games, a player can register one or more objects as favorites. However, for example, if multiple game types are registered as favorites, the registered game types become complicated, and selecting a game type to execute (play) takes time and effort.

[0006] The present invention has been made in consideration of such problems, and its purpose is to provide a program and an information processing device that can reduce the effort required to select game types that are registered as favorites. [Means for solving the problem]

[0007] In order to solve the above problem, a program according to a first aspect of the present invention causes a computer to function as: storage means for storing one or more game types that a player has registered as favorites; reception means for receiving a display request from the player to display a list screen showing the registered game types; and control means for, in response to the display request, preferentially displaying on the list screen, from among the registered game types, those game types that satisfy predetermined conditions related to the execution deadline of the game type.

[0008] In a second aspect of the present invention, the predetermined condition is that the execution time limit for the game event has not yet arrived at the time the display request is made.

[0009] In a third aspect of the present invention, the predetermined condition is that the period from the time when the display request is made to the time limit for playing the game event is within a predetermined period.

[0010] In addition, in a fourth aspect of the present invention, the control means proposes canceling the registration of a game type that has already been registered as a favorite and whose execution deadline has arrived as a game type to be canceled.

[0011] In addition, in a fifth aspect of the present invention, the receiving means receives a registration request from the player to register a new game type as a favorite, and the control means, in response to the registration request, suggests registering the new game type as a favorite instead of canceling the registration of the game type to be canceled.

[0012] In addition, in a sixth aspect of the present invention, when the number of game types already registered as favorites has reached a predetermined number, the control means, in response to the registration request, suggests registering the new game type as a favorite instead of canceling the registration of the game type to be canceled.

[0013] In addition, in a seventh aspect of the present invention, the control means automatically cancels the registration of a game type that has already been registered as a favorite and whose execution deadline has arrived as a game type to be canceled.

[0014] In addition, in an eighth aspect of the present invention, the receiving means receives a registration request from the player to register a new game type as a favorite, and the control means, in response to the registration request, automatically cancels the registration of the game type to be canceled and registers the new game type as a favorite instead.

[0015] In addition, in a ninth aspect of the present invention, if the number of game types already registered as favorites has reached a predetermined number, the control means automatically cancels the registration of the game type to be canceled in response to the registration request, and registers the new game type as a favorite instead.

[0016] Furthermore, an information processing device according to a tenth aspect of the present invention comprises storage means for storing one or more game types that a player has registered as favorites, reception means for receiving a display request from the player to display a list screen showing the registered game types, and control means for, in response to the display request, preferentially displaying on the list screen, game types among the registered game types that satisfy predetermined conditions related to the execution deadline of the game type. [Effects of the Invention]

[0017]

[0018]

[0019]

[0020] According to the present invention, it is possible to reduce the effort required to select a game type that is registered as a favorite. [Brief explanation of the drawings]

[0021] [Figure 1] 1 is a block diagram showing an example of the overall configuration of a game system according to a first embodiment. [Figure 2] FIG. 2 is a diagram illustrating an example of a hardware configuration of a server device. [Figure 3] 2 is a diagram illustrating an example of a hardware configuration of a smartphone as the terminal device illustrated in FIG. 1. FIG. [Figure 4] FIG. 2 is a block diagram illustrating an example of functional means of a server device. [Figure 5] 10 is a flowchart showing an example of the flow of a process for executing a game event that is registered as a favorite in the game system according to the first embodiment. [Figure 6] FIG. 10 is a diagram showing an example of a favorites list screen according to the first embodiment. [Figure 7] 10 is a flowchart showing an example of the flow of a process for updating a game type registered as a favorite in the game system according to the first embodiment. [Figure 8] FIG. 10 is a diagram showing an example of a game event list screen according to the first embodiment. [Figure 9] FIG. 4 is a diagram showing an example of a proposal screen according to the first embodiment. [Figure 10] 10 is a flowchart showing an example of the flow of a process for executing a game event that is registered as a favorite in a game system according to a second embodiment. [Figure 11] 10 is a flowchart showing an example of the flow of a process for updating a game type registered as a favorite in a game system according to a second embodiment. [Figure 12] 13 is a flowchart showing an example of the flow of a process for executing a game event that is registered as a favorite in a game system according to a third embodiment. [Figure 13] 13 is a flowchart showing an example of the flow of a process for updating a game type registered as a favorite in a game system according to a third embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0022] Hereinafter, several embodiments of the present invention will be described with reference to the accompanying drawings. To facilitate understanding of the description, the same components and steps in each drawing will be designated by the same reference numerals as much as possible, and redundant description will be omitted.

[0023] ---First embodiment--- First, the first embodiment will be described.

[0024] <Overall structure> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to the first embodiment.

[0025] 1, the game system 1 includes a server device 10 and one or more terminal devices 12. The server device 10 and the terminal devices 12 are communicatively connected via a communication network NT such as an intranet, the Internet, or a telephone line.

[0026] The server device 10 is an information processing device that provides the game execution results obtained by executing the game program 14, or the game program 14 itself, to players of each terminal device 12 via the communication network NT. In the first embodiment, the server device 10 provides the game program 14 itself to players of the terminal devices 12.

[0027] Each terminal device 12 is an information processing device owned by each player, and is an information processing device that provides a game to each player by installing and executing a game program 14 received from the server device 10. These terminal devices 12 include various devices such as video game machines, arcade game machines, mobile phones, smartphones, tablets, and personal computers.

[0028] <Hardware configuration> FIG. 2 is a diagram illustrating an example of a hardware configuration of the server device 10. As shown in FIG.

[0029] 2, the server device 10 includes a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly configured to include a CPU (Central Processing Unit) 22 and a memory 24.

[0030] In the control device 20, the CPU 22 executes predetermined programs stored in the memory 24 or the storage device 28, thereby functioning as various functional means. Details of these functional means will be described later.

[0031] The communication device 26 is configured with a communication interface for communicating with an external device, etc. The communication device 26 transmits and receives various information to and from the terminal device 12, for example.

[0032] The storage device 28 is configured with a hard disk, etc. The storage device 28 stores various programs and information necessary for executing processes in the control device 20, including the game program 14, as well as information on the results of the processes.

[0033] The server device 10 can be realized using an information processing device such as a dedicated or general-purpose server computer. The server device 10 may be configured with a single information processing device or multiple information processing devices distributed over a communication network NT. FIG. 2 shows only a portion of the main hardware configuration of the server device 10, and the server device 10 may also have other components that are generally included in a server. The hardware configuration of the multiple terminal devices 12 may also have the same configuration as the server device 10, except for including, for example, an operating means, a display device, and a sound output device.

[0034] FIG. 3 is a diagram showing an example of the hardware configuration of a smartphone as the terminal device 12 shown in FIG.

[0035] As shown in FIG. 3, the terminal device 12 includes a main control unit 30, a touch panel (touch screen) 32, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42.

[0036] The main control unit 30 is configured to include a CPU, memory, etc. The main control unit 30 is connected to a touch panel 32 as a display input device, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42. The main control unit 30 has a function to control these connection destinations.

[0037] The touch panel 32 has both a display function and an input function, and is composed of a display 32A that performs the display function and a touch sensor 32B that performs the input function. In the first embodiment, the display 32A can display game images including operation input images such as button images, cross key images, and joystick images. The touch sensor 32B can detect the input position of the player relative to the game image.

[0038] The camera 34 has a function of taking still images and / or moving images and storing them in the storage unit 40.

[0039] The mobile communication unit 36 ​​has a function of connecting to a mobile communication network via an antenna 36A and communicating with other communication devices connected to the mobile communication network.

[0040] The wireless LAN communication unit 38 has a function of connecting to the communication network NT via an antenna 38A and communicating with other devices such as the server device 10 connected to the communication network NT.

