Information processing apparatus, information processing method, and program
The information processing device enhances game experiences by granting game elements based on object relationships, allowing users to acquire or enhance game effects flexibly, addressing the disappointment of receiving duplicates.
Patent Information
- Application Number
- JP2025279029
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-12-23
- Publication Date
- 2026-02-27
AI Technical Summary
Users often receive duplicate game objects through gacha or quest rewards, leading to disappointing game experiences.
An information processing device and method that grants game elements to users based on the relationship between acquired and owned game objects, allowing enhanced game effects through controlled game element usage.
Enables users to benefit from enhanced game effects even when acquiring duplicate game objects, maintaining interest and motivation by providing flexible and varied game progression options.
Smart Images

Figure 2026034768000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to an information processing device, an information processing method, and a program. [Background technology]
[0002] Patent Document 1 discloses a game system in which a user can obtain game objects such as characters that can be used by a lottery process, known as gacha. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2020-089482 Summary of the Invention [Problem to be solved by the invention]
[0004] However, users often received game objects they already owned as a result of gacha or other quest rewards, which was disappointing to users.
[0005] The present invention provides an information processing device, an information processing method, and a program for realizing a game in which a user can benefit from enhanced game effects of game objects even when a duplicate character is acquired. [Means for solving the problem]
[0006] An information processing device according to one aspect of the present invention includes an assigning unit and a game object control unit, the granting unit grants a game element to the user in response to the user obtaining a game object having a predetermined relationship with a game object owned by the user, and the game object control unit controls a game effect according to a condition satisfied by a target game object that is a game object owned by the user so that the game effect can be acquired or enhanced using the game element; It is an information processing device.
[0007] According to one aspect of the present invention, it is possible to realize a game in which the user can benefit from enhanced game effects of game objects even when a duplicate character is acquired. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a diagram showing an overview of a game providing system 1 according to a first embodiment. [Figure 2] 1 is a block diagram showing a hardware configuration of a server 10 according to a first embodiment. [Figure 3] 2 is a block diagram showing the hardware configuration of a user terminal 20 according to the first embodiment. FIG. [Figure 4] 2 is a block diagram showing the functional configuration of the server 10 according to the first embodiment. FIG. [Figure 5] 10 is a diagram showing an example of the granting of game elements by the granting unit 11a. FIG. [Figure 6] FIG. 10 is a diagram illustrating an example of a status possessed by a game object. [Figure 7] 2 is a diagram showing a processing flow by the game providing system 1 according to the first embodiment. FIG. [Figure 8] FIG. 10 is a diagram illustrating an example of a status of a game object in a second modified example of the first embodiment. [Figure 9] FIG. 10 is a diagram illustrating an example of a change in a game parameter in Modification 4 of the first embodiment. [Figure 10] FIG. 13 is a diagram illustrating an example of control when the second game parameter reaches an upper limit in Modification 5 of the first embodiment. [Figure 11] FIG. 13 is a diagram illustrating an example of control when a first game parameter reaches an upper limit in Modification 6 of the first embodiment. [Figure 12] FIG. 10 is a block diagram showing the functional configuration of a server 10 according to a second embodiment. [Figure 13]FIG. 10 is a diagram for explaining an example of the relationship between game effects and activation control. DETAILED DESCRIPTION OF THE INVENTION
[0009] Hereinafter, several embodiments of the present invention will be described with reference to the accompanying drawings. The various features shown in the following embodiments can be combined with each other. Furthermore, each feature can be an invention independently.
[0010] 1. First Embodiment (1-1. Game provision system 1) An information processing device according to one embodiment of the present invention is a server 10 that constitutes a part of a game providing system 1 as shown in FIG.
[0011] The server 10 is configured to be able to communicate with the user terminal 20 via a communication line 5, and provides a game G to the user terminal 20. The game G is a game played by a user U, who is a player, using game objects and the like.
[0012] The server 10 controls the granting of game elements to the user U in response to the acquisition of game objects, and the acquisition or enhancement of game effects through the use of the granted game elements. Each component will be described in detail below.
[0013] (1-2. Hardware configuration of game provision system 1) The hardware configuration of the game providing system 1 will be described with reference to FIGS.
