Program and information processing apparatus

JP2026026140A5Pending Publication Date: 2026-04-21SEGA CORP
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SEGA CORP
Filing Date
2025-11-25
Publication Date
2026-04-21

AI Technical Summary

Technical Problem

Existing game systems fail to effectively integrate the play content of quests and lottery games, leading to insufficient motivation for players focused on quests to engage in lottery games.

Method used

A game program that enhances quest completion with achievement points and a lottery system offering preferential treatment based on player engagement, linking quest and lottery game outcomes to encourage continuous play in both activities.

Benefits of technology

The integration of quest and lottery game mechanics through achievement points and preferential treatment motivates players to actively participate in both quests and lottery games, enhancing overall game engagement.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To activate a game by motivating a player to mutually play a lottery game and a quest.SOLUTION: The program causes the computer to function as an update means (46) for increasing the performance points related to a quest, and a lottery means (44) for allowing the player to acquire the content selected by lottery as an acquired content, wherein if the performance points exceed a first predetermined value, the lottery means (44) prioritizes the player for the value of the lottery game or for the acquired content.SELECTED DRAWING: Figure 3
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Description

[Technical Field]

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

[0002] Conventionally, games that include lottery games and quests have been known.

[0003] In this regard, Patent Document 1 discloses a technique in which a player forms his or her own party (deck) using characters acquired in a lottery game and plays a quest, which is a competitive game. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Patent No. 6217829 Summary of the Invention [Problem to be solved by the invention]

[0005] However, with the technology described in Patent Document 1, although the play content of the lottery game can be reflected in the quest, the play content of the quest cannot be reflected in the lottery game. As a result, there was a problem in that players whose main purpose (main) was to play the quest were not sufficiently encouraged to play the lottery game.

[0006] The present invention has been made in consideration of these problems, and its purpose is to provide a program and information processing device that can motivate players to play both the lottery game and the quest, thereby revitalizing the game. [Means for solving the problem]

[0007] In order to solve the above problem, a game program according to a first aspect of the present invention causes a computer to function as an update means for increasing achievement points related to a quest based on the player's completion of the quest, and as a lottery means for executing a lottery game by consuming a fee based on the player's charge and allowing the player to acquire the lottery-selected content as earned content, and if the achievement points exceed a first predetermined value, the lottery means gives preferential treatment to the player in terms of the fee for the lottery game or the earned content. The "computer" may be composed of one computer or multiple computers.

[0008] According to the first aspect, since the reward or the content obtained in the lottery game is given preferential treatment, the play content of the quest can be reflected in the lottery game, and the player can be continuously motivated to play the lottery game. This motivates the player to play both the lottery game and the quest, and makes the game more active.

[0009] In a second aspect of the present invention, the update means increases the achievement points as the difficulty level of the quest performed by the player increases.

[0010] In a third aspect of the present invention, the updating means reduces the achievement points based on the fact that the player has played the lottery game.

[0011] In a fourth aspect of the present invention, the updating means reduces the achievement points as the prize for the lottery game played by the player increases.

[0012] In addition, in a fifth aspect of the present invention, the computer functions as a control means that executes a quest based on a request from the player and grants the player a reward for completing the quest, and when the achievement points fall below a second predetermined value that is equal to or less than the first predetermined value, the control means gives preferential treatment to the player in executing or completing the quest.

[0013] In a sixth aspect of the present invention, the lottery means provides progressively more preferential treatment to the compensation or acquired content as the achievement points increase.

[0014] In a seventh aspect of the present invention, the lottery means cancels the preferential treatment in response to the player winning specific content in the lottery game.

[0015] In an eighth aspect of the present invention, the lottery means cancels the preferential treatment in response to the lapse of a predetermined date and time or a predetermined period of time.

[0016] In a ninth aspect of the present invention, the lottery means provides preferential treatment for the reward or the content obtained in a specific lottery game.

[0017] In a tenth aspect of the present invention, the lottery means increases the lottery probability for content set to high rarity in the lottery game.

[0018] In an eleventh aspect of the present invention, the lottery means gives preferential treatment to the number of acquisition contents that the player is allowed to acquire in the lottery game.

[0019] In a twelfth aspect of the present invention, the lottery means gives preferential treatment to parameters of the acquisition content that the player acquires in the lottery game.

[0020] In addition, an information processing device according to a thirteenth aspect of the present invention comprises an update means for increasing achievement points related to a quest based on the player's completion of the quest, and a lottery means for executing a lottery game by consuming a fee based on the player's charge and allowing the player to acquire the lottery-selected content as acquired content, and if the achievement points exceed a first predetermined value, the lottery means gives preferential treatment to the player in terms of the fee for the lottery game or the acquired content. [Effects of the Invention]

[0021] According to the present invention, the player is motivated to play both the lottery game and the quest, thereby making the game more active. [Brief explanation of the drawings]

[0022] [Figure 1] 1 is a block diagram showing an example of the overall configuration of a game system including an information processing device (computer) 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] FIG. 2 is a block diagram illustrating an example of functional means of a server device. [Figure 4] 10 is a flowchart showing an example of a processing flow related to a quest according to the first embodiment. [Figure 5] 10 is a flowchart showing an example of a processing flow related to a lottery game according to the first embodiment. [Figure 6] FIG. 10 is a diagram illustrating an example of a quest list screen displayed on the terminal device. [Figure 7] FIG. 10 is a diagram showing an example of a lottery game list screen displayed on the terminal device. [Figure 8] 10 is a flowchart showing an example of a process flow relating to a quest according to the second embodiment. [Figure 9] 10 is a flowchart showing an example of a processing flow related to a lottery game according to a second embodiment. [Figure 10]FIG. 10 is a diagram illustrating an example of a quest execution screen displayed on the terminal device. [Figure 11] FIG. 10 is a diagram showing an example of a lottery game execution screen displayed on the terminal device. DETAILED DESCRIPTION OF THE INVENTION

[0023] 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.

[0024] ---First embodiment--- <Overall structure> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 including an information processing device (computer) according to the first embodiment.

[0025] 1, the game system 1 is a system that provides a game to one or more players. The game system 1 includes a server device 10 as an information processing device according to the first embodiment, and one or more terminal devices 12. The server device 10 and the terminal devices 12 are connected to each other so as to be able to communicate with each other via a communication network NT such as an intranet or the Internet.

[0026] The server device 10 is an information processing device that provides each terminal device 12 with a game obtained by executing a game program 14, or the game program 14 itself, via a communication network NT. In the first embodiment, the server device 10 executes the game program 14 and transmits and outputs the execution results (image data, audio data, etc.) to each terminal device 12, thereby providing the game to each terminal device 12. Note that the game program 14 may be executed by the terminal devices 12 and the server device 10 in cooperation with each other.

[0027] Each terminal device 12 is an information processing device owned by a player, and provides a game to the player by outputting the execution result of the game program 14 received from the server device 10. These terminal devices 12 include various devices such as video game consoles, portable game consoles, arcade game machines, smartphones, tablets, and personal computers. Each terminal device 12 is connectable to the server device 10 via the communication network NT. Note that each terminal device 12 may provide a game to the player by downloading the game program 14 from the server device 10 and executing the game program 14 itself.

[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 and the like for communicating with external devices. The communication device 26 transmits and receives various types of 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] <Game Overview> The game according to the first embodiment is a game in which a lottery game (gacha) for acquiring characters, a quest (battle game), and the like are performed as an example of content.

[0035] The lottery game according to the first embodiment is a game in which a 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. The lottery is executed based on the player's consumption of a consideration. Examples of the consideration include paid items and game items other than paid items (non-paid items, tickets, game coins, etc.). Paid items are game items that are granted based on a player's payment (payment of money, credits, etc.). Non-paid items have the same value as paid items and are game items that are primarily granted within the game.

[0036] A quest according to the first embodiment is a game in which a deck consisting of one or more characters owned by a player is pitted against an enemy character based on an instruction (request) from the player to execute the quest. The player controls each of the characters that make up the deck (characters in the deck) to play a battle game, and when the player clears the quest, the player is awarded a clear reward. Examples of clear rewards include non-chargeable items, game coins, enemy characters that appear in the quest, and experience points for increasing the player rank.