[0041] The storage unit 40 stores various programs and data, such as the game program 14 and play data indicating the progress of the game and player information of the game program 14. The play data may also be stored in the server device 10.

[0042] The speaker 42 has a function of outputting game sounds and the like.

[0043] <Game Overview> The game according to the first embodiment includes a lottery game or quest, which is a game type in which a player can acquire characters as an example of content, and a training game in which a player can strengthen or evolve characters owned by the player. The lottery game may be called gacha, lottery, summoning, etc. The quest may be called a fighting game, dungeon, exploration, mission, etc.

[0044] The lottery game according to the first embodiment is a game in which the player acquires one or more characters randomly selected from a group of characters to be selected by lottery in response to an instruction (request) from the player to play the lottery game. This lottery is executed based on the consumption of currency items owned by the player. Examples of currency items include paid items (paid stones, paid tickets, etc.) and non-paid items (free stones, free tickets, etc.). Paid items are paid items that are granted to players based on payments made with money, prepaid cards, credit cards, etc. Non-paid items are free items that are granted to players within the game. These non-paid items have, for example, the same value as paid items.

[0045] Furthermore, the quest according to the first embodiment is a game in which a team formed of one or more characters owned by the player is pitted against an enemy character based on an instruction (request) from the player to execute the quest. For example, a player can organize characters to be used in a quest by arbitrarily selecting one or more characters from the characters he or she owns in an organization menu for organizing characters to be used in a quest. This quest is executed based on the consumption of the current stamina value associated with the player. When the player clears the quest, that is, when the hit points of the final enemy character (boss character) are reduced to 0 or less, the player can obtain a clear reward. This clear reward may be, for example, a non-chargeable item (free stones, free tickets, etc.), coins, enemy characters that appear in the quest, player experience points, etc.

[0046] The training game according to the first embodiment is a game in which a base character (base content) is combined with a material character (material content). In this combination, the base character can be trained, but the material character is lost from the player's owned characters.

[0047] In the training game according to the first embodiment, the first character synthesis is an enhancement synthesis that changes the ability parameters of the base character by consuming a certain number of coins with a material character arbitrarily selected by the player. For example, in a strengthening and synthesis menu in a training game, a player can arbitrarily select a base character and a material character from the characters they own, and then perform strengthening and synthesis, provided that the player owns a certain number of coins. For example, when a base character owned by a player is enhanced with a material character of a different type from the base character, the normal parameters (e.g., level) of the base character increase. Also, when a base character owned by a player is enhanced with a material character of the same type as the base character, the normal parameters and specific parameters (e.g., luck) of the base character increase. The specific parameters of the base character increase according to the specific parameters of the material character of the same type as the base character. Specifically, if the specific parameter of the material character of the same type as the base character is 10, the specific parameter of the base character increases by 10 through the enhancement synthesis. The maximum value of this specific parameter is, for example, 99. This allows the player to change (increase) the specific parameters of the owned character even when the player acquires a character of the same type as the character he or she owns in a game event (a lottery game or a quest), thereby providing the player with a certain sense of satisfaction.

[0048] In addition, in the training game according to the first embodiment, as a second character synthesis, an evolutionary synthesis is performed in which the base character evolves into an evolved character (evolved content), which is a different character, by consuming a cost previously associated with the base character. For example, a player can arbitrarily select a base character from the characters they own in the evolution synthesis menu within the training game, and then perform evolution synthesis, provided that the player possesses the cost (evolution material characters, coins, etc.) previously associated with the base character.

[0049] <Function means> FIG. 4 is a block diagram schematically illustrating an example of functional means of the server device 10. As shown in FIG.

[0050] 4, the server device 10 has, as its functional configuration, a storage means 50, a receiving means 52, and a control means 54. The storage means 50 is realized by one or more storage devices 28. The functional means other than the storage means 50 are realized by the control device 20 executing the game program 14 stored in the storage devices 28 or the like.

[0051] The storage means 50 has a function of storing player information 50A, character information 50B, lottery game information 50C, quest information 50D, and the like.

[0052] The player information 50A is stored for each player in association with the player ID of the player. The player information 50A includes, for example, the player's name, age, player rank, owned content information, game type information, stamina information, etc.

[0053] The player rank increases, for example, when the player gains player experience points.

[0054] The owned content information includes owned character information, owned item information, owned coin information, etc. The owned character information includes the character ID of each owned character owned by the player, the ability parameters of each character (for example, level, specific parameters, hit points, attack power, defense power, etc.), and acquired characters. These owned characters are characters that the player can use in quests and training games. The acquired characters include the character ID of characters that the player has acquired in the past, regardless of whether the player currently owns them.

[0055] The game type information includes one or more game types that a player has registered as favorites. This game type information includes, for example, a registration flag for each game type (lottery game or quest). This registration flag includes, for example, "1" if the game is registered as a favorite, and "0" if the game is not registered as a favorite. Note that an upper limit may be set for the number of game types that a player can register as favorites (for example, 10 for lottery games, 50 for quests).

[0056] The owned item information includes the item IDs and numbers of various items owned by the player. These items include paid stones, paid tickets, free stones, free tickets, stamina recovery items, etc. The owned coin information includes the number of coins owned by the player.

[0057] Stamina information includes the player's current stamina value and stamina limit. The current stamina value is the value consumed by the player when performing various quests. This current stamina value increases by a predetermined amount (e.g., 1) over a certain period of time (e.g., 3 minutes), recovering to the stamina limit. In addition, this current stamina value can be recovered beyond the stamina limit by the player consuming paid stones, free stones, stamina recovery items, etc. This stamina limit increases as the player's player rank increases.

[0058] Character information 50B is stored for each character in association with the character ID of the character. Character information 50B includes, for example, the character's name, image, ability parameter information, and rarity. This character information 50B is updated as the game operator updates the game.

[0059] The ability parameter information includes the initial value and maximum value of each ability parameter of the character.

[0060] The rarity may be a number ranging from 1 to 6. This number may be expressed as the number of stars, for example. Characters with high rarity are set with advantageous ability parameters in the game (e.g., quests).

[0061] The lottery game information 50C is stored for each lottery game in association with the lottery game ID of the lottery game. The lottery game information 50C includes the name and price of the lottery game, lottery target information, execution deadline, etc.

[0062] The price includes the number of currency items consumed to play one lottery game. For example, the price for a certain lottery game is 5 units.

[0063] The lottery target information includes the character ID of each character constituting the lottery target character group of the lottery game, and the appearance frequency (weight) associated with the character ID. The appearance frequency includes, for example, a numerical value from 1 to 10. A low numerical value is set for the appearance frequency of characters with a high rarity, and a high numerical value is set for characters with a low rarity. Note that within the same rarity (for example, rarity 6), a character (pickup character) may be set that appears more frequently than other characters.

[0064] The execution deadline includes the deadline by which the lottery game can be played. This deadline can be, for example, the end date and time of the event lottery game. In other words, if the execution deadline for the lottery game has passed, the player will no longer be able to play that lottery game. Note that the execution deadline for lottery games that can be played at any time includes #N / A.

[0065] The quest information 50D is stored for each quest in association with the quest ID of the quest. The quest information 50D includes the quest name, stamina consumption value, enemy character information, clear reward information, execution deadline, etc.

[0066] The consumed stamina value includes a value required to complete a quest. This consumed stamina value is consumed from the player's current stamina value, and the higher the difficulty of the quest, for example, the higher the consumed stamina value.

[0067] The enemy character information includes the character ID and ability parameters of each enemy character that appears in the quest, including the boss character that appears at the end of the quest.