[0014] (1-2-1. Hardware configuration of Server 10) 2 is a block diagram showing the hardware configuration of server 10 according to this embodiment. Server 10 includes a control unit 11, a storage unit 12, and a communication unit 13. Server 10 may also include an operation input unit 14 configured with a keyboard, a mouse, etc., for accepting input of various operations, and a monitor 15, such as a liquid crystal display device, for displaying various images.
[0015] The control unit 11 is, for example, a CPU (Central Processing Unit), a microprocessor, a DSP (Digital Signal Processor), or the like, and controls the overall operation of the server 10.
[0016] A part of the storage unit 12 is configured with, for example, RAM (Random Access Memory) or DRAM (Dynamic Random Access Memory), and is used as a work area when the control unit 11 executes processes based on various programs. In addition, a part of the storage unit 12 is, for example, a non-volatile memory such as ROM (Read Only Memory) or an HDD (Hard Disk Drive), and stores various data and programs used in the processing of the control unit 11.
[0017] The programs stored in the memory unit 12 include, for example, an OS (Operating System) for realizing the basic functions of the server 10, drivers for controlling various hardware, programs for realizing various functions, etc., and include the computer program related to this embodiment.
[0018] The communication unit 13 is, for example, a NIC (Network Interface Controller) and has a function of connecting to the communication line 5. Note that the communication unit 13 may have, instead of or together with the NIC, a function of connecting to a wireless LAN (Local Area Network), a function of connecting to a wireless WAN (Wide Area Network), a function of enabling short-range wireless communication such as Bluetooth (registered trademark), infrared communication, etc. The server 10 is connected to other information processing devices such as user terminals 20 via the communication line 5, and can transmit and receive various data to and from the other information processing devices, etc.
[0019] The control unit 11, storage unit 12, communication unit 13, operation input unit 14, and monitor 15 are electrically connected to one another via a system bus 16. Therefore, the control unit 11 can access the storage unit 12, display images on the monitor 15, grasp the operation state of the user (player) on the operation input unit 14, and access various communication networks and other information processing devices via the communication unit 13.
[0020] (1-2-2. Hardware Configuration of User Terminal 20) 3 is a block diagram showing the hardware configuration of a user terminal 20 according to this embodiment. The user terminal 20 is, for example, an information processing terminal such as a smartphone or tablet terminal, and includes a control unit 21, a storage unit 22, and a communication unit 23. The user terminal 20 may also include a display unit 24 such as a touch panel display that can display images and receive operations, a speaker 25 that outputs sound, a microphone 26 that inputs sound, a camera 27 that captures an image of a subject, and operation buttons 28. The following description will focus on the differences from the server 10.
[0021] The operation buttons 28 are provided on the side of the user terminal 20, and include a power button for starting or stopping the user terminal 20, a button for adjusting the volume of the sound output by the speaker 25, and the like.
[0022] The control unit 21, memory unit 22, communication unit 23, display unit 24, speaker 25, microphone 26, camera 27, and operation buttons 28 are electrically connected to one another via a system bus 29. Therefore, the control unit 21 can access the memory unit 22, display images on the display unit 24, grasp the operation state of the touch panel display (display unit 24) and operation buttons 28 by the user, input sound to the microphone 26, output sound from the speaker 25, control the camera 27, and access various communication networks and other information processing devices via the communication unit 23.
[0023] (1-3. Functional configuration of server 10) As shown in FIG. 4, the control unit 11 of the server 10 has an assigning unit 11a and a game object control unit 11b.
[0024] The granting unit 11a is configured to grant a game element to the user U in response to the user U acquiring a game object J2 that has a predetermined relationship with a game object J1 owned by the user U.
[0025] Here, a "game object" is an object that a player or user U can use in playing a game G, and is an object that performs various actions required for the progress of the game G, activates game effects, etc., based on instructions from the user U or preset conditions. Game objects are, for example, characters, cards, etc.
[0026] Here, the term "predetermined relationship" refers to, for example, a relationship in which the game object J1 and the game object J2 are the same (same type). In such a case, it can be said that the game objects owned overlap. The predetermined relationship may also be that the game object J1 and the game object J2 are characters derived from the same character, that the game object J1 and the game object J2 have the same or similar attributes, or that the game object J1 and the game object J2 have a special relationship in the story or setting of the game G (for example, family, friends, master and disciple, etc., if the game objects are characters).