[0037] <Functional means> FIG. 3 is a block diagram schematically illustrating an example of functional means of the server device 10. As shown in FIG.

[0038] As shown in FIG. 3 , the server device 10 includes functional means such as a storage means 40, a control means 42, a lottery means 44, and an update means 46. The storage means 40 is implemented by one or more storage devices 28. The functional means other than the storage means 40 are implemented by the control device 20 executing the game program 14 stored in the storage device 28 or the like. Note that all or some of these functional means 40 to 46 may be provided in the terminal device 12. Furthermore, the server device 10 only needs to be connectable to the storage means 40, and as described above, the connection may be made either internally or externally to the server device 10. In other words, the server device 10 itself may not include the storage means 40. In this case, the storage means 40 is provided in another server device or the like. Needless to say, the storage means 40 may calculate coefficients and various variables for the stored data and output the calculated results when a request to reference certain data is received.

[0039] The storage means 40 has a function of storing player information 40A for each player, character information 40B for each character, quest information 40C for each quest, lottery game information 40D for each lottery game, and the like.

[0040] The player information 40A is data describing various pieces of player information (e.g., reference values). In the first embodiment, the player information 40A describes, in association with a player ID, a player name, owned character information, lottery game points, quest points, a current stamina value, and owned item information. The owned character information describes various parameters of each character's ability (level, hit points, attack power, defense power, etc.) as information about characters owned by the player. Note that the owned character information distinguishes between characters acquired by the player in lottery games and characters granted by quests. Lottery game points are points accumulated based on the player's playing lottery games. Quest points are points accumulated based on the player's playing quests. The current stamina value is a value consumed when the player plays a quest and is recovered by using stamina recovery items (charged items, non-charged items, etc.) or over time. The owned item information describes the number of game items owned by the player, such as charged items, non-charged items, and game coins.

[0041] Character information 40B is data describing various information (such as reference values) of characters appearing in the game. In the first embodiment, character information 40B describes character names, character images, rarity, and ability parameter values ​​from initial values ​​to maximum values ​​in association with character IDs.

[0042] The quest information 40C is data describing various information about the quest (such as reference values). In the first embodiment, the quest information 40C describes the quest name, enemy character information, and stamina consumption value in association with the quest ID. The enemy character information describes the ability parameters, drop rate, granted level, experience points, and number of game coins in association with the character ID of each enemy character that appears in the quest. The drop rate is the probability (predetermined probability) that an enemy character will be granted to the player as a reward for completing the quest, and the higher the quest difficulty, the higher the probability is set. The granted level describes the initial level when the enemy character is granted to the player as a reward for completing the quest. The experience points and number of game coins are values ​​granted to the player as a reward for completing the quest. The stamina consumption value is the value consumed from the player's current stamina value when the player performs a quest, and the higher the quest difficulty, the higher the value is set.

[0043] The lottery game information 40D is data describing various information (such as reference values) about the lottery game. In the first embodiment, the lottery game information 40D describes the lottery game name, lottery target information, the number of acquired characters, the compensation, and the holding period in association with the lottery game ID. The lottery target information describes the lottery probability and the release level in association with the character ID of each character that is the object of the lottery game (lottery target character). The release level describes the initial level of the lottery target character when it is released in the lottery game. The number of acquired characters describes the number of characters that the player will acquire when playing the lottery game once. For example, 1, 3, or 10 is described as the number of acquired characters. The compensation describes the number of game items, such as paid items and non-paid items, as compensation required to play the lottery game. Note that a higher compensation is set for lottery games in which a large number of acquired characters are acquired or in which characters with high rarity are easily acquired. The holding period describes the period during which the lottery game can be played. The event period may be, for example, from October 5th, 0:00 to October 10th, 23:59, or a value indicating that the event is always held (for example, NULL).

[0044] The control means 42 has a function of progressing the game in accordance with the operation of the player on the terminal device 12. In the first embodiment, the control means 42 executes a fighting game in which characters constituting the deck (characters in the deck) fight against enemy characters, based on a request to execute a quest by the player.

[0045] The control means 42 also has a function of giving preferential treatment to the player in terms of quest execution or completion rewards. In the first embodiment, the control means 42 has a function of giving preferential treatment to the player in terms of quest execution or completion rewards when the player's first achievement points (achievement points related to the lottery game), which will be described later, exceed a first predetermined value (e.g., 100). For example, the control means 42 (1) gives preferential treatment to the stamina consumption value consumed when executing a quest, (2) gives preferential treatment to parameters set for characters and items that appear during quest execution, (3) gives preferential treatment to the quality of the completion reward, or (4) gives preferential treatment to the numerical value of the completion reward. Specific examples of the above (1) to (4) are described below.

[0046] (1) When giving preferential treatment to stamina consumption values The control means 42 may decrease the stamina consumption value associated with each quest in stages from a reference value. For example, if the first achievement points are between 101 and 200, the control means 42 decreases the stamina consumption value associated with each quest by 10% from the reference value, and if the first achievement points are greater than 201, the control means 42 decreases the stamina consumption value associated with each quest by 20% from the reference value. The control means 42 may also give preferential treatment to stamina consumption values ​​for only specific quests. Examples of specific quests include advanced quests that require a certain level of stamina consumption, beginner quests that require a certain level of stamina consumption, quests that can only be played during an event (event quests), quests that have not yet been completed by the player, newly added quests, etc.

[0047] (2) When parameters are given preferential treatment during a quest The control means 42 may increase the ability parameters set for each of the characters constituting the deck (characters in the deck) in stages from a reference value. For example, when the first achievement points are between 101 and 200, the control means 42 increases the attack power of each character in the deck by 10% from the reference value, and when the first achievement points are 201 or more, the control means 42 increases the attack power of each character in the deck by 20% from the reference value. Furthermore, the control means 42 may gradually reduce the ability parameters set for enemy characters appearing in a quest from their reference values. For example, if the first achievement points are between 101 and 200, the control means 42 reduces the hit points of the enemy character by 10% from their reference value, and if the first achievement points are 201 or more, the control means 42 reduces the hit points of the enemy character by 20% from their reference value. Furthermore, the control means 42 may increase the parameters set for recovery items that appear in quests in stages from a reference value. For example, when the first achievement points are between 101 and 200, the control means 42 increases the recovery value that recovers the hit points of the characters in the deck by 50% from the reference value, and when the first achievement points are 201 or more, the control means 42 increases the recovery value by 100% from the reference value. The control means 42 may give preferential treatment to parameters only for specific quests.

[0048] (3) When preferential treatment is given to the quality of the clear rewards The control means 42 may increase the rarity of the clear reward in stages. For example, when the first achievement points are 101 to 200, the control means 42 increases the rarity of the enemy character dropped (granted to the player) as the clear reward by 1 from the reference value, and when the first achievement points are 201 or more, the control means 42 increases the rarity of the enemy character to be awarded by 2 from the reference value. Furthermore, the control means 42 may increase the parameter of the clear reward in stages. For example, if the first achievement points are 101 to 200, the level of the enemy character dropped (given to the player) as the clear reward is increased by 30 from the reference value, and if the first achievement points are 201 or more, the level of the enemy character to be awarded is increased by 50 from the reference value. The control means 42 may prioritize the quality of the reward for completing only a specific quest.

[0049] (4) When giving preferential treatment to the clear reward values The control means 42 may increase the number of clear rewards in stages. For example, when the first achievement points are 101 to 200, the control means 42 increases the number of enemy characters to be awarded to the player as a clear reward by one from the standard value, and when the first achievement points are 201 or more, the control means 42 increases the number of enemy characters to be awarded by two from the standard value. Note that the control means 42 may increase the drop rate of enemy characters to be awarded to the player as a clear reward from the standard value. Furthermore, the control means 42 may increase the value of the clear reward in stages. For example, if the first achievement points are 101 to 200, the experience points granted as the clear reward are increased by 100% from the standard value, and if the first achievement points are 201 or more, the experience points granted are increased by 200% from the standard value. The control means 42 may also provide preferential treatment to the numerical value of the reward for completion only for specific quests.