[0068] The clear reward information includes the number of non-chargeable items (e.g., free stones) and coins that can be acquired when the quest is cleared, the character ID and drop rate of the enemy character that can be acquired, the player experience points, etc. The drop rate is the probability that the player will acquire an enemy character, and the higher the difficulty of the quest, the higher the probability.

[0069] The execution deadline includes the deadline by which the quest can be executed. For example, this deadline may be the end date and time of an event quest. In other words, if the execution deadline for a quest has passed, the player will no longer be able to execute that quest. Note that the execution deadline for quests that can be played at any time (normal quests) includes #N / A.

[0070] The receiving means 52 is a functional means for receiving an operation instruction (request) from a player. In the first embodiment, the receiving means 52 receives a display request from the player to display a list screen showing game types registered as favorites. An example of this display request is when the player presses a favorite button on a menu screen.

[0071] Furthermore, in the first embodiment, the accepting means 52 accepts a registration request from the player to register a new game type as a favorite. This registration request may be made, for example, by the player pressing a registration button on a list screen showing one or more game types. Examples of this list screen include a screen showing a list of game types recently played by the player and a screen showing a list of each game type in a game type menu.

[0072] The control means 54 is a functional means for controlling the entire game. In the first embodiment, in response to a display request to display a list screen showing game types registered as favorites, the control means 54 preferentially displays on the list screen, among the game types registered as favorites, game types that satisfy predetermined conditions related to the execution deadline of the game type. Examples of preferentially displaying game types include displaying them at the top of the list screen, displaying them in a different display format from game types that do not satisfy the predetermined conditions, and not displaying game types that do not satisfy the predetermined conditions.

[0073] In the first embodiment, the predetermined condition is, for example, that the deadline for playing the game type has not yet arrived at the time of the display request. That is, in response to the display request, the control means 54 preferentially displays on the list screen, among the game types registered as favorites, those for which the deadline for playing the game type has not yet arrived.

[0074] In the first embodiment, the predetermined condition is, for example, that the period from the time of the display request until the deadline for the game type is within a predetermined period (e.g., 24 hours). In other words, in response to the display request, the control means 54 preferentially displays on the list screen, among the game types registered as favorites, those for which the period from the time of the display request until the deadline for the game type is within a predetermined period (e.g., 24 hours).

[0075] Furthermore, in the first embodiment, the control means 54 sets a game type that has already been registered as a favorite and whose execution deadline has arrived as a game type to be canceled, and proposes to cancel the registration of the game type to be canceled. Examples of timing for making this proposal include when there is a registration request to register a new game type as a favorite, when the player logs in to the game, when there is a display request to display a list screen showing game types registered as favorites, etc. For example, the control means 54 refers to the game type information in the player information 50A and the execution deadline of the lottery game information 50C, and proposes to cancel the registration of one or more lottery games that the player has registered as favorites, which have reached their execution deadline, as the lottery game to be cancelled. Furthermore, for example, the control means 54 refers to the game type information in the player information 50A and the execution deadline in the quest information 50D, and selects one or more quests registered by the player as favorites whose execution deadline has arrived as a quest to be cancelled, and suggests cancelling the registration of the quest to be cancelled.

[0076] In addition, in the first embodiment, in response to a registration request to register a new game type as a favorite, the control means 54 suggests registering the new game type as a favorite instead of canceling the registration of the game type to be canceled. For example, in response to a registration request to register a new lottery game as a favorite, the control means 54 suggests registering the new lottery game as a favorite instead of canceling the registration of the cancellation target lottery game. Also, for example, in response to a registration request to register a new quest as a favorite, the control means 54 suggests registering the new quest as a favorite instead of canceling the registration of the quest to be canceled.

[0077] Furthermore, in the first embodiment, when the number of game types already registered as favorites has reached a predetermined number, in response to a registration request to register a new game type as a favorite, the control means 54 suggests registering the new game type as a favorite instead of canceling the registration of the game type to be canceled. For example, the control means 54 refers to the game type information in the player information 50A, and when the number of lottery games already registered as favorites has reached a predetermined number (for example, 5), in response to the registration request, suggests registering a new lottery game as a favorite instead of canceling the registration of the lottery game to be canceled. Note that this predetermined number may be any number as long as it is equal to or less than the upper limit number (for example, 10) of lottery games that the player can register as favorites. Furthermore, for example, the control means 54 refers to the game type information in the player information 50A, and if the number of quests already registered as favorites has reached a predetermined number (e.g., 25), in response to a registration request, suggests registering a new quest as a favorite instead of deregistering the quest to be deregistered. Note that this predetermined number may be any number as long as it is equal to or less than the upper limit (e.g., 50) of the number of quests that a player can register as favorites.

[0078] Furthermore, in the first embodiment, the control means 54 automatically cancels the registration of a game type that has already been registered as a favorite and whose execution deadline has arrived, by designating that game type as a game type to be cancelled. Examples of the timing for this automatic cancellation include when a registration request is made to register a new game type as a favorite, at a predetermined time (for example, midnight every day), or when the player logs in to the game. For example, the control means 54 refers to the game type information in the player information 50A and the execution deadline of the lottery game information 50C, and automatically cancels the registration of a lottery game that has already been registered as a favorite and whose execution deadline has arrived as a lottery game to be cancelled. Furthermore, for example, the control means 54 refers to the game type information in the player information 50A and the execution deadline in the quest information 50D, and automatically cancels the registration of a quest that has already been registered as a favorite and whose execution deadline has arrived as a quest to be canceled.

[0079] Furthermore, in the first embodiment, in response to a registration request to register a new game type as a favorite, the control means 54 automatically cancels the registration of the game type to be cancelled, and instead registers the new game type as a favorite. For example, in response to a registration request to register a new lottery game as a favorite, the control means 54 automatically cancels the registration of the lottery game to be cancelled, and instead registers the new lottery game as a favorite. Also, for example, in response to a registration request to register a new quest as a favorite, the control means 54 automatically cancels the registration of the quest to be canceled and registers the new quest as a favorite instead.

[0080] Furthermore, in the first embodiment, when the number of game types already registered as favorites has reached a predetermined number, the control means 54 automatically cancels the registration of the game type to be cancelled in response to a registration request to register a new game type as a favorite, and registers the new game type as a favorite instead. For example, the control means 54 refers to the game type information in the player information 50A, and if the number of lottery games already registered as favorites has reached a predetermined number (e.g., 10), it automatically cancels the registration of the lottery game to be cancelled in response to a registration request, and registers a new lottery game as a favorite instead. Also, for example, the control means 54 refers to the game type information in the player information 50A, and if the number of quests already registered as favorites has reached a predetermined number (for example, 50), it automatically cancels the registration of the quest to be canceled in response to a registration request, and registers a new quest as a favorite instead.

[0081] <Favorite game event execution process> 5 is a flowchart showing an example of the process flow for playing a game type registered as a favorite in the game system according to the first embodiment. The process of the following steps is initiated, for example, when the menu screen is displayed. The order and content of the following steps can be changed as appropriate.

[0082] (Step SP10) The receiving means 52 determines whether or not a press of the favorite button has been received from the player on the menu screen. If the determination is affirmative, the process proceeds to step SP12. On the other hand, if the determination is negative, the process proceeds to step SP10.

[0083] (Step SP12) The control means 54 references the game type information in the player information 50A and extracts game types registered as favorites. Next, the control means 54 references the execution deadlines in the lottery game information 50C and the execution deadlines in the quest information 50D and identifies, from the extracted game types, game types whose execution deadlines have not yet arrived. Then, the processing proceeds to step SP14.

[0084] (Step SP14) The control means 54 causes the touch panel 32 to display a favorites list screen.

[0085] FIG. 6 is a diagram showing an example of a favorites list screen 60 according to the first embodiment.