[0027] Here, "game elements" are elements that are reflected in the status of the user U or game objects, elements that can be used by the user U, elements that are automatically used under certain conditions, elements that have a specific effect or trigger an event when possessed by the user U or game objects, etc. Game elements are, for example, predetermined game parameters, game contents, game benefits, game rewards, etc. Game parameters are various parameters set for each user U or game object. Game parameters are, For example, the number of points held by a game object. If the game element is a game parameter, the game parameter increases or decreases when the game element is given, and if the given game element is an element that increases the game parameter, the game parameter increases by a predetermined amount.
[0028] The game object control unit 11b is configured to be able to control the game effect according to the condition satisfied by the target game object J3, which is a game object owned by the user U, so that it can be acquired or strengthened using game elements.
[0029] Here, a "game effect" refers to an effect that a game object activates during game play based on instructions from user U or preset conditions, and may be part of the status of the game object. The game effect is, for example, a skill, ability, special skill, magic, etc. that each game object possesses, and exerts a preset effect in the game G. In addition, there may be game effects that have only two states, "acquired" or "not acquired," or there may be game effects in which the degree of effect, such as level (Lv.), changes in addition to "acquired" or "not acquired."
[0030] With this configuration, the user U can use the game elements obtained when acquiring a game object J2 that has a predetermined relationship with a game object J1 that the user U already owns to acquire or enhance the game effect of a game object J3 that satisfies the conditions for acquisition or enhancement. Furthermore, by controlling the game effects that can be designated as targets for acquisition or enhancement according to the conditions satisfied by the game object J3 to be acquired or enhanced, the user U can easily select the game effects that can be acquired or enhanced.
[0031] Furthermore, the game object control unit 11b may be configured to control the target game object J3 so that the first game effect can be designated as the target to be acquired or enhanced regardless of whether the target game object J3 satisfies the first condition, and to control the target game object J3 so that the second game effect can be designated as the target to be acquired or enhanced if the target game object J3 satisfies the first condition. This configuration makes it possible to acquire or enhance other game effects even if the condition (first condition) for acquiring or enhancing a predetermined game effect is not satisfied, allowing the user U to flexibly use the assigned game elements.
[0032] Furthermore, the granting unit 11a may be configured to grant a game element to the user U1 by associating it with the first game object J1 upon acquiring a second game object J2 that has a predetermined relationship with the first game object J1 owned by the user U1, and the game object control unit 11b may be configured to control, as the first game object J1, a target of instruction by the user U for obtaining or enhancing a game effect using the game element associated with the first game object J1. With this configuration, it is possible to limit the target of use of the game element obtained when acquiring a game object J2 that has a predetermined relationship with the game object J1 already owned by the user U1.
[0033] The above-described functional configuration may be realized by software (including so-called applications) appropriately installed on the server 10, or may be realized by hardware. When realized by software, the control unit 11 can realize various functions by executing programs that constitute the software.
[0034] When the functions are realized by executing a program, the program may be stored in the memory unit 12 built into the server 10, or may be stored in a non-transitory computer-readable recording medium. Alternatively, the functions may be realized by reading out a program stored in an external storage device, using so-called cloud computing. Alternatively, when the functions are realized by hardware, they may be realized by various circuits such as ASIC, SOC, FPGA, or DRP. Furthermore, some of the above-described functional configurations may be processed by software or hardware in the user terminal 20, etc.
[0035] (1-4. Granting game objects and acquiring / strengthening game effects) The flow of granting game objects and obtaining / enhancing game effects will be described below with reference to Figures 5 and 6. In the following description, one aspect of the present invention will be described using a character as the game object, a first game parameter (number of points) as the game element, and a skill as the game effect.
[0036] The granting unit 11a grants the character C2 to the user U as a reward for a lottery such as gacha or a quest in the game G. At this time, the granting unit 11a grants points related to the first game parameter to the user U when the character C2 has a predetermined relationship with at least some of the characters owned by the user U.
[0037] Here, the awarded points may be assigned and stored in association with the user U. By associating the points with the user U, the user U can use the points to acquire and improve skills of characters other than the character C1 or for other purposes.
[0038] Furthermore, the points to be awarded may be associated with a specific character (for example, character C1) and awarded to user U and stored. In this way, the use of points related to the first game parameter associated with character C1 may be limited to character C1. Furthermore, even if the design or name of character C1 is changed due to strengthening, evolution, etc., the points of the first game parameter can be controlled so that they are carried over. In the following description, it is assumed that points are awarded to user U in association with character C1.