[0050] The control means 42 also has a function of canceling preferential treatment for the player in terms of quest execution or completion rewards. For example, the control means 42 (5) cancels preferential treatment in response to first achievement points, (6) cancels preferential treatment in response to the passage of a predetermined date and time, or (7) cancels preferential treatment in response to the passage of a predetermined period of time. Specific examples of the above (5) to (7) are described below.

[0051] (5) When preferential treatment is cancelled based on the first performance points The control means 42 may cancel preferential treatment for quest execution or completion rewards when the first achievement points are equal to or less than a first predetermined value. For example, the control means 42 does not provide preferential treatment (cancels preferential treatment) when the first achievement points are equal to or less than 100. Note that, as will be described later, the first achievement points decrease based on the player's execution of a quest.

[0052] (6) When preferential treatment is terminated after a specified date and time has passed. The control means 42 may cancel preferential treatment for quest execution or completion rewards when an event period in the game has elapsed (ended). For example, the control means 42 does not provide preferential treatment if the player requests to execute a quest after the end time of the event period (e.g., 23:59 on October 10th).

[0053] (7) When preferential treatment is terminated after a specified period has elapsed. The control means 42 may cancel preferential treatment for quest execution or completion rewards when a predetermined period has elapsed (ended) since a predetermined timing. For example, the control means 42 may provide preferential treatment before five days have elapsed since the predetermined timing, but may not provide preferential treatment if the player requests quest execution after that. Examples of the predetermined timing include the date and time when preferential treatment for a quest begins, the start time of an event period, the date and time when it is determined that the player has not played a quest for a predetermined number of days (e.g., 10 days), the time when the first achievement points are initialized, the time when the first achievement points exceed a predetermined value, etc.

[0054] The lottery means 44 has a function of executing a lottery game in response to the operation of the player on the terminal device 12, and determining by lottery the character to be acquired by the player from among the characters to be selected by lottery.

[0055] The lottery means 44 also has a function of giving preferential treatment to the player in terms of the compensation for the lottery game or the acquired characters. In the first embodiment, the lottery means 44 has a function of giving preferential treatment to the compensation for the lottery game or the acquired characters when the player's second achievement points (achievement points related to quests), which will be described later, exceed a first predetermined value (e.g., 100). For example, the lottery means 44 (1) gives preferential treatment to the number of paid items consumed, (2) gives preferential treatment to the number of acquired high-rarity characters or the probability of winning the lottery, (3) gives preferential treatment to the number of acquired characters, or (4) gives preferential treatment to the parameters of acquired characters. Specific examples of (1) to (4) above will be described below.

[0056] (1) When preferential treatment is given to the consumption of paid items The lottery means 44 may reduce the number of paid items to be consumed in the lottery game in stages from a reference value. For example, when the second achievement points are 101 to 200, the lottery means 44 reduces the number of paid items required to play the lottery game from a reference value (e.g., 30 items) by 10%, and when the second achievement points are 201 or more, the lottery means 44 reduces the number of paid items required to play the lottery game from the reference value by 20%. The lottery means 44 may give preferential treatment to the number of consumption of paid items only for specific lottery games. Examples of the specific lottery games include lottery games that can only be played during an event period (event gacha), lottery games with many or few characters to be acquired, lottery games with high or low compensation, lottery games for beginner players, lottery games for advanced players, lottery games that have not yet been played by players, newly added lottery games, etc.

[0057] (2) When giving preferential treatment to the number of high-rarity characters acquired or the lottery odds. The lottery means 44 may gradually increase the number of acquired characters (featured characters) with high rarity set to be selected in the lottery game and the probability of selection. For example, in a lottery game in which the number of acquired characters is 10, if the second achievement points are 101 to 200, the lottery means 44 determines one of the acquired characters in the lottery game to be a character with high rarity (for example, a rarity of 5 or more), and if the second achievement points are 201 or more, determines two of the acquired characters to be characters with high rarity. Furthermore, for example, when the second achievement points are 101 to 200, the lottery means 44 increases the probability of selecting a character whose rarity is 5 or more by 0.1% from the reference value, and when the second achievement points are 201 or more, the lottery means 44 increases the probability of selecting a character whose rarity is 5 or more by 0.2% from the reference value. Here, the lottery means 44 increases the probability of selecting a character whose rarity is set to high, but decreases the probability of selecting a character whose rarity is set to low. The lottery means 44 may give preferential treatment to the number of characters acquired or the lottery probability only in a specific lottery game.

[0058] (3) When the number of characters acquired is given preferential treatment The lottery means 44 may gradually increase the total number of acquired characters that the player acquires in the lottery game. For example, when the second achievement points are between 101 and 200, the lottery means 44 increases the number of acquired characters in the lottery game from the reference value by one, and when the second achievement points are 201 or more, the lottery means 44 increases the number of acquired characters from the reference value by two. The lottery means 44 may give preferential treatment to the number of characters acquired only in a specific lottery game.

[0059] (4) When the acquired character's parameters are given preferential treatment The lottery means 44 may gradually increase the parameters of the acquired character that the player acquires in the lottery game. For example, when the second achievement points are 101 to 200, the lottery means 44 increases the release level (initial level) of the acquired character by 10 from the reference value, and when the second achievement points are 201 or more, the lottery means 44 increases the release level of the acquired character by 20 from the reference value. The lottery means 44 may give preferential treatment to the parameters of the acquired character only in a specific lottery game.

[0060] The lottery means 44 also has a function of canceling the preferential treatment of the player's prize for the lottery game or the acquired character. For example, the lottery means 44 (5) cancels the preferential treatment in response to the second achievement points, (6) cancels the preferential treatment in response to the player's acquisition of a specific character, (7) cancels the preferential treatment in response to the passage of a predetermined date and time, or (8) cancels the preferential treatment in response to the passage of a predetermined period of time. Specific examples of the above (5) to (8) are described below.

[0061] (5) When preferential treatment is cancelled based on the second performance point The lottery means 44 may cancel the preferential treatment of the prize for the lottery game or the acquired character when the second achievement points are equal to or less than the first predetermined value. For example, the lottery means 44 does not provide the preferential treatment (cancels the preferential treatment) when the second achievement points are equal to or less than 100. Note that, as will be described later, the second achievement points decrease based on the fact that the player has played the lottery game.

[0062] (6) When preferential treatment is cancelled in response to the acquisition of a specific character The lottery means 44 may cancel the preferential treatment of the prize for the lottery game or the acquired character in response to the player acquiring a character with a high rarity (a featured character) in the lottery game. For example, the lottery means 44 cancels the preferential treatment when the player acquires a total of three characters with a rarity of 5 or higher in the lottery game.

[0063] (7) When preferential treatment is terminated after a specified date and time has passed. The lottery means 44 may cancel the preferential treatment of the prize money or acquired characters for the lottery game when the event period in the game has elapsed (ended). For example, the lottery means 44 does not provide preferential treatment if the player requests to play the lottery game after the end time of the event period (for example, 23:59 on November 10th).

[0064] (8) When preferential treatment is terminated after a specified period has elapsed. The lottery means 44 may cancel the preferential treatment of the prize money for the lottery game or the acquired characters when a predetermined period has elapsed (ended) since a predetermined timing. For example, the lottery means 44 provides the preferential treatment before five days have elapsed since the predetermined timing, but does not provide the preferential treatment if the player requests to play the lottery game after that. Examples of the predetermined timing include the date and time when the preferential treatment for the lottery game starts, the start time of an event period, the date and time when it is determined that the player has not played the lottery game for a predetermined number of days (e.g., 10 days), the date and time when the second achievement points are initialized, and the time when the second achievement points exceed a predetermined value.

[0065] The update means 46 has a function of updating the player's lottery game points and quest points. In the first embodiment, the update means 46 has a function of accumulating lottery game points according to the amount of money spent by the player in the lottery game. For example, when the player consumes one paid item in response to a request to play the lottery game, the update means 46 increases the player's lottery game points by one. Also, in the first embodiment, the update means 46 accumulates quest points according to the stamina value consumed by the player in a quest. For example, when the player consumes one stamina in response to a request to play a quest, the update means 46 increases the player's quest points by one.