[0086] As shown in FIG. 6 , the favorites list screen 60 includes a game type information area 62, an acquireable content information area 64, a cancel button 66, a play button 67, a play deadline information area 68, and a display switch button 69. The game type information area 62 displays the game types that the player has registered as favorites. In this game type information area 62, the game type identified in step SP12 is displayed preferentially (at the top). The acquireable content information area 64 displays some or all of the content (e.g., characters) that can be acquired in the associated game type. In the acquireable content information area 64, for example, content that the player has never acquired is displayed with a “?” mark. The cancel button 66 is a button for issuing an instruction to cancel the favorite registration of the associated game type. Note that this cancel button 66 is also displayed in association with game types whose play deadline has expired. The play button 67 is a button for issuing an instruction to play the associated game type. For example, when the play button 67 is pressed, the screen transitions to the play screen of the associated game type. The play time limit information area 68 displays the play time limit of the associated game type. The display switch button 69 is a button for issuing an instruction to switch the type of game type (quest and lottery game) registered as favorites.

[0087] Returning to FIG. 5, the process proceeds to step SP16.

[0088] (Step SP16) The reception unit 52 determines whether the execute button has been pressed on the favorites list screen. If the determination is affirmative, the process proceeds to step SP18. On the other hand, if the determination is negative, the process proceeds to step SP16.

[0089] (Step SP18) The control means 54 displays an execution screen for the game type for which the execution button was pressed in step SP16 on the touch panel 32, and executes the game type in response to instructions from the player. Then, the process proceeds to step SP20.

[0090] (Step SP20) The control means 54 provides content to the player in accordance with the execution of the game event. For example, when a quest is executed, the control means 54 provides a completion reward to the player when the quest is cleared. Also, for example, when a lottery game is executed, the control means 54 provides one or more characters drawn by lottery to the player. Then, the series of processes shown in FIG. 5 ends.

[0091] <Favorite game type update process> 7 is a flowchart showing an example of the process flow for updating game types registered as favorites in the game system according to the first embodiment. The process of the following steps is initiated, for example, when a command to display a list of game types recently played by a player is issued. The order and content of the following steps can be changed as appropriate.

[0092] (Step SP30) The control means 54 causes the touch panel 32 to display a list screen showing the games that the player has recently played.

[0093] FIG. 8 is a diagram showing an example of a game event list screen 70 according to the first embodiment.

[0094] As shown in FIG. 8, the game type list screen 70 has a game type information area 72, an acquireable content information area 74, a register button 76, a play button 77, a play time limit information area 78, and a display switch button 79. The game type information area 72 displays the game type recently played by the player. The acquireable content information area 74 displays some or all of the content (e.g., characters) that can be acquired in the associated game type. The register button 76 is a button for issuing an instruction to register the associated game type as a favorite. The play button 77 is a button for issuing an instruction to play the associated game type. The play time limit information area 78 displays the play time limit for the associated game type. The display switch button 79 is a button for issuing an instruction to switch the type of game type recently played by the player (between quest and lottery game).

[0095] Returning to FIG. 7, the process proceeds to step SP32.

[0096] (Step SP32) The reception means 52 determines whether or not the reception means 52 has received a press of the registration button associated with one game type (new game type) from the player on the game type list screen. For example, when the reception means 52 receives a press of the execution button, the reception means 52 makes a negative determination. If the determination is affirmative, the process proceeds to step SP34. On the other hand, if the determination is negative, the process ends the series of steps shown in FIG. 7.

[0097] (Step SP34) The control means 54 refers to the game type information in the player information 50A and determines whether the number of game types (e.g., quests) registered as favorites has reached a predetermined number (e.g., 25). If the determination is affirmative, the process proceeds to step SP36. On the other hand, if the determination is negative, the process proceeds to step SP42.

[0098] (Step SP36) The control means 54 references the game type information in the player information 50A and extracts game types registered as favorites. Next, the control means 54 references the execution deadlines in the lottery game information 50C and the execution deadlines in the quest information 50D and identifies one or more game types whose execution deadlines have arrived from the extracted game types as game types to be released. Then, the processing proceeds to step SP38.

[0099] (Step SP38) The control means 54 causes the touch panel 32 to display the proposal screen.

[0100] FIG. 9 is a diagram showing an example of a proposal screen 80 according to the first embodiment.

[0101] As shown in Fig. 9, the proposal screen 80 has a proposal information area 82, a reject button 84, and an accept button 86. The proposal information area 82 indicates that the number of game types (e.g., quests) registered as favorites has reached a predetermined number (e.g., 25). The proposal information area 82 also suggests that the favorite registration of the game type to be canceled identified in step SP36 be canceled, and that instead a game type (new game type) for which pressing of the register button in step SP32 was accepted be registered as a favorite. The reject button 84 is a button for issuing an instruction to reject the proposal. The accept button 86 is a button for issuing an instruction to accept the proposal.

[0102] Returning to FIG. 7, the process proceeds to step SP40.

[0103] (Step SP40) The accepting means 52 determines whether or not the accepting button has been pressed by the player on the proposal screen. If the determination is affirmative, the process proceeds to step SP42. On the other hand, if the determination is negative, the process ends the series of steps shown in FIG. 7.

[0104] (Step SP42) The control means 54 registers the new game type for which the pressing of the registration button is accepted in step SP32 as a favorite. Furthermore, if the pressing of the accept button is accepted in step SP40, the control means 54 cancels the favorite registration of the game type to be canceled identified in step SP36. Then, the series of processes shown in FIG. 7 ends.

[0105] <Effects> As described above, in the first embodiment, the computer functions as storage means 50 that stores one or more game types that a player has registered as favorites, reception means 52 that receives a display request from the player to display a list screen showing the registered game types, and control means 54 that, in response to the display request, displays, with priority on the list screen, game types among the registered game types that satisfy predetermined conditions related to the execution deadline of the game type.

[0106] According to this configuration, game types that satisfy predetermined conditions regarding the execution deadline are preferentially displayed on the list screen, thereby reducing the effort required to select game types that are registered as favorites.

[0107] In the first embodiment, the predetermined condition is that the execution time limit for the game event has not yet arrived at the time when the display request is made.

[0108] According to this configuration, games whose execution deadlines have not yet arrived are preferentially displayed on the list screen, thereby reducing the effort required to select games registered as favorites.

[0109] In the first embodiment, the predetermined condition is that the period from the time when the display request is made to the time limit for playing the game event is within a predetermined period.

[0110] According to this configuration, game types with a short time remaining until the execution deadline are preferentially displayed on the list screen, which can motivate the player to play those game types.

[0111] In addition, in the first embodiment, the control means 54 proposes canceling the registration of a game type that has already been registered as a favorite and whose execution deadline has arrived as a game type to be canceled.

[0112] According to this configuration, game types whose execution deadline has arrived can be easily deregistered, thereby preventing an increase in the number of game types registered as favorites.

[0113] Also, in the first embodiment, the receiving means 52 receives a registration request from the player to register a new game type as a favorite, and in response to the registration request, the control means 54 suggests registering the new game type as a favorite instead of canceling the registration of the game type to be canceled.

[0114] According to this configuration, when registering a new game type, the registration of the game type to be cancelled can be easily cancelled, and an increase in the number of game types registered as favourites can be suppressed.

[0115] In addition, in the first embodiment, when the number of game types already registered as favorites has reached a predetermined number, the control means 54, in response to a registration request, suggests registering a new game type as a favorite instead of deregistering the game type to be deregistered.

[0116] According to this configuration, when the number of registered game types has reached a predetermined number, the registration of the game type to be cancelled can be easily cancelled, and a new game type can be registered in its place, thereby preventing an increase in the number of game types registered as favourites.