[0039] 5, when the user U owns the character C1 and the character C1 and the character C2 are in a predetermined relationship, the granting unit 11a grants points to increase the first game parameter of the character C1 as a game element. By granting such points, the status of the character C1 increases by increasing the points of the first game parameter.
[0040] The character C2 that has been assigned and determined to have a predetermined relationship with the character C1 may continue to be stored as a character owned by the user U, or may be deleted from the characters owned by the user U.
[0041] The game object control unit 11b controls the character C1 owned by the user U so that the character C1 can acquire or strengthen a skill according to a condition that the character C1 satisfies, using points of the first game parameter.
[0042] In FIG. 6, character C1 has acquired skill A and is at level 5, has already acquired skill B, and has not yet acquired skills C and D. If "skill B has been acquired" is set as the condition (first condition) for acquiring skill C, game object control unit 11b controls so that skill C can be acquired using points of the first game parameter and can also be designated as a target for strengthening.
[0043] On the other hand, if character C1 has not acquired skill B in Figure 6, the condition is not met, and therefore the game object control unit 11b controls skill C as an object that cannot be acquired or strengthened using points of the first game parameter.
[0044] 6, the game object control unit 11b controls so that the already acquired skill A can be designated as the target for strengthening using the points of the first game parameter, regardless of the condition that "skill B has been acquired." Furthermore, if "skill B has been acquired" is not set as a condition for acquiring skill D, the game object control unit 11b controls so that skill D can be acquired using the points of the first game parameter, and can also be designated as the target for strengthening.
[0045] (1-5. Processing flow by game providing system 1) An example of the flow of processing by the game providing system 1 will be described with reference to FIG.
[0046] First, an assigning step including steps S110, S120, and S130 is executed. In step S110, the assigning unit 11a of the server 10 assigns a game object J2 to the user U. At this time, information about the assigned game object J2 may be transmitted to the user terminal 20.
[0047] In step S120, the granting unit 11a determines whether a predetermined relationship exists between the game object J2 and the game object J1 owned by the user U. If the predetermined relationship exists, the granting unit 11a grants a game element to the user U in response to the user U acquiring the game object J2 that has the predetermined relationship with the game object J1 owned by the user U. At this time, information regarding the granted game element may be transmitted to the user terminal 20.
[0048] Next, a game object control step including steps S140, S210, and S150 is executed. In step S140, the game object control unit 11b presents the game effects that can be acquired or enhanced to the user U. At this time, the game object control unit 11b can transmit information about the presented game effects that can be acquired or enhanced to the user terminal 20. The user terminal 20 may not display on the display unit 24 game effects other than those that can be acquired or enhanced, or may perform control so that even if they are displayed, they cannot be selected.
[0049] Note that step S140 may be executed at a predetermined timing or when a presentation request from the user U is received from the user terminal 20. The predetermined timing may be when a specific screen is displayed, before a quest is started, or when a quest is completed.
[0050] Next, in step S210, the user terminal 20 accepts an instruction for the user U to acquire or strengthen a game effect, and transmits it to the server 10. In step S150, the game object is acquired or strengthened based on the received instruction.
[0051] (1-6. Variation 1) The game object control unit 11b may be configured to be able to present information for satisfying the first condition to the user U when the game object that is the target of acquiring or enhancing the game effect does not satisfy the first condition. By configuring in this way, the user U can obtain information on the first condition that is necessary for acquiring or enhancing the game effect, and can maintain his or her interest in the game G.
[0052] The game object control unit 11b can, for example, transmit information for satisfying the first condition to the user terminal 20 and present it to the user U via the user terminal 20.
[0053] (1-7. Variation 2) The game object control unit 11b may be configured to change the second game effect, which can be specified when a game object that is the target of acquiring or enhancing a game effect satisfies a first condition, based on the first game effect that the target game object has acquired. This configuration increases the variety in the acquisition or enhancement of game effects, and can increase the user U's motivation to explore and master the game G.
[0054] In the example of FIG. 8, the condition (first condition) for acquiring skill C is set to "have already acquired skill B," and character C1 satisfies the first condition of "having already acquired skill B." In this case, game object control unit 11b can enable character C1 to designate skill C' as a target for acquisition or enhancement on the condition that character C1 has acquired skill D. Instead of being unable to designate skill C, skill C' may be designated, or both skill C and skill C' may be designated. Note that game object control unit 11b can enable character C1 to designate skill C' as a target for acquisition or enhancement on the condition that character C1 has acquired skill D and that skill D is in a predetermined enhanced state (e.g., at a certain level or higher).