[0066] Moreover, the update means 46 further has a function of updating (calculating) the first achievement points and the second achievement points of the player based on the update of the player's lottery game points and quest points. Here, the first achievement points are achievement points related to the lottery game, and are the value obtained by subtracting the quest points from the lottery game points (lottery game points - quest points). That is, the first achievement points will be a higher value (positive number) when it is recognized that the player is playing the lottery game more than the quest. The second achievement points are achievement points related to quests, and are the value obtained by subtracting the lottery game points from the quest points (quest points - lottery game points). That is, the second achievement points will be a higher value (positive number) if it is determined that the player is performing more quests than lottery games. The first achievement points and the second achievement points have an inverse relationship, meaning that when added together, they equal 0. In other words, multiplying the first achievement points by -1 gives the second achievement points, and multiplying the second achievement points by -1 gives the first achievement points.

[0067] <Quest processing flow> 4 is a flowchart showing an example of the flow of processing related to a quest according to the first embodiment. This processing is initiated, for example, when the player selects the quest menu on the home screen. Note that the order and content of the following steps can be changed as appropriate.

[0068] (Step SP10) The update means 46 acquires the lottery game points and quest points described in the player information 40A and calculates the first achievement points (achievement points related to the lottery game). Specifically, the update means 46 calculates the first achievement points by subtracting the quest points from the lottery game points. The update means 46 can also calculate the second achievement points (achievement points related to the quest) by multiplying the first achievement points by -1. Then, the process proceeds to step SP12.

[0069] (Step SP12) The control means 42 determines preferential treatment for quests according to the first achievement points (second achievement points) calculated in step SP10. For example, if the first achievement points are between 101 and 200, which exceeds the first predetermined value of 100, the control means 42 reduces the stamina consumption value associated with each quest by 10% from a reference value, and if the first achievement points are 201 or greater, the control means 42 reduces the stamina consumption value associated with each quest by 20% from the reference value. In other words, if the second achievement points are between -101 and -200, which is below the second predetermined value of -100, the control means 42 reduces the stamina consumption value associated with each quest by 10% from the reference value, and if the second achievement points are -201 or less, the control means 42 reduces the stamina consumption value associated with each quest by 20% from the reference value. On the other hand, if the first achievement points are less than the first predetermined value of 100 (the second achievement points are greater than or equal to the second predetermined value of -100), the control means 42 does not provide preferential treatment for quests (cancels the preferential treatment). Then, the process proceeds to step SP14.

[0070] (Step SP14) The control means 42 displays a quest list screen on the terminal device 12.

[0071] FIG. 6 is a diagram showing an example of a quest list screen 100 displayed on the terminal device 12. As shown in FIG.

[0072] As shown in FIG. 6, the quest list screen 100 has a quest information area 102, a quest details display button 104, and an execute button 106. The quest information area 102 displays the quest name, the normal stamina consumption value (reference value), and the preferential stamina consumption value. The quest details display button 104 and the execute button 106 are arranged in association with each quest. When the quest details display button 104 is pressed, a screen is displayed showing the enemy characters that appear in the associated quest, the number of enemy characters, the number of non-chargeable items granted as a clearing reward, etc. When the execute button 106 is pressed, the player can execute the associated quest.

[0073] Returning to FIG. 4, the process proceeds to step SP16.

[0074] (Step SP16) In response to the player's operation of selecting (instructing to execute) the execute button 106 associated with one quest on the quest list screen 100, the control means 42 causes the processing to proceed to step SP18.

[0075] (Step SP18) The control means 42 consumes the stamina value required to execute the one quest selected in step SP16. Specifically, the control means 42 consumes a stamina value that reflects the preferential treatment determined in step SP12 into the stamina consumption value (base value) associated with the one quest described in the quest information 40C. For example, if the stamina consumption value associated with the selected one quest is "20" and the determined preferential treatment is "reduce the stamina consumption value by 20% from the base value," the control means 42 consumes (subtracts) "16" from the player's current stamina value. Then, the processing proceeds to step SP20.

[0076] (Step SP20) The control means 42 progresses a quest in which a deck consisting of characters owned by the player and enemy characters appear. In the first embodiment, a battle game is executed using parameters set for the characters making up the deck and parameters set for the enemy characters. Then, the process proceeds to step SP22.

[0077] (Step SP22) The control means 42 determines whether or not the player has cleared the quest. In the first embodiment, the control means 42 determines that the quest has been cleared when the hit points set for the enemy character boss are reduced to 0 or less (defeated). If the determination is affirmative, the process proceeds to step SP24. On the other hand, if the determination is negative, the process ends the series of steps shown in FIG. 4.

[0078] (Step SP24) The control means 42 awards the player with a reward for clearing the quest. In the first embodiment, the control means 42 awards the player with enemy characters defeated by the player's deck, as well as experience points, game coins, non-chargeable items, and the like corresponding to the enemy characters. The control means 42 refers to the quest information 40C to obtain the drop rate of each defeated enemy character, and determines whether or not to award the enemy character to the player according to the drop rate. Then, the processing proceeds to step SP26.

[0079] (Step SP26) The update means 46 updates the quest points described in the player information 40A based on the player's completion of the quest. Specifically, the update means 46 adds a value corresponding to the stamina consumption value consumed in step SP18 (for example, a reference value of 20) to the player's quest points. In other words, the higher the difficulty of the quest completed (completed) by the player, the higher the player's quest points. As a result, the first achievement points (lottery game points - quest points) decrease, and the second achievement points (quest points - lottery game points) increase. Then, the series of processes shown in FIG. 4 ends.

[0080] <Process flow for lottery games> 5 is a flowchart showing an example of the flow of processing related to the lottery game according to the first embodiment. This processing is initiated, for example, when a player selects the lottery game menu on the home screen. Note that the order and content of the following steps can be changed as appropriate.

[0081] (Step SP30) The update means 46 acquires the lottery game points and quest points described in the player information 40A and calculates the second achievement points (achievement points related to the quest). Specifically, the update means 46 subtracts the lottery game points from the quest points to calculate the second achievement points. The update means 46 can also multiply the second achievement points by -1 to calculate the first achievement points (achievement points related to the lottery game). Then, the process proceeds to step SP32.

[0082] (Step SP32) The lottery means 44 determines preferential treatment for the lottery game according to the second achievement points (first achievement points) calculated in step SP30. Specifically, when the second achievement points are between 101 and 200, which is greater than the first predetermined value of 100, the lottery means 44 reduces the consideration for the lottery game for acquiring 10 or more characters by 10% from the reference value, and when the second achievement points are 201 or greater, the lottery means 44 reduces the consideration for the lottery game for acquiring 10 or more characters by 10% from the reference value. In other words, when the first achievement points are between -101 and -200, which is less than the second predetermined value of -100, the lottery means 44 reduces the consideration for the lottery game for acquiring 10 or more characters by 10% from the reference value, and when the first achievement points are -201 or less, the lottery means 44 reduces the consideration for the lottery game by 20% from the reference value. On the other hand, if the second achievement points are equal to or less than the first predetermined value (the first achievement points are equal to or greater than the second predetermined value), the lottery means 44 does not provide the preferential treatment for the lottery game (cancels the preferential treatment). Then, the process proceeds to step SP34.

[0083] (Step SP34) The control means 42 displays a lottery game list screen on the display terminal device 12.

[0084] FIG. 7 is a diagram showing an example of a lottery game list screen 200 displayed on the terminal device 12. As shown in FIG.

[0085] As shown in FIG. 7, the lottery game list screen 200 is provided with a lottery game information area 202, a lottery target display button 204, and an execution button 206. The lottery game information area 202 displays the name of the lottery game, a normal consideration (reference value), and a preferential consideration. The lottery target display button 204 and the execution button 206 are arranged in association with each lottery game. When the lottery target display button 204 is pressed, a screen is displayed showing a list of lottery target characters for the associated lottery game, the probability of winning each lottery target character, etc. When the execution button 206 is pressed, the player is able to execute the associated lottery game.