[0117] In addition, in the first embodiment, the control means 54 automatically cancels the registration of a game type that has already been registered as a favorite and whose execution deadline has arrived as a game type to be canceled.

[0118] According to this configuration, game types whose execution deadline has arrived can be automatically deregistered as those to be deregistered, thereby preventing an increase in the number of game types registered as favorites.

[0119] Also, in the first embodiment, the receiving means 52 receives a registration request from the player to register a new game type as a favorite, and the control means 54 automatically cancels the registration of the game type to be canceled in response to the registration request, and registers the new game type as a favorite instead.

[0120] According to this configuration, when registering a new game type, the registration of the game type that is to be cancelled can be automatically cancelled, thereby preventing an increase in the number of game types registered as favourites.

[0121] In addition, in the first embodiment, if the number of game types already registered as favorites has reached a predetermined number, the control means 54 automatically cancels the registration of the game type to be canceled in response to a registration request, and registers a new game type as a favorite instead.

[0122] According to this configuration, when the number of registered game types reaches a predetermined number, the registration of the game type to be cancelled is automatically cancelled and a new game type can be registered instead, thereby preventing an increase in the number of game types registered as favourites.

[0123] ---Second embodiment--- Next, a second embodiment will be described.

[0124] The second embodiment differs from the first embodiment in that game types that satisfy a predetermined condition regarding the number of times a player has played the game are preferentially displayed on the list screen. Note that the configuration and functions of the game system according to the second embodiment, which will not be described below, are the same as those of the game system according to the first embodiment.

[0125] In the second embodiment, the game type information of the player information 50A includes, for each game type (lottery game or quest), the execution date and time when the player executed the game type, and the number of times the player executed the game type.

[0126] In the second embodiment, in response to a display request to display a list screen showing game types registered as favorites, the control means 54 preferentially displays, among the registered game types, game types that satisfy a predetermined condition regarding the number of times the player has played the game on the list screen.

[0127] In the second embodiment, the predetermined condition is, for example, that the number of times the player has played the game is equal to or greater than a first predetermined number of times (e.g., 10). That is, in response to a display request, the control means 54 preferentially displays on the list screen, among the game types registered as favorites, those that the player has played equal to or greater than the first predetermined number of times.

[0128] Furthermore, in the second embodiment, the predetermined condition is that the number of times the player has played the game is less than a first predetermined number of times (for example, 10). That is, in response to a display request, the control means 54 preferentially displays on the list screen, among the game types registered as favorites, those which the player has played less than the first predetermined number of times.

[0129] Furthermore, in the second embodiment, the predetermined condition is that the number of times the player has played a game is a first predetermined number of times (e.g., 10) or more during a certain period of time (e.g., one week) from the time the display request was made. That is, in response to the display request, the control means 54 preferentially displays on the list screen, from among the game types registered as favorites, those that the player has played a first predetermined number of times or more during a certain period of time from the time the display request was made.

[0130] Furthermore, in the second embodiment, the control means 54 proposes to cancel the registration of a game type that has already been registered as a favorite, if the number of times the player has played the game type is less than a second predetermined number of times (e.g., 5) which is less than a first predetermined number of times (e.g., 10), as a game type to be cancelled. For example, the control means 54 refers to the game type information in the player information 50A, and proposes that one or more lottery games that the player has registered as favorites, which have been played less than a second predetermined number of times, be designated as a lottery game to be cancelled, and that the player cancel the registration of the lottery game to be cancelled. Furthermore, for example, the control means 54 refers to the game type information in the player information 50A, and proposes that one or more quests registered by the player as favorites that have been performed less than a second predetermined number of times be designated as cancellation target quests, and that the player be deregistered.

[0131] Furthermore, in the second embodiment, the control means 54 proposes to cancel the registration of a game type that has already been registered as a favorite and that has been played by the player a second predetermined number of times (e.g., 15 times) or more, which is greater than a first predetermined number of times (e.g., 10 times), as a game type to be cancelled. For example, the control means 54 refers to the game type information in the player information 50A, and proposes that one or more lottery games that the player has registered as favorites, that have been played a second predetermined number of times or more, be designated as a lottery game to be released, and that the player be released from the registration of the lottery game to be released. Furthermore, for example, the control means 54 refers to the game type information in the player information 50A, and selects one or more quests that the player has registered as favorites and that have been performed a second predetermined number of times or more as a quest to be cancelled, and suggests canceling the registration of the quest to be cancelled.

[0132] Furthermore, in the second embodiment, the control means 54 designates, as a game type to be cancelled, a game type that has already been registered as a favorite and that has been played by the player less than a second predetermined number of times (e.g., 5) that is less than a first predetermined number of times (e.g., 10) during a period from the time of the display request up to a certain period of time (e.g., one week), and proposes canceling the registration of the game type to be cancelled. For example, the control means 54 refers to the game type information in the player information 50A, and proposes that one or more lottery games that the player has registered as favorites, which have been played less than a second predetermined number of times during the period, be designated as cancellation target lottery games, and that the player cancel the registration of the cancellation target lottery games. Furthermore, for example, the control means 54 refers to the game type information in the player information 50A, and selects one or more quests that the player has registered as favorites, which have been performed less than a second predetermined number of times during the period, as a quest to be cancelled, and suggests canceling the registration of the quest to be cancelled.

[0133] Furthermore, in the second embodiment, the control means 54 automatically cancels the registration of a game type that has already been registered as a favorite, if the number of times the player has played the game type during the period from the time of the display request up to a certain period (for example, one week) prior to that time is less than a second predetermined number of times (for example, 5), which is less than a first predetermined number of times (for example, 10), as a game type to be cancelled. For example, the control means 54 refers to the game type information in the player information 50A, and automatically cancels the registration of one or more lottery games that the player has registered as favorites, if the number of times that the lottery games have been played during the period is less than a second predetermined number of times, as a lottery game to be cancelled. Furthermore, for example, the control means 54 refers to the game type information in the player information 50A, and automatically cancels the registration of one or more quests that the player has registered as favorites, which have been performed less than a second predetermined number of times during the period, as quests to be cancelled.

[0134] <Favorite game event execution process> 10 is a flowchart showing an example of the process flow for playing a game type registered as a favorite in a game system according to the second embodiment. The following steps are initiated, for example, when a menu screen is displayed. The order and content of the following steps can be changed as needed.

[0135] (Step SP50) The reception means 52 determines whether or not it has received a press of the favorite button from the player on the menu screen. If the determination is affirmative, the process proceeds to step SP52. On the other hand, if the determination is negative, the process proceeds to step SP50.

[0136] (Step SP52) The control means 54 references the game type information in the player information 50A and extracts game types registered as favorites. Next, the control means 54 references the game type information in the player information 50A and identifies, from among the game types registered as favorites, game types that the player has played a first predetermined number of times (e.g., 10) or more during a certain period (e.g., one week) prior to the time the display request was made. Then, the processing proceeds to step SP54.

[0137] (Step SP54 to Step SP60) The processing in steps SP54 to SP60 is the same as the processing in steps SP14 to SP20 described above, and therefore the description thereof will be omitted. Then, the processing ends with the series of processing steps shown in FIG.

[0138] <Favorite game type update process> 11 is a flowchart showing an example of the process flow for updating game types registered as favorites in a game system according to the second embodiment. The following steps are initiated, for example, when a command to display a list of game types recently played by a player is issued. The order and content of the following steps can be changed as appropriate.

[0139] (Step SP70 to Step SP74) The processing of steps SP70 to SP74 is the same as the processing of steps SP30 to SP34 described above, and therefore description thereof will be omitted. If the determination in step SP74 is affirmative, the processing proceeds to processing of step SP76. On the other hand, if the determination is negative, the processing proceeds to processing of step SP82.