[0055] Furthermore, the game object control unit 11b may be configured to be able to present information regarding a change in the second game effect that is made based on the first game effect acquired by the game object that is the target of acquiring or enhancing the game effect to the user U. With this configuration, the user U can obtain information regarding the ramifications of acquiring or enhancing the game effect, thereby maintaining his or her interest in the game G.
[0056] The change made by the game object control unit 11b to the second game effect that can be designated depending on whether the first game effect has been obtained may require that the first game effect has been obtained before the first condition is satisfied. Also, the change made by the game object control unit 11b to the second game effect that can be designated depending on whether the first game effect has been obtained may be executable even if the first game effect has been obtained after the first condition is satisfied.
[0057] (1-8. Variation 3) The game object control unit 11b may be configured to control a game effect that can be designated by the user U as a target for acquisition or enhancement, depending on the conditions satisfied by the game object that is the target for acquisition or enhancement of the game effect and the amount of game elements possessed by the user U. This configuration can prevent a situation where an object cannot be acquired or enhanced despite being designated as a target, allowing for smooth progress of the game.
[0058] Furthermore, the game object control unit 11b may be configured to control so that the user U can designate, as a target for acquisition or enhancement, a game effect that corresponds to the conditions satisfied by the game object that is the target for acquisition or enhancement of the game effect and the amount of game elements associated with the game object owned by the user U. This configuration can prevent a situation where an object cannot be acquired or enhanced despite being designated as a target, allowing for smooth progress of the game.
[0059] In FIG. 6, user U has 21 points as a first game parameter associated with character C1. Furthermore, a condition (first condition) for acquiring skill C is set as "skill B has been acquired," and character C1 satisfies the first condition of "skill B has been acquired." In this case, if 10 points of the first game parameter are required to acquire skill C, game object control unit 11b performs control to allow user U to specify skill C to be acquired for character C1. On the other hand, if 30 points of the first game parameter are required to acquire skill C, the required points are insufficient, and therefore game object control unit 11b performs control to prevent user U from specifying skill C to be acquired for character C1.
[0060] (1-9. Variation 4) The game element to be imparted is a game parameter, and the imparting unit 11a, in response to the user U acquiring a second game object J2 that has a predetermined relationship with a first game object J1 owned by the user, associates the game element with the first game object J1 and imparts the game element to the user U, thereby increasing or decreasing the first game parameter of the first game object J1 and increasing or decreasing the second game parameter of the first game object J1. The game object control unit 11b may be configured to control, as the first game object, a target of instruction by the user U for obtaining or enhancing a game effect using the first game parameter. With this configuration, when the user U acquires a game object that has a predetermined relationship with a game object that the user U already owns, the imparting of the game element allows the user U to obtain benefits in terms of two game parameters.
[0061] The example in Fig. 9 is similar to that in Fig. 5, but in addition to points being awarded to increase the first game parameter of the character C1 as game elements, points are also awarded to increase the second game parameter of the character C1. As a result of this awarding, the status of the character C1 increases in both points for the first game parameter and the second game parameter.
[0062] (1-10. Variation 5) The granting unit 11a may be configured to increase the second game parameter of the first game object J1 by a first amount when the second game parameter of the first game object J1 has not reached its upper limit, and to increase the first game parameter of the first game object by a second amount greater than the first amount when the second game parameter of the first game object J1 has reached its upper limit. This configuration can prevent a situation in which the user U is unable to receive a granted game element and the granted game element goes to waste.
[0063] In the example of Figure 10A, the first game parameter of character C1 is "20 / 99 points" (upper limit is 99 points), and the second game parameter of character C1 is "98 / 99 points" (upper limit is 99 points). In this case, if 1 point is assigned to the first game parameter and 1 point is assigned to the second game parameter as game elements, since the second game parameter has not reached the upper limit, each will increase by 1 point, making the first game parameter "21 / 99 points" and the second game parameter "98 / 99 points."