[0086] Returning to FIG. 5, the process proceeds to step SP36.

[0087] (Step SP36) In response to the player's operation of selecting (instructing to execute) the execution button 106 associated with one of the lottery games on the lottery game list screen 200, the control means 42 shifts the processing to step SP38.

[0088] (Step SP38) The lottery means 44 consumes the consideration required to play the one lottery game selected in step SP36. Specifically, the lottery means 44 consumes the consideration (base value) associated with one lottery game described in the lottery game information 40D, plus the consideration that reflects the preferential treatment determined in step SP32. For example, if the consideration associated with the selected one lottery game is "30 paid items" and the determined preferential treatment is "reduce the consideration by 20% from the base value," the lottery means 44 consumes (subtracts) "24" from the paid items owned by the player. Then, the processing proceeds to step SP40.

[0089] (Step SP40) The lottery means 44 refers to the lottery game information 40D, acquires the lottery target information and the number of acquired characters associated with the one lottery game selected in step SP36, and executes the lottery game. Specifically, the lottery means 44 executes a lottery based on the lottery probability for each of the lottery target characters included in the lottery target information, and ends the lottery when the number of characters drawn reaches the acquired number of characters. Then, the processing proceeds to step SP42.

[0090] (Step SP42) The lottery means 44 allows the player to acquire the character selected in step SP40, and the process then proceeds to step SP44.

[0091] (Step SP44) The update means 46 updates the lottery game points described in the player information 40A based on the player's playing the lottery game. Specifically, the update means 46 adds a value corresponding to the consideration consumed in step SP38 (for example, a reference value of 30) to the player's lottery game points. In other words, the higher the consideration for the lottery game played by the player, the higher the player's lottery game points. As a result, the first achievement points (lottery game points - quest points) increase, and the second achievement points (quest points - lottery game points) decrease. Then, the series of processes shown in FIG. 5 ends.

[0092] <Effects> As described above, according to the first embodiment, if a player's first achievement points (achievement points related to the lottery game) exceed a first predetermined value (e.g., 100), a reward for completing or completing a quest is preferentially given. Therefore, even if the player does not acquire a desired character in the lottery game, the player can be continuously motivated to play the quest. This motivates the player to play the lottery game and the quest interchangeably, thereby revitalizing the game. Furthermore, a player who intends to complete a quest can be motivated to play the lottery game in order to receive preferential treatment related to the quest.

[0093] Furthermore, according to the first embodiment, the higher the prize money paid to the lottery game played by the player, the higher the first achievement points will be, so that players who have spent a lot of prize money on the lottery game can be motivated to play quests and continue playing the game.

[0094] Furthermore, according to the first embodiment, the first achievement points are reduced based on the player's completion of a quest, and when the first achievement points fall below a predetermined value, the preferential treatment for quests is cancelled. In other words, if a player who has played many lottery games is encouraged to complete quests, the player is deemed to be playing lottery games and quests in a balanced manner, and the preferential treatment for quests is cancelled. This makes it possible to encourage the player to play lottery games again. It is also possible to ensure fairness with other players who are not given preferential treatment for quests (for example, players who cannot spend much money on lottery games).

[0095] Furthermore, according to the first embodiment, the higher the difficulty of the quest performed by the player, the more the first achievement points are reduced, so that players who cannot perform (clear) high-difficulty quests are less likely to have preferential treatment for quests cancelled. This makes it possible to continuously encourage beginner players who perform low-difficulty quests to play quests.

[0096] Furthermore, according to the first embodiment, when the first achievement points fall below a second predetermined value (e.g., -100) that is equal to or less than the first predetermined value (e.g., 100), the player is given preferential treatment in terms of the compensation for the lottery game or the content acquired, thereby enabling the player to play the lottery game and quests in a balanced manner.

[0097] Furthermore, according to the first embodiment, the higher the first achievement points, the more preferential treatment is given to players who have spent more money in the lottery game, so that players who have spent more money in the lottery game are more favorably treated. This makes it possible to strongly encourage players who have spent more money in the lottery game to play quests, and to encourage them to play the lottery game and quests in a balanced manner.

[0098] Furthermore, according to the first embodiment, the preferential treatment for a quest is cancelled when a predetermined date and time or a predetermined period of time has passed, so that the player can be motivated to play the quest before the preferential treatment is cancelled.

[0099] Furthermore, according to the first embodiment, since rewards for completing or completing a specific quest are given preferential treatment, it is possible to guide the player to a specific quest that can continuously encourage the player to complete the quest, thereby providing motivation for the player to play both the lottery game and the quest.

[0100] Furthermore, according to the first embodiment, the value (stamina value) consumed when the player executes a quest is given preferential treatment, which makes it easier for the player to execute the quest, thereby providing the player with motivation to play the quest.

[0101] Furthermore, according to the first embodiment, since the parameters set for the characters appearing during the execution of the quest are favored, it is possible to make it easier for the player to progress through (complete) the quest, thereby providing the player with motivation to play the quest.

[0102] Furthermore, according to the first embodiment, the clear reward given to the player can be changed to content with a high rarity setting, or the clear reward value can be given preferential treatment, thereby motivating the player to play the quest.

[0103] Furthermore, according to the first embodiment, when a player's second achievement points (achievement points related to a quest) exceed a first predetermined value, the reward for the lottery game or the acquired character is favored. This allows the play content of the quest to be reflected in the lottery game, and the player can be continuously motivated to play the lottery game. This motivates the player to play the lottery game and the quest interchangeably, and makes the game more active. Furthermore, a player who intends to play the lottery game can be motivated to play the quest in order to receive favorable treatment related to the lottery game.

[0104] Furthermore, according to the first embodiment, the higher the difficulty level of the quest performed by the player, the higher the second achievement points will be, which can motivate advanced players whose main purpose is to play quests to play the lottery game and prevent them from getting bored of the game.

[0105] Furthermore, according to the first embodiment, the second achievement points are reduced based on the player's playing of the lottery game, and when the second achievement points fall below a predetermined value, the preferential treatment for the lottery game is cancelled. In other words, if a player who has played many quests can be encouraged to play the lottery game, the player is deemed to have played the lottery game and quests in a balanced manner, and the preferential treatment for the lottery game is cancelled. This makes it possible to encourage the player to play quests again. It is also possible to ensure fairness with other players who are not given preferential treatment for the lottery game (for example, players who cannot play high-difficulty quests).

[0106] Furthermore, according to the first embodiment, the higher the prize money for the lottery game played by the player, the more the second achievement points are reduced, so that players who cannot spend much prize money on the lottery game are less likely to have their preferential treatment for the lottery game cancelled. This makes it possible to encourage players who cannot spend much prize money on the lottery game to continue playing the lottery game and quests.

[0107] Furthermore, according to the first embodiment, when the second achievement points fall below a second predetermined value (e.g., -100), which is a value equal to or less than the first predetermined value (e.g., 100), the player is given preferential treatment in terms of rewards for completing or executing the quest, thereby allowing the player to play the lottery game and the quest in a balanced manner.

[0108] Furthermore, according to the first embodiment, the higher the second achievement points, the more preferential treatment is given to the compensation or acquired characters, so that players who have completed more difficult quests are given more preferential treatment. Therefore, players who have played many difficult quests can be strongly encouraged to play the lottery game, and it is possible to have them play the lottery game and quests in a balanced manner.

[0109] Furthermore, according to the first embodiment, when a player acquires a specific character in the lottery game, the preferential treatment for the lottery game is cancelled, thereby ensuring fairness with other players who have not acquired the specific character (e.g., the featured character).

[0110] Furthermore, according to the first embodiment, the preferential treatment for the lottery game is cancelled when a predetermined date and time or a predetermined period of time has elapsed, so that the player can be motivated to play the lottery game before the preferential treatment is cancelled.