[0140] (Step SP76) The control means 54 references the game type information in the player information 50A and extracts game types registered as favorites. Next, the control means 54 references the game type information in the player information 50A and identifies, from among the game types registered as favorites, game types that the player has played less than a second predetermined number of times (e.g., 5) that is less than a first predetermined number of times (e.g., 10) during a certain period (e.g., one week) prior to the time the display request was made. Then, the processing proceeds to step SP78.

[0141] (Step SP78 to Step SP82) The processing from step SP78 to step SP82 is the same as the processing from step SP38 to step SP42 described above, and therefore the explanation will be omitted. Then, the processing ends with the series of processing shown in FIG.

[0142] <Effects> As described above, in the second embodiment, the computer functions as storage means 50 that stores one or more game types that a player has registered as favorites, reception means 52 that receives a display request from the player to display a list screen showing the registered game types, and control means 54 that, in response to the display request, causes those registered game types that satisfy predetermined conditions related to the number of times the player has played the game to be preferentially displayed on the list screen.

[0143] According to this configuration, game types that satisfy a predetermined condition regarding the number of times a player has played the game are preferentially displayed on the list screen, thereby reducing the effort required to select game types that are registered as favorites.

[0144] In the second embodiment, the predetermined condition is that the number of times the player has performed the game is equal to or greater than a first predetermined number of times.

[0145] According to this configuration, the game types that are played most frequently by the player are displayed preferentially on the list screen, which reduces the effort required to select game types that are registered as favorites.

[0146] In the second embodiment, the predetermined condition is that the number of executions by the player is less than a first predetermined number of times.

[0147] According to this configuration, the game types that have been played by the player less frequently are preferentially displayed on the list screen, which can motivate the player to play those game types.

[0148] In the second embodiment, the predetermined condition is that the number of executions by the player is equal to or greater than a first predetermined number of times during a period from the time when the display request was made until a certain period before.

[0149] According to this configuration, the game types that have been played the most recently by the player are preferentially displayed on the list screen, which reduces the effort required to select game types that are registered as favorites.

[0150] Furthermore, in the second embodiment, the control means 54 proposes to cancel the registration of a game type that has already been registered as a favorite, if the number of times the player has played the game type is less than a second predetermined number of times, which is less than the first predetermined number of times, as a game type to be cancelled.

[0151] According to this configuration, game types that are played less frequently by the player can be easily deregistered as the deregistration target, and therefore it is possible to prevent an increase in the number of game types registered as favorites.

[0152] Furthermore, in the second embodiment, the control means 54 proposes to cancel the registration of a game type that has already been registered as a favorite and that has been played by the player a second predetermined number of times or more, which is greater than the first predetermined number of times, as a game type to be cancelled.

[0153] According to this configuration, the game type that is played frequently by the player can be easily deregistered as the target for deregistration, and therefore, the number of game types registered as favorites can be prevented from increasing.

[0154] Furthermore, in the second embodiment, the control means 54 proposes to cancel the registration of a game type that has already been registered as a favorite and that has been played by a player less than a second predetermined number of times, which is less than the first predetermined number of times, as a game type to be cancelled.

[0155] According to this configuration, the game type that has been played least recently by the player can be easily deregistered as the game type to be deregistered, thereby preventing an increase in the number of game types registered as favorites.

[0156] In addition, in the second embodiment, the receiving means 52 receives a registration request from the player to register a new game type as a favorite, and the control means 54 suggests canceling the registration of the game type to be canceled in response to the registration request.

[0157] According to this configuration, when registering a new game type, the registration of the game type to be cancelled can be easily cancelled, and an increase in the number of game types registered as favourites can be suppressed.

[0158] In addition, in the second embodiment, when the number of game types already registered as favorites has reached a predetermined number, the control means 54, in response to a registration request, suggests registering a new game type as a favorite instead of canceling the registration of the game type to be canceled.

[0159] According to this configuration, when the number of registered game types has reached a predetermined number, the registration of the game type to be cancelled can be easily cancelled, and a new game type can be registered in its place, thereby preventing an increase in the number of game types registered as favourites.

[0160] Furthermore, in the second embodiment, the control means 54 automatically cancels the registration of a game type that has already been registered as a favorite and that has been played by a player less than a second predetermined number of times, which is less than the first predetermined number of times, as a game type to be cancelled.

[0161] According to this configuration, game types that have been played by the player the least number of times recently can be automatically deregistered as those to be deregistered, thereby preventing an increase in the number of game types registered as favorites.

[0162] In addition, in the second embodiment, the receiving means 52 receives a registration request from the player to register a new game type as a favorite, and the control means 54 automatically cancels the registration of the game type to be canceled in response to the registration request, and registers the new game type as a favorite instead.

[0163] According to this configuration, when registering a new game type, the registration of the game type that is to be cancelled can be automatically cancelled, thereby preventing an increase in the number of game types registered as favourites.

[0164] In addition, in the second embodiment, if the number of game types already registered as favorites has reached a predetermined number, the control means 54 automatically cancels the registration of the game type to be canceled in response to a registration request, and registers a new game type as a favorite instead.

[0165] According to this configuration, when the number of registered game types reaches a predetermined number, the registration of the game type to be cancelled is automatically cancelled and a new game type can be registered instead, thereby preventing an increase in the number of game types registered as favourites.

[0166] ---Third embodiment--- Next, a third embodiment will be described.

[0167] The third embodiment differs from the first embodiment in that game types that satisfy predetermined conditions related to content that the player does not own are preferentially displayed on the list screen. Note that the configuration and functions of the game system according to the third embodiment, which will not be described below, are similar to those of the game system according to the first embodiment.

[0168] In the third embodiment, the lottery game information 50C includes specific information for identifying special characters (special content). This specific information includes, for example, the character IDs of some characters (special characters) included in the lottery character group of the lottery game. Examples of the special characters include characters with a rarity of a predetermined value (e.g., 6) or more, featured characters, and featured characters that are the highlights of the lottery game. In the third embodiment, the quest information 50D includes specific information for identifying special characters (special content). This specific information includes, for example, the character IDs of some characters (special characters) included in the reward for completing the quest. Examples of these special characters include characters with a rarity of a predetermined value (for example, 5) or higher, boss characters, etc.

[0169] In the third embodiment, in response to a display request to display a list screen showing game types registered as favorites, the control means 54 preferentially displays, among the registered game types, game types that satisfy a predetermined condition regarding content not owned by the player on the list screen. This content has, for example, a rarity of a predetermined value (e.g., 5) or more.

[0170] In the third embodiment, the predetermined condition is that content not owned by the player can be acquired. That is, in response to a display request, the control means 54 preferentially displays on the list screen, among game types registered as favorites, those in which content not owned by the player can be acquired. For example, the control means 54 references the owned character information in the player information 50A to extract characters not owned by the player. Next, the control means 54 references the lottery target information in the lottery game information 50C and the clear reward information in the quest information 50D to identify lottery games and quests in which characters not owned by the player can be acquired.

[0171] In the third embodiment, the predetermined condition is that content that the player has never acquired can be acquired. That is, in response to a display request, the control means 54 preferentially displays on the list screen, among game types registered as favorites, those in which content that the player has never acquired can be acquired. For example, the control means 54 references the acquired characters in the owned content information in the player information 50A to extract characters that the player has never acquired in the past. Next, the control means 54 references the lottery target information in the lottery game information 50C and the clear reward information in the quest information 50D to identify lottery games and quests in which the extracted characters can be acquired.