[0064] On the other hand, in the example of FIG. 10B, the first game parameter of character C1 is "20 / 99 points" (upper limit is 99 points), and the second game parameter of character C1 is "99 / 99 points" (upper limit is 99 points). In this case, if 1 point is assigned to the first game parameter and 1 point is assigned to the second game parameter as game elements, since the second game parameter has reached its upper limit, the second game parameter does not increase and the first game parameter increases by 2 points. The first game parameter becomes "22 / 99 points" and the second game parameter becomes "99 / 99 points."
[0065] (1-11. Variation 6) The granting unit 11a may be configured to increase the first game parameter of a third game object different from the first game object when the first game parameter of the first game object has reached its upper limit. This configuration can prevent a situation in which the user U is unable to receive a granted game element and the granted game element goes to waste.
[0066] 11, the first game parameter of the character C1 is "99 / 99 points" (the upper limit is 99 points), and the first parameter has reached the upper limit. In such a case, the granting unit 11a can grant the game element to the character C3 instead of granting the game element to the character C1, thereby increasing the first game parameter of the character C3.
[0067] The imparting unit 11a can determine the third game object to which the game element is to be imparted instead of the first game object, in accordance with an instruction from the user U or a predetermined condition.
[0068] 2. Second Embodiment The second embodiment differs from the first embodiment in that the server 10 includes an assigning unit 11a and a game object control unit 11b, and further includes a game effect control unit 11c, as shown in Figure 12. The following description will focus on the differences from the first embodiment.
[0069] (2-1. Functional configuration of server 10) The game object control unit 11b is configured to control the second game effect so that it can be designated as a target for acquisition or enhancement when a first condition is satisfied, which condition includes the acquisition of a third game effect associated with the second game effect, and the game effect control unit 11c is configured to control the second game effect to be activated with priority over the third game effect when the second game effect and the third game effect are acquired and the activation conditions for both the third game effect and the second game effect are satisfied during game play. With this configuration, it is possible to control the activation of multiple related game effects without any inconsistencies even when the activation conditions overlap.
[0070] In the upper status of FIG. 13, the condition (first condition) for acquiring skill C associated with skill B is set to "skill B has been acquired," and character C1 satisfies the first condition of "skill B has been acquired." Here, by using points of the first game parameter, user U acquires skill C for character C1, resulting in a change to the status shown below. In such a case, the game effect control unit 11c controls skill C to be activated preferentially when the activation conditions for both skills are met in relation to skill C and skill B.
[0071] <3. Other embodiments> In addition, in the above embodiment, the configuration was described in which each function is mainly provided by the server 10, but it is also possible to configure the configuration in which some functions are provided by the user terminal 20, or both the server 10 and the user terminal 20 are provided with some functions.
[0072] Furthermore, an information processing device such as the server 10 may not only be a device that is physically composed of a single device, but may also include multiple devices that are connected to each other via wired or wireless communication and function essentially as a single information processing device.
[0073] Furthermore, each step described in the above embodiment as being executed by the server 10 may be implemented in a manner in which it is executed by the user terminal 20.
[0074] Furthermore, the present invention can also be realized as a program that causes the above-mentioned game providing system to function.
[0075] Furthermore, the present invention can also be realized as a computer-readable non-transitory recording medium storing the above-mentioned program.
[0076] Various embodiments of the present invention have been described above, but these are presented as examples and are not intended to limit the scope of the invention. The novel embodiments may be embodied in various other forms, and various omissions, substitutions, and modifications may be made without departing from the spirit of the invention. Such embodiments and modifications are included within the scope and spirit of the invention, and are also included in the scope of the invention and its equivalents as defined in the claims.
[0077] <4. Features of the embodiment> The features of the embodiments of the present invention are summarized below.
[0078] In one aspect of the present invention, an information processing device is provided that includes an assigning unit and a game object control unit, wherein the assigning unit assigns a game element to a user in response to the user acquiring a game object that has a predetermined relationship with a game object owned by the user, and the game object control unit controls a game effect that corresponds to a condition satisfied by a target game object that is a game object owned by the user so that the game effect can be acquired or enhanced using the game element.
[0079] With this configuration, a user can use the game elements obtained when acquiring a game object that has a predetermined relationship with a game object the user already owns to acquire or enhance the game effect of a game object that satisfies the conditions for acquisition or enhancement. Furthermore, by controlling the game effects that can be designated as targets for acquisition or enhancement according to the conditions satisfied by the game object to be acquired or enhanced, the user can easily select the game effects that can be acquired or enhanced.