[0111] Furthermore, according to the first embodiment, since the reward or the acquired character of a specific lottery game is favored in the specific lottery game, it is possible to guide the player to the specific lottery game, which can continuously encourage the player to play the lottery game, and thus it is possible to motivate the player to play both the lottery game and the quest.

[0112] Furthermore, according to the first embodiment, the lottery game favors the probability of winning characters with high rarity, and favors the number and parameters of characters acquired, thereby motivating players to play the lottery game.

[0113] ---Second embodiment--- Next, a second embodiment will be described. In the second embodiment, in addition to the functions of the game program 14 according to the first embodiment, the control means 42 and the lottery means 44 further have the following functions.

[0114] The control means 42 further has a function of providing preferential treatment for completing a quest or a reward for completing a quest based on the player having consumed the content acquired in the lottery game as the first consumable content. The preferred quests and the preferential treatment are the same as those in the first embodiment. Examples of the first consumable content include a character drawn in a lottery game (acquired character), an item (item piece) that can be obtained when the rarity of the drawn character is low, points that can be obtained by playing a lottery game, etc. The control means 42 may limit the period during which quests are given preferential treatment (the period during which the first consumable content can be consumed) to a predetermined period (for example, during an event). For example, the control means 42 (1) gives preferential treatment according to the rarity of the consumed character (consumed character), or (2) gives preferential treatment according to the number of consumed characters (consumed characters). Specific examples of (1) to (2) above will be described below.

[0115] (1) Preferential treatment based on the rarity of the consumed character The control means 42 may provide progressively more preferential treatment for the execution or completion of a quest as the rarity of the consuming character increases. For example, the control means 42 may reduce the stamina consumption value required to execute a quest by 50% from a standard value when the rarity of the consuming character is 4, and reduce the stamina consumption value required to execute a quest by 75% from a standard value when the rarity of the consuming character is 5 or higher. Furthermore, the control means 42 may provide progressively more preferential treatment for the execution or completion of a quest as the rarity of the consumable character decreases. In this case, even if a player acquires a character with a low rarity in the lottery game, the player can be encouraged to play the quest.

[0116] (2) Preferential treatment based on the number of characters consumed The control means 42 may provide progressively more preferential treatment for executing or clearing a quest as the number of consumed characters increases. For example, when the number of consumed characters is one, the control means 42 reduces the hit points of an enemy character appearing in the quest by 25% from the reference value, and when the number of consumed characters is two, the control means 42 reduces the hit points of the enemy character by 50% from the reference value.

[0117] Furthermore, the lottery means 44 further has a function of giving preferential treatment to the player in terms of the prize money for the lottery game or the acquired character, based on the player's consumption of the content granted in the quest as the second consumable content. Note that the preferential treatment for the lottery game and the preferential treatment are the same as those in the first embodiment. An example of the second consumable content is a clear reward (such as a character) awarded in a quest. The lottery means 44 may limit the period during which the lottery game is given preferential treatment (the period during which the second consumable content can be consumed) to a predetermined period (for example, during an event period). For example, the lottery means 44 (1) gives preferential treatment according to the rarity of the consumed character (consumable character), or (2) gives preferential treatment according to the number of consumed characters (consumable characters). Specific examples of (1) to (2) above will be described below.

[0118] (1) Preferential treatment based on the rarity of the consumed character The lottery means 44 may provide progressively more preferential treatment to the compensation for the lottery game or the acquired characters as the rarity of the consumable character increases. For example, the lottery means 44 reduces the compensation for playing a specific lottery game by 10% from a standard value when the rarity of the consumable character is 3 to 4, and reduces the compensation by 20% from the standard value when the rarity of the consumable character is 5 or higher. Furthermore, the lottery means 44 may provide progressively more preferential treatment to the compensation for the lottery game or the acquired character as the rarity of the consumed character decreases. In this case, even if a player is given a character with a low rarity in a quest, the player can be encouraged to play the lottery game.

[0119] (2) Preferential treatment based on the number of characters consumed The lottery means 44 may give progressively more preferential treatment to the compensation for the lottery game or the acquired characters as the number of consumed characters increases. For example, when the number of consumed characters is one, the lottery means 44 increases the probability of drawing a character with high rarity set as the subject of the lottery game by 0.1% from the reference value, and when the number of consumed characters is two, the lottery means 44 increases the probability of drawing a character with high rarity set as the subject of the lottery game by 0.2% from the reference value.

[0120] <Quest processing flow> 8 is a flowchart showing an example of the flow of processing related to a quest according to the second embodiment. This processing is initiated, for example, when a player selects a certain quest from the quest menu. Note that the order and content of the following steps can be changed as appropriate.

[0121] (Step SP50) The control means 42 displays a quest execution screen on the terminal device 12.

[0122] FIG. 10 is a diagram showing an example of a quest execution screen 300 displayed on the terminal device 12. As shown in FIG.

[0123] 10, the quest execution screen 300 has a normal execution button 302 and a consumption execution button 304. When the normal execution button 302 is pressed, the player can execute the quest without consuming any owned characters. When the consumption execution button 304 is pressed, the player can execute the quest after consuming any owned characters (characters acquired in the lottery game).

[0124] Returning to FIG. 8, the process proceeds to step SP52.

[0125] (Step SP52) The control means 42 determines whether or not the consumption execution button 304 has been pressed (operation instruction) by the player on the quest execution screen 300. Here, if the normal execution button 302 has been pressed by the player, the control means 42 makes a negative determination. If the determination is affirmative, the processing proceeds to step SP54. On the other hand, if the determination is negative, the processing proceeds to step SP58.

[0126] (Step SP54) The control means 42 acquires the owned character information described in the player information 40A, and displays a list screen of characters acquired in the lottery game from among the player's owned characters on the terminal device 12. Next, the control means 42 receives an instruction from the player to select a consumption character from among the characters displayed on the list screen. Then, the processing proceeds to step SP56.

[0127] (Step SP56) The control means 42 determines preferential treatment for a certain quest according to the rarity of the consumption character selected in step SP54. For example, if the rarity of the consumption character is 5 or higher, the control means 42 reduces the stamina consumption value required to execute a certain quest by 50% from the standard value, and if the rarity of the consumption character is 4, the control means 42 reduces the stamina consumption value associated with the quest by 75% from the standard value. The control means 42 also sets the consumption character selected in step SP54 as not owned by the player. Then, the process proceeds to step SP58.

[0128] (Step SP58) The control means 42 consumes the stamina value required to execute a certain quest selected by the player. Specifically, the control means 42 consumes a stamina value that reflects the preferential treatment determined in step SP56 in addition to the stamina consumption value (base value) associated with the certain quest described in the quest information 40C. For example, if the stamina consumption value associated with the selected certain quest is "30" and the preferential treatment determined is "reduce the stamina consumption value by 50% from the base value," the control means 42 consumes (subtracts) "15" from the player's current stamina value. Note that if the processing of step SP56 is not performed, the control means 42 consumes the stamina consumption value (base value) associated with the certain quest. Then, the processing proceeds to the processing of step SP60.

[0129] (Step SP60 to Step SP64) The processing in steps SP60 to SP64 is the same as the processing in steps SP20 to SP24 described above, and therefore the explanation will be omitted. Then, the processing ends with the series of processing shown in FIG.

[0130] <Process flow for lottery games> 9 is a flowchart showing an example of the flow of processing related to the lottery game according to the second embodiment. This processing is initiated, for example, when a player selects a certain lottery game from the lottery game menu. Note that the order and content of the following steps can be changed as appropriate.

[0131] (Step SP70) The control means 42 displays a lottery game execution screen on the terminal device 12.

[0132] FIG. 11 is a diagram showing an example of a lottery game execution screen 400 displayed on the terminal device 12. As shown in FIG.

[0133] 11, the lottery game execution screen 400 is provided with a normal execution button 402 and a consumption execution button 404. When the normal execution button 402 is pressed, the player is able to execute the lottery game without consuming any owned characters. When the consumption execution button 404 is pressed, the player is able to execute the lottery game after consuming any owned characters (characters granted in quests).

[0134] Returning to FIG. 9, the process proceeds to step SP72.