[0172] Furthermore, in the third embodiment, when a player has acquired all of the content that can be acquired in a game type that has already been registered as a favorite, the control means 54 sets the game type as a game type to be cancelled and suggests that the player cancel the registration of the game type to be cancelled. For example, the control means 54 refers to the owned character information and game type information in the player information 50A and the lottery target information in the lottery game information 50C, and if the player has acquired all of the characters included in the lottery target information for one or more lottery games that the player has registered as favorites, the control means 54 proposes that the player deregister the lottery game as a lottery target game to be cancelled. Furthermore, for example, the control means 54 refers to the owned character information and game type information in the player information 50A and the clear reward information in the quest information 50D, and if the player has acquired all of the characters included in the clear reward information for one or more quests that the player has registered as favorites, the control means 54 marks the quest as a quest to be cancelled and suggests canceling the registration of the quest to be cancelled.

[0173] Furthermore, in the third embodiment, if special content can be acquired in a game type that has already been registered as a favorite and a specific parameter of the special content owned by the player has reached a certain value (for example, 20), the control means 54 will designate the game type as a game type to be cancelled and suggest that the registration of the game type to be cancelled be cancelled. For example, the control means 54 refers to the owned character information and game type information in the player information 50A, and the lottery target information and specific information in the lottery game information 50C, and if the player owns some or all of the special characters (for example, characters with a rarity of 6) in a lottery game that the player has registered as a favorite, and the specific parameter of the special character has reached a certain value (for example, 20), it proposes that the lottery game be designated as a lottery game to be cancelled and that the registration of the lottery game to be cancelled be cancelled. Furthermore, for example, the control means 54 refers to the owned character information and game type information in the player information 50A, and the clear reward information and specific information in the quest information 50D, and if the player owns some or all of the special characters (e.g., boss characters) in a quest that the player has registered as a favorite, and the specific parameters of the special characters have reached a certain value (e.g., 99), it proposes that the quest be canceled as a quest to be canceled.

[0174] Furthermore, in the third embodiment, if a player has acquired all of the content that can be acquired in a game type that has already been registered as a favorite, the control means 54 sets that game type as a game type to be cancelled and automatically cancels the registration of that game type to be cancelled. For example, the control means 54 refers to the owned character information and game type information in the player information 50A and the lottery target information in the lottery game information 50C, and if the player has acquired all of the characters included in the lottery target information for one or more lottery games that the player has registered as favorites, the control means 54 designates the lottery game as a lottery target game to be released and automatically releases the registration of the lottery target game. Furthermore, for example, the control means 54 refers to the owned character information and game type information in the player information 50A and the clear reward information in the quest information 50D, and if the player has acquired all of the characters included in the clear reward information of one or more quests that the player has registered as favorites, the control means 54 marks the quest as a quest to be cancelled and automatically cancels the registration of the quest to be cancelled.

[0175] Furthermore, in the third embodiment, if special content can be acquired in a game type that has already been registered as a favorite and a specific parameter of the special content owned by the player has reached a certain value, the control means 54 sets the game type as a game type to be cancelled and automatically cancels the registration of the game type to be cancelled. For example, the control means 54 refers to the owned character information and game type information in the player information 50A and the lottery target information in the lottery game information 50C, and if the player owns a special character (for example, a character with a rarity of 6) in one or more lottery games that the player has registered as a favorite, and a specific parameter of the special character has reached a certain value (for example, 10), the control means 54 designates the lottery game as a lottery game to be released, and automatically releases the registration of the lottery game to be released. Furthermore, for example, the control means 54 refers to the owned character information and game type information in the player information 50A and the clear reward information in the quest information 50D, and if the player owns a special character in one or more quests that the player has registered as a favorite and a specific parameter of the special character has reached a certain value (for example, 99), the control means 54 marks the quest as a quest to be cancelled and automatically cancels the registration of the quest to be cancelled.

[0176] <Favorite game event execution process> 12 is a flowchart showing an example of the process flow for playing a game type registered as a favorite in a game system according to the third embodiment. The following steps are initiated, for example, when a menu screen is displayed. The order and content of the following steps can be changed as needed.

[0177] (Step SP90) The reception means 52 determines whether or not it has received a press of the favorite button from the player on the menu screen. If the determination is affirmative, the process proceeds to step SP92. On the other hand, if the determination is negative, the process proceeds to step SP90.

[0178] (Step SP92) The control means 54 references the game type information in the player information 50A and extracts game types registered as favorites. Next, the control means 54 references the acquired characters in the owned content information in the player information 50A and extracts characters with a rarity of a predetermined value (e.g., 6) or more that the player has never acquired before. Next, the control means 54 references the lottery target information in the lottery game information 50C and the clear reward information in the quest information 50D to identify lottery games and quests in which the extracted characters can be acquired. Then, the processing proceeds to step SP94.

[0179] (Step SP94 to Step SP100) The processing from step SP94 to step SP100 is the same as the processing from step SP14 to step SP20 described above, and therefore the description will be omitted. Then, the processing ends with the series of processing shown in FIG.

[0180] <Favorite game type update process> 13 is a flowchart showing an example of the process flow for updating game types registered as favorites in a game system according to the third embodiment. The following steps are initiated, for example, when a command to display a list of game types recently played by a player is issued. The order and content of the following steps can be changed as appropriate.

[0181] (Steps SP110 to SP114) The processing of steps SP110 to SP114 is the same as the processing of steps SP30 to SP34 described above, and therefore a description thereof will be omitted. If the determination in step SP114 is affirmative, the processing proceeds to processing of step SP116. On the other hand, if the determination is negative, the processing proceeds to processing of step SP122.

[0182] (Step SP116) The control means 54 references the game type information in the player information 50A and extracts game types registered as favorites. Next, the control means 54 references the acquired characters in the player information 50A, the lottery target information in the lottery game information 50C, and the clear reward information in the quest information 50D to identify, from among the game types registered as favorites, game types in which the player has acquired all of the acquireable content. Then, the processing proceeds to step SP118.

[0183] (Step SP118 to Step SP122) The processing in steps SP118 to SP122 is the same as the processing in steps SP38 to SP42 described above, and therefore the description thereof will be omitted. Then, the processing ends with the series of steps shown in FIG.

[0184] <Effects> As described above, in the third embodiment, a computer functions as storage means 50 that stores one or more game types that a player has registered as favorites, reception means 52 that receives a display request from the player to display a list screen showing the registered game types, and control means 54 that, in response to the display request, causes registered game types that satisfy predetermined conditions related to content that the player does not own to be preferentially displayed on the list screen.

[0185] According to this configuration, game types that satisfy predetermined conditions related to content that the player does not own are preferentially displayed on the list screen, thereby reducing the effort required to select game types that are registered as favorites.

[0186] In the third embodiment, the predetermined condition is that content that the player does not own can be acquired.

[0187] According to this configuration, game types in which content that the player does not own can be acquired are preferentially displayed on the list screen, which can motivate the player to play those game types.

[0188] In the third embodiment, the predetermined condition is that content that the player has never acquired can be acquired.

[0189] According to this configuration, game types in which content that the player has never acquired can be acquired are preferentially displayed on the list screen, thereby motivating the player to play those game types.

[0190] In the third embodiment, the content has a rarity equal to or greater than a predetermined value.

[0191] According to this configuration, game types in which high-rarity content that the player does not own can be acquired are preferentially displayed on the list screen, thereby motivating the player to play those game types.

[0192] Furthermore, in the third embodiment, when a player has acquired all of the content that can be acquired in a game type that has already been registered as a favorite, the control means 54 sets the game type as a game type to be cancelled and suggests that the player cancel the registration of the game type to be cancelled.

[0193] With this configuration, a game type in which a player has acquired all of the content that can be acquired can be easily deregistered, thereby preventing an increase in the number of game types registered as favorites.