[0080] The game object control unit may be configured to control the target game object so that a first game effect can be designated as an object to be acquired or enhanced regardless of whether the target game object satisfies a first condition, and to control the target game object so that a second game effect can be designated as an object to be acquired or enhanced if the target game object satisfies the first condition. With this configuration, even if the condition (first condition) for acquiring or enhancing a predetermined game effect is not satisfied, other game effects can be acquired or enhanced, allowing the user U to flexibly use the assigned game elements.
[0081] The game object control unit may be configured to present the user with information for satisfying the first condition when the target game object does not satisfy the first condition. By configuring in this way, the user U can obtain information on the first condition necessary for acquiring or enhancing a game effect, thereby maintaining his or her interest in the game G.
[0082] The game object control unit may be configured to change the second game effect, which can be specified when the target game object satisfies the first condition, based on the first game effect that the target game object has acquired. This configuration increases the variety of game effects that can be acquired or strengthened, thereby increasing the user U's motivation to explore and master the game G.
[0083] The game object control unit may be configured to present to the user information regarding a change to the second game effect that is made based on the first game effect acquired by the target game object. By configuring in this way, the user U can obtain information regarding the ramifications of acquiring or strengthening the game effect, thereby maintaining his or her interest in the game G.
[0084] The game object control unit may further include a game effect control unit that controls the second game effect so that it can be designated as a target for acquisition or enhancement when the first condition is satisfied, the first condition including the acquisition of a third game effect associated with the second game effect, and the game effect control unit controls the activation of the second game effect in preference to the third game effect when the second game effect and the third game effect are acquired and activation conditions for both the third game effect and the second game effect are satisfied during game play. With this configuration, it is possible to control the activation of multiple related game effects without inconsistencies even when the activation conditions overlap.
[0085] The granting unit may grant the game element to the user by associating it with the first game object when the user acquires a second game object that has a predetermined relationship with the first game object owned by the user, and the game object control unit may control, as the first game object, a target of instruction by the user for obtaining or enhancing a game effect using the game element associated with the first game object. With this configuration, it is possible to limit the target of use of the game element obtained when the user acquires a game object J2 that has a predetermined relationship with a game object J1 already owned.
[0086] The game element to be imparted may be a game parameter, and the imparting unit may, in response to the user acquiring a second game object that has a predetermined relationship with a first game object owned by the user, impart the game element to the user in association with the first game object, increase or decrease the first game parameter of the first game object, and increase or decrease the second game parameter of the first game object, and the game object control unit may control, as the first game object, an object to be instructed by the user to obtain or enhance a game effect using the first game parameter. With this configuration, when the user U acquires a game object that has a predetermined relationship with a game object that the user already owns, the imparting of the game element allows the user U to obtain benefits in terms of two game parameters.
[0087] The granting unit may be configured to increase the second game parameter of the first game object by a first amount if the second game parameter of the first game object has not reached its upper limit, and to increase the first game parameter of the first game object by a second amount greater than the first amount if the second game parameter of the first game object has reached its upper limit. This configuration can prevent a situation in which the user U is unable to receive a granted game element and the granted game element goes to waste.
[0088] The granting unit may be configured to increase the first game parameter of a third game object different from the first game object when the first game parameter of the first game object has reached an upper limit. This configuration can prevent a situation in which the user U is unable to receive a granted game element and the granted game element goes to waste.
[0089] The game object control unit may be configured to control a game effect that corresponds to a condition satisfied by the target game object and the amount of the game elements possessed by the user so that the user can designate the game object as a target to be acquired or strengthened. This configuration prevents a situation in which an object designated as a target cannot be acquired or strengthened, thereby enabling smooth progress in the game.
[0090] In one aspect of the present invention, a program is provided that causes a computer to execute an assigning step and a game object control step, in which, in the assigning step, a game element is assigned to a user in response to the user acquiring a game object that has a predetermined relationship with a game object owned by the user, and in the game object control step, a game effect corresponding to a condition satisfied by a target game object that is a game object owned by the user is controlled so that it can be acquired or enhanced using the game element.