[0135] (Step SP72) The control means 42 determines whether or not the consumption execution button 404 has been pressed (operation instruction) by the player on the lottery game execution screen 400. Here, if the normal execution button 402 has been pressed by the player, the control means 42 makes a negative determination. If the determination is affirmative, the processing proceeds to step SP74. On the other hand, if the determination is negative, the processing proceeds to step SP78.

[0136] (Step SP74) The control means 42 acquires the owned character information described in the player information 40A, and displays a list screen of the characters owned by the player and granted in the quest on the terminal device 12. Next, the lottery means 44 receives an instruction from the player to select a consumption character from among the characters displayed on the list screen. Then, the processing proceeds to step SP76.

[0137] (Step SP76) The lottery means 44 determines preferential treatment for the lottery game according to the rarity of the consumable character selected in step SP74. For example, if the rarity of the consumable character is 3 to 4, the lottery means 44 reduces the price required to play a certain lottery game by 10% from the standard value, and if the rarity of the consumable character is 5 or higher, the lottery means 44 reduces the price by 20% from the standard value. Note that the lottery means 44 sets the consumable character selected in step SP74 as not owned by the player. Then, the processing proceeds to step SP78.

[0138] (Step SP78) The lottery means 44 consumes the consideration required to play a certain lottery game. Specifically, the lottery means 44 consumes the consideration (reference value) associated with a certain lottery game described in the lottery game information 40D, reflecting the preferential treatment determined in step SP76. For example, if the consideration associated with a certain lottery game is "10 paid items" and the determined preferential treatment is "reduction of the consideration by 20% from the reference value," the lottery means 44 consumes (subtracts) "8" from the paid items owned by the player. Note that if the processing of step SP76 is not performed, the lottery means 44 consumes the consideration (reference value) associated with a certain lottery game. Then, the processing proceeds to the processing of step SP80.

[0139] (Step SP80 to Step SP82) The processing in steps SP80 to SP82 is the same as the processing in steps SP40 to SP42 described above, and therefore the explanation will be omitted. Then, the processing ends with the series of steps shown in FIG.

[0140] <Effects> As described above, according to the second embodiment, a player is given preferential treatment for completing or clearing a quest based on the player's consumption of first consumable content acquired in a lottery game. Therefore, even if the player does not acquire a desired character in the lottery game, the acquired first consumable content can be effectively used in the quest, motivating the player to play the quest. This motivates the player to play both the lottery game and the quest, thereby revitalizing the game. Furthermore, a player who intends to complete a quest can be motivated to play the lottery game in order to receive preferential treatment related to the quest.

[0141] Furthermore, according to the second embodiment, a player is given preferential treatment in the execution or completion of a quest based on the consumption of a character drawn in a lottery game as a consumable character, so that the player can effectively use unnecessary characters acquired in a lottery game in a quest, thereby providing motivation for the player to play the quest.

[0142] Furthermore, according to the second embodiment, the rewards for completing a quest or completing a quest are given progressively more preferential treatment depending on the rarity set for the consumable character. Therefore, even if a player acquires a character with a low rarity in the lottery game, the player can effectively use the character as a consumable character in a quest. Also, even if a player acquires an unnecessary character with a high rarity in the lottery game (for example, a character that the player already owns), the player can effectively use the character as a consumable character in a quest. This can motivate the player to play the quest.

[0143] Furthermore, according to the second embodiment, the more consumable characters a player has, the more favorable the rewards for completing or completing a quest become, so even if a player acquires multiple characters they no longer need in a lottery game, they can easily dispose of them all at once as consumable characters and use them effectively in a quest, thereby providing motivation for the player to play the quest.

[0144] Furthermore, according to the second embodiment, the player's consumption of the second consumable content granted in the quest results in preferential treatment of the prize money or acquired character for the lottery game. This allows the granted second consumable content to be effectively utilized in the lottery game, and continuously motivates the player to play the lottery game. This motivates the player to play the lottery game and the quest interchangeably, thereby revitalizing the game. Furthermore, a player who intends to play the lottery game can be motivated to play the quest in order to receive preferential treatment for the lottery game.

[0145] Furthermore, according to the second embodiment, characters that appear during the execution of a quest are granted to the player according to a predetermined probability (drop rate), and the player's use of the granted characters determines the value of the lottery game or the characters acquired, so that players who wish to play the lottery game can be continuously encouraged to play the quest, thereby providing players with motivation to play both the lottery game and the quest.

[0146] Furthermore, according to the second embodiment, the compensation for the lottery game or the acquired characters are given progressively more preferential treatment depending on the rarity set for the consumable characters. Therefore, even if a player acquires a character with a low rarity in a quest, the player can effectively use the character as a consumable character in the lottery game. Also, even if a player acquires an unnecessary character with a high rarity in a quest (for example, a character that the player already owns), the player can effectively use the character as a consumable character in the lottery game. This can motivate the player to play the lottery game.

[0147] Furthermore, according to the second embodiment, the more consumable characters there are, the more advantageous the prize or acquired characters in the lottery game become, so even if a player acquires multiple characters that are no longer needed in a quest, they can be easily disposed of all at once as consumable characters and can be effectively used in the lottery game, thereby providing motivation for the player to play the lottery game.

[0148] ---Variations--- 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.

[0149] For example, in the first embodiment, the control means 42, the lottery means 44, and the update means 46 are provided in the server device 10, but all or some of these may be provided in the terminal device 12.

[0150] Furthermore, in the first embodiment, the control means 42 has been described as canceling preferential treatment for quests when the first achievement points fall below a first predetermined value, but the preferential treatment may also be cancelled when the cumulative number of times preferential treatment for quests has reached a certain number (for example, five times). Similarly, in the first embodiment, the lottery means 44 has been described as canceling the preferential treatment for the lottery game when the second performance points fall below a first predetermined value, but the preferential treatment may also be cancelled when the cumulative number of times that the player has been given preferential treatment for the lottery game reaches a certain number (for example, five times).

[0151] In addition, in the first embodiment, the first predetermined value is 100 and the second predetermined value is -100, but the second predetermined value may be any value less than or equal to the first predetermined value, and for example, the first predetermined value and the second predetermined value may both be 0.

[0152] Furthermore, in the first embodiment, a case has been described in which neither the lottery game nor the quest is favored when the first achievement points are between -100 and 100 (the second achievement points are between -100 and 100), but this is not limiting. For example, when the first achievement points are between -100 and 100 (the second achievement points are between -100 and 100), both the lottery game and the quest may be favored. In this case, similar to the first embodiment, when the first achievement points are 101 or more (the second achievement points are -101 or less), only the quest is favored, and when the first achievement points are -101 or less (the second achievement points are 101 or more), only the lottery game is favored. Furthermore, for example, the control means 42 may provide preferential treatment for the quest if the first achievement points are 0 or more, and the lottery means 44 may provide preferential treatment for the lottery game if the second achievement points are 0 or more. In other words, the control means 42 may provide preferential treatment for the quest if the second achievement points are 0 or less, and the lottery means 44 may provide preferential treatment for the lottery game if the first achievement points are 0 or less. For example, when the first achievement points and the second achievement points are 0, the control means 42 may provide preferential treatment for the quest, and the lottery means 44 may provide preferential treatment for the lottery game. In these cases, the player is always given preferential treatment in relation to both the lottery game and the quest, or one of them, which motivates the player to play the lottery game and the quest in a balanced manner.

[0153] Furthermore, in the first embodiment, the control means 42 may be configured to provide preferential treatment regarding a quest when the lottery game points exceed a threshold value (for example, 1000) even if the first achievement points are less than or equal to 100. In other words, the control means 42 may be configured to provide preferential treatment regarding a quest when both the lottery game points and the quest points are high values ​​(for example, 1000 or more). Similarly, the lottery means 44 may provide preferential treatment for the quest when the quest points exceed a threshold value (for example, 1000) even if the second achievement points are 100 or less. In other words, the lottery means 44 may provide preferential treatment for the lottery game when both the lottery game points and the quest points are high values ​​(for example, 1000 or more). This makes it possible to encourage players who have been playing lottery games and quests in a balanced manner to continue playing lottery games and quests.