[0194] Furthermore, in the third embodiment, if special content can be acquired in a game type that has already been registered as a favorite and a specific parameter of the special content owned by the player has reached a certain value, the control means 54 will designate the game type as a game type to be cancelled and suggest that the registration of the game type to be cancelled be cancelled.

[0195] According to this configuration, if a player owns special content whose specific parameter has reached a certain value, the game type in which the special content can be acquired can be easily deregistered, thereby preventing an increase in the number of game types registered as favorites.

[0196] In addition, in the third embodiment, the receiving means 52 receives a registration request from the player to register a new game type as a favorite, and in response to the registration request, the control means 54 suggests registering the new game type as a favorite instead of canceling the registration of the game type to be canceled.

[0197] According to this configuration, when registering a new game type, the registration of the game type to be cancelled can be easily cancelled, and an increase in the number of game types registered as favourites can be suppressed.

[0198] In addition, in the third embodiment, when the number of game types already registered as favorites has reached a predetermined number, the control means 54, in response to a registration request, suggests registering a new game type as a favorite instead of canceling the registration of the game type to be canceled.

[0199] According to this configuration, when the number of registered game types has reached a predetermined number, the registration of the game type to be cancelled can be easily cancelled, and a new game type can be registered in its place, thereby preventing an increase in the number of game types registered as favourites.

[0200] Furthermore, in the third embodiment, if a player has acquired all of the content that can be acquired in a game type that has already been registered as a favorite, the control means 54 sets that game type as a game type to be cancelled and automatically cancels the registration of that game type to be cancelled.

[0201] According to this configuration, game types in which a player has acquired all of the content that can be acquired can be automatically deregistered, thereby preventing an increase in the number of game types registered as favorites.

[0202] Furthermore, in the third embodiment, if special content can be acquired in a game type that has already been registered as a favorite and a specific parameter of the special content owned by the player has reached a certain value, the control means 54 sets the game type as a game type to be cancelled and automatically cancels the registration of the game type to be cancelled.

[0203] According to this configuration, if a player owns special content whose specific parameter has reached a certain value, the game type in which the special content can be acquired can be automatically deregistered as a target for deregistration, thereby preventing an increase in the number of game types registered as favorites.

[0204] Furthermore, in the third embodiment, the receiving means 52 receives a registration request from the player to register a new game type as a favorite, and the control means 54 automatically cancels the registration of the game type to be canceled in response to the registration request, and registers the new game type as a favorite instead.

[0205] According to this configuration, when registering a new game type, the registration of the game type that is to be cancelled can be automatically cancelled, thereby preventing an increase in the number of game types registered as favourites.

[0206] In addition, in the third embodiment, if the number of game types already registered as favorites has reached a predetermined number, the control means 54 automatically cancels the registration of the game type to be canceled in response to a registration request, and registers a new game type as a favorite instead.

[0207] According to this configuration, when the number of registered game types reaches a predetermined number, the registration of the game type to be cancelled is automatically cancelled and a new game type can be registered instead, thereby preventing an increase in the number of game types registered as favourites.

[0208] <Modification> The present invention is not limited to the above-described specific examples. In other words, designs that are appropriately modified by a person skilled in the art from the above-described specific examples are also included within the scope of the present invention as long as they include the features of the present invention. Furthermore, the elements of the above-described embodiments and the modifications described below can be combined to the extent technically possible, and such combinations are also included within the scope of the present invention as long as they include the features of the present invention.

[0209] For example, in the first embodiment, the control means 54 has been described as preferentially displaying on the list screen game types whose execution deadlines have not yet arrived, but the control means 54 may also preferentially display game types whose execution deadlines exist over game types whose execution deadlines do not exist and are always playable. On the other hand, the control means 54 may also preferentially display game types whose execution deadlines exist and are always playable over game types whose execution deadlines exist.

[0210] In the first embodiment, the control means 54 has been described as preferentially displaying on the list screen game types whose execution deadline is within a predetermined period from the time of the display request, but the control means 54 may also preferentially display game types whose execution deadline is the shortest. On the other hand, the control means 54 may also preferentially display game types whose execution deadline is the longest.

[0211] In addition, in the second embodiment, the game type information in the player information 50A includes, for each game type, the number of times the player has played that game type, but this number of times may also be the number of times the player has acquired high-rarity content (e.g., content with a rarity of 5 or higher) in a lottery game or the number of times the player has completed a quest.

[0212] In the third embodiment, the control means 54 designates a game type as a release target game type when the player has acquired all of the content that can be acquired in that game type. However, the control means 54 may designate a game type as a release target game type when the player has acquired all of the special content in that game type. For example, the control means 54 may designate a quest as a release target lottery game when the player has acquired all of the special characters in one or more lottery games that the player has registered as favorites, by referring to the specific information, etc., of the lottery game information 50C. Furthermore, for example, the control means 54 may designate a quest as a release target quest when the player has acquired all of the special characters in one or more quests that the player has registered as favorites, by referring to the specific information, etc., of the quest information 50D.

[0213] Furthermore, in the first, second, and third embodiments, the control means 54 has been described as making a suggestion to cancel the registration of the game type to be cancelled when the number of game types already registered as favorites has reached a predetermined number, but the predetermined number may be different for each player. For example, the predetermined number may be variable depending on the player rank or a number set in advance by the player.

[0214] Furthermore, in the first, second, and third embodiments, we have mainly described the use of characters as an example of content, but various items (weapons, armor, jewels, etc.), cards, avatars, coins, points, etc. may also be used. [Explanation of symbols]

[0215] 10...server device, 12...terminal device, 50...storage means, 52...acceptance means, 54...control means

Claims

1. Computer, a storage means for storing one or more game types that a player has registered as favorites; a receiving means for receiving a display request from the player to display a list screen showing the registered game types; a control means for displaying, in response to the display request, on the list screen, a game type among the registered game types that satisfies a predetermined condition related to a time limit for playing the game type; To function as, program.

2. The predetermined condition is that the execution time limit for the game event has not yet arrived at the time when the display request is made. The program according to claim 1.

3. The predetermined condition is that the period from the time when the display request is made to the time limit for playing the game is within a predetermined period. The program according to claim 1 or 2.

4. the control means designates a game type whose execution deadline has arrived among game types already registered as favorites as a game type to be cancelled, and proposes canceling the registration of the game type to be cancelled. The program according to any one of claims 1 to 3.

5. the receiving means receives a registration request from the player to register a new game type as a favorite; the control means, in response to the registration request, suggests registering the new game type as a favorite instead of canceling the registration of the game type to be cancelled; The program according to claim 4.

6. When the number of game types already registered as favorites has reached a predetermined number, the control means, in response to the registration request, suggests registering the new game type as a favorite instead of canceling the registration of the game type to be canceled. The program according to claim 5.

7. the control means sets a game type whose execution deadline has arrived among the game types already registered as favorites as a game type to be cancelled, and automatically cancels the registration of the game type to be cancelled. The program according to any one of claims 1 to 3.

8. the receiving means receives a registration request from the player to register a new game type as a favorite; the control means, in response to the registration request, automatically cancels the registration of the game type to be cancelled, and instead registers the new game type as a favorite; The program according to claim 7.

9. When the number of game types already registered as favorites has reached a predetermined number, the control means automatically cancels the registration of the game type to be cancelled in response to the registration request, and registers the new game type as a favorite instead. The program according to claim 8.

10. a storage means for storing one or more game types that a player has registered as favorites; a receiving means for receiving a display request from the player to display a list screen showing the registered game types; a control means for displaying, in response to the display request, on the list screen, a game type among the registered game types that satisfies a predetermined condition related to a time limit for playing the game type; Equipped with Information processing device.

Citation Information

Patent Citations

  • Server system

    JP2014198168A