[0091] In one aspect of the present invention, an information processing method is provided in which a computer grants a game element to a user in response to the user acquiring a game object that has a predetermined relationship with a game object owned by the user, and the computer controls a game effect according to a condition satisfied by a target game object that is a game object owned by the user so that the game effect can be acquired or enhanced using the game element. [Explanation of symbols]
[0092] 1: Game providing system, 5: Communication line, 10: Server, 11: Control unit, 11a: Granting unit, 11b: Game object control unit, 11c: Game effect control unit, 12: Memory unit, 13: Communication unit, 14: Operation input unit, 15: Monitor, 16: System bus, 20: User terminal, 21: Control unit, 22: Memory unit, 23: Communication unit, 24: Display unit, 25: Speaker, 26: Microphone, 27: Camera, 28: Operation button, 29: System bus, A: Skill, B: Skill, C: Skill, C': Skill, C1: Character, C2: Character, C3: Character, D: Skill, G: Game, S110: Step, S120: Step, S140: Step, S150: Step, S210: Step, U, U1: User
Claims
1. An assigning unit and a game object control unit, the granting unit grants a game element to the user in response to the user acquiring a game object that has a predetermined relationship with a game object owned by the user; The game object control unit Controlling a game effect according to a condition satisfied by a target game object, which is a game object owned by a user, so that the game effect can be acquired or enhanced using the game element; Information processing device.
2. The game object control unit controlling the target game object so that the first game effect can be designated as an object to be acquired or enhanced regardless of whether the target game object satisfies a first condition; When the target game object satisfies the first condition, control is performed so that the second game effect can be designated as an object to be acquired or enhanced. The information processing device according to claim 1 .
3. the game object control unit, when the target game object does not satisfy the first condition, presents to the user information for satisfying the first condition; The information processing device according to claim 2 .
4. the game object control unit changes the second game effect that can be designated when the target game object satisfies the first condition, based on the first game effect that the target game object has acquired; 4. The information processing device according to claim 2 or 3.
5. the game object control unit presents to the user information regarding a change to the second game effect that is made based on the first game effect that the target game object has acquired; The information processing device according to claim 4 .
6. further comprising a game effect control unit; the game object control unit controls the second game effect to be designated as an object to be acquired or enhanced when the first condition is satisfied, the condition including a condition that a third game effect associated with the second game effect has been acquired; the game effect control unit performs control so that, when the second game effect and the third game effect are obtained and activation conditions for both the third game effect and the second game effect are satisfied in game play, the second game effect is activated with priority over the third game effect.
6. The information processing device according to claim 2.
7. the granting unit grants the game element to the user in association with the first game object upon acquiring a second game object that has a predetermined relationship with the first game object owned by the user; the game object control unit controls, as the first game object, a target of instruction by the user for obtaining or enhancing a game effect using the game element associated with the first game object; 7. The information processing device according to claim 1.
8. the game element to be granted is a game parameter, The granting unit, in response to the user acquiring a second game object that has a predetermined relationship with a first game object owned by the user, assigning the game element to the user in association with the first game object, increasing or decreasing a first game parameter of the first game object, and increasing or decreasing a second game parameter of the first game object; the game object control unit controls, as the first game object, an object to be instructed by the user for obtaining or enhancing a game effect using the first game parameter; The information processing device according to claim 7 .
9. The granting unit If the second game parameter of the first game object has not reached an upper limit, increasing the second game parameter for the first game object by a first amount; If the second game parameter of the first game object has reached an upper limit, increasing the first game parameter for the first game object by a second amount greater than the first amount. The information processing device according to claim 8 .
10. the granting unit, when the first game parameter of the first game object has reached an upper limit, increases the first game parameter of a third game object different from the first game object; 10. The information processing device according to claim 8 or claim 9.
11. the game object control unit controls a game effect according to a condition satisfied by the target game object and the amount of the game elements possessed by the user so that the user can designate the game effect as an object to be acquired or enhanced; The information processing device according to claim 1 .
12. A program causing a computer to execute an assigning step and a game object control step, the granting step grants a game element to the user in response to the user acquiring a game object having a predetermined relationship with a game object owned by the user; In the game object control step, a program controls a game effect according to a condition satisfied by a target game object, which is a game object owned by a user, so that the game effect can be acquired or enhanced using the game element.
13. the computer grants a game element to the user in response to the user acquiring a game object that has a predetermined relationship with a game object owned by the user; An information processing method in which a computer controls a game effect according to a condition satisfied by a target game object, which is a game object owned by a user, so that the game effect can be acquired or enhanced using the game element.
Citation Information
Patent Citations
Information processor and program
JP2020089482A