[0154] Furthermore, the control means 42 may change the quests to be given preferential treatment and the content of the preferential treatment according to the play history of the player. For example, if the player's rank is less than 100, the control means 42 may give preferential treatment to the player in quests with a stamina consumption value of less than 30 (beginner to intermediate quests), and if the player's rank is 100 or higher, the control means 42 may give preferential treatment to the player in quests with a stamina consumption value of 30 or higher (advanced quests). Furthermore, if the player fails to clear a quest three or more times, the control means 42 may further reduce the ability parameters of enemy characters appearing in that quest by 20% from the preferred value. Similarly, the lottery means 44 may change the lottery games to be favored and the contents of the favored treatment according to the play history of the player. For example, if the player's rank is less than 100, the lottery means 44 may favor the player in lottery games in which one character can be acquired, and if the player's rank is 100 or higher, the lottery means 44 may favor the player in lottery games in which ten characters can be acquired. Furthermore, if the player has not logged into the game for ten days or more, the lottery means 44 may increase the drop level of the acquired character that the player is allowed to acquire in the lottery games by an additional 20 from the favored value.

[0155] Furthermore, in the first embodiment, the control means 42 is described as increasing the numerical value of the clear reward, but it may also be configured to add an item (bonus item) in addition to the clear reward. Similarly, in the first embodiment, the lottery means 44 is described as increasing the number of characters acquired by the player, but it may also be configured to add items (bonus items) in addition to the characters acquired.

[0156] In the first embodiment, the update means 46 updates the first achievement points and the second achievement points by completing a lottery game or a quest, but this is not limiting. For example, the update means 46 may update the first achievement points and the second achievement points based on logging into the game, playing a training game or the like, consuming paid items, purchasing game items, making charges, etc.

[0157] Furthermore, in the first embodiment, the update means 46 adds a value to the quest points (second achievement points) when the player clears the quest, but it may also add a value to the quest points (second achievement points) when the player fails to clear the quest. Note that the value added to the quest points when the player fails to clear the quest may be lower than the value added when the player clears the quest. Furthermore, the update means 46 may increase the value added to the quest points (second achievement points) when the player is not awarded a certain number (for example, three) or more of characters (enemy characters) in the quest.

[0158] Furthermore, in the first embodiment, the update means 46 adds a value to the lottery game points (first achievement points) when the player plays the lottery game, but the value to be added to the lottery game points (first achievement points) may be changed depending on the acquired character acquired in the lottery game. For example, when the player acquires a character that he or she already owns in the lottery game, the update means 46 may increase the value to be added to the lottery game points (first achievement points). Furthermore, the update means 46 may increase the value to be added to the lottery game points (first achievement points) when the player acquires a character with low rarity in the lottery game. Note that the update means 46 does not have to add a value to the lottery game points (first achievement points) when the player acquires a character with high rarity in the lottery game.

[0159] Furthermore, the update means 46 may initialize the first achievement points or the second achievement points (for example, set them to 0) at a predetermined timing, or may subtract a fixed value (for example, 50) from the first achievement points or the second achievement points. Examples of the predetermined timing include a predetermined date and time or a predetermined period of time has passed, when the player acquires a specific character (such as a high rarity character), when the player completes a specific quest (such as a high difficulty quest), etc.

[0160] In the first embodiment, the update means 46 increases the lottery game points by 1 when one paid item is consumed in the lottery game, and increases the quest points by 1 when one stamina is consumed in the quest. However, a difference may be set between the increase in the lottery game points and the increase in the quest points. The update means 46 may also change the increase in the lottery game points and the increase in the quest points according to a predetermined condition. The increase may be a value greater than or equal to 0 and less than 1, or may be a negative value. Furthermore, the first predetermined value for the first performance points (the second predetermined value for the second performance points) and the first predetermined value for the second performance points (the second predetermined value for the first performance points) may be different values, or the values ​​may be changed depending on predetermined conditions. The specified conditions include whether the player's first achievement points (second achievement points), lottery game points, quest points, or play history (rank, number of days without logging in, number of consecutive days logged in, etc.) exceed a threshold, or whether an event is being held.

[0161] In the first embodiment, the first achievement points are the value obtained by subtracting the quest points from the selected game points, but the selected game points may be the first achievement points. In other words, the first achievement points may not decrease even if the quest points increase. Similarly, although the second achievement points are the value obtained by subtracting the lottery game points from the quest points in the above description, the quest points may be the second achievement points. In other words, the second achievement points may not decrease even if the lottery game points increase.

[0162] Furthermore, in the second embodiment, the control means 42 determines the preferential treatment for a quest according to the rarity of the character (consumable character) consumed as the first consumable content. However, the preferential treatment for a quest may also be determined according to the acquisition date and ability parameters of the consumable character. For example, the control means 42 may reduce the stamina consumption value required to execute a quest the more recently the consumable character was acquired. This can motivate a player who has acquired an unnecessary character in a lottery game to play the quest. Note that the control means 42 may reduce the stamina consumption value required to execute a quest the more recently the consumable character was acquired. Similarly, the lottery means 44 may determine preferential treatment for the lottery game according to the acquisition date and time and ability parameters of the character (consumable character) consumed as the second consumable content. For example, the lottery means 44 may reduce the number of consumption items required to play the lottery game as the level of the consumable character becomes lower. This can motivate players whose main objective is quests (players who have been given unnecessary characters) to play the lottery game. Note that the lottery means 44 may reduce the number of consumption items required to play the lottery game as the level of the consumable character becomes higher.

[0163] Furthermore, in the first and second embodiments, the lottery means 44 has been described as executing a lottery game based on the player consuming a fee for a paid item or the like, but even if the player directly pays money, credits, etc. to execute a lottery game, the fee based on the fee may be treated as having been consumed.

[0164] Furthermore, in the first and second embodiments, the case where characters are mainly used as an example of content has been described, but items (item pieces), cards, avatars, coins, points, etc. may also be used. [Explanation of symbols]

[0165] 10...Server device (information processing device) 12...Terminal device (computer) 14...Game Program (Program) 42...Control means 44...Lottery method 46...Update means

Claims

1. Computers, A means of updating the progress value corresponding to a quest in response to the player's execution of that quest. A lottery means that causes the player to acquire the selected content as acquired content in a specific lottery game initiated by the aforementioned player. To make it function as, In the lottery means, if the progress value exceeds a first predetermined value, the number of acquired content items that the player is allowed to acquire in response to a single execution request for the specific lottery game is increased compared to when the progress value is less than or equal to the first predetermined value. A program characterized by the following features.

2. The lottery means increases the number of acquired content items that the player is allowed to acquire in a single execution request of the particular lottery game, as the progress value increases. The program according to feature 1.

3. The lottery means increases the number of high-rarity content items among the acquired content items that the player is allowed to acquire in one execution request of the specific lottery game. The program according to claim 1 or 2.

4. The parameters of the acquired content that the player is allowed to acquire in the specific lottery game are higher than the initial parameters. The program according to any one of claims 1 to 3.

5. The level of the acquired content that the player is allowed to acquire in the specific lottery game is higher than the standard value. The program according to feature 4.

6. In the update means, the progress value does not decrease based on the player executing the lottery game. The program according to any one of claims 1 to 4.

7. In the lottery means, if the progress value is within a first range that exceeds a first predetermined value, the number of acquired content items that the player is allowed to acquire in one execution request of the specific lottery game is increased by 1 from the reference value, and if it is within a second range that is higher than the first range, the number of acquired content items is increased by 2 from the reference value. The program according to feature 2.

8. An update means for increasing the progress value corresponding to a quest in response to the player's execution of the quest, A lottery means that causes the player to acquire the selected content as acquired content in a specific lottery game initiated by the aforementioned player, Equipped with, In the lottery means, if the progress value exceeds a first predetermined value, the number of acquired content items that the player is allowed to acquire in response to a single execution request for the specific lottery game is increased compared to when the progress value is less than or equal to the first predetermined value. An information processing device characterized by the following: