Information processing program, information processing method, information processing system, and game device

The system enhances gameplay engagement by controlling content progression and rewarding active participation through player-specific rewards, addressing the issue of passive login-based rewards in existing games.

JP2026036700AActive Publication Date: 2026-03-06CYGAMES INC
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-08-08
Publication Date
2026-03-06

AI Technical Summary

Technical Problem

Existing games encourage players to log in for rewards without promoting actual gameplay engagement.

Method used

A system that controls game content progression based on player inputs, stores progress information, determines rewards based on stored progress, and links rewards to player IDs, displaying progress and operation units to encourage active play.

Benefits of technology

Encourages players to actively engage with game content by linking rewards to progress and player IDs, enhancing gameplay experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026036700000001_ABST
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Patent Text Reader

Abstract

Encourage players to play. [Solution] The information processing program causes a computer to perform the following processes: controlling the progress of a specified game content based on the player's operation input; storing progress information corresponding to the progress status of the specified game content; selecting determination conditions for a reward to be granted to a player based on the stored progress information at the periodically occurring reward determination timing; determining a reward in accordance with the selected determination conditions; and linking the determined reward to the player's player ID based on the player's acquisition operation input.
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Description

[Technical Field]

[0001] The present invention relates to an information processing program, an information processing method, an information processing system, and a game device. [Background technology]

[0002] There is known a game in which rewards such as items are given to players every 24 hours to encourage them to play (Non-Patent Document 1). [Prior art documents] [Non-patent literature]

[0003] [Non-Patent Document 1] https: / / priconne-redive.jp / news / update / 5527 / Summary of the Invention [Problem to be solved by the invention]

[0004] In the above-mentioned games, players can earn rewards simply by logging in, which poses a problem in that game play itself is not encouraged.

[0005] An object of the present invention is to provide an information processing program, an information processing method, an information processing system, and a game device that can encourage players to play. [Means for solving the problem]

[0006] In order to solve the above problem, an information processing program A process of controlling the progress of predetermined game content based on operation inputs by a player; a process of storing progress information corresponding to the progress status of the predetermined game content; a process of selecting a condition for determining a reward to be given to a player based on the stored progress information at a reward determination timing that periodically arrives; A process of determining the reward according to the selected determination condition; a process of linking the determined reward to a player ID of the player based on an acquisition operation input by the player; The computer performs the following.

[0007] In addition, the information processing program a process of displaying a game screen in which an image in which the progress status can be identified and an operation unit that accepts the acquisition operation can be simultaneously identified; may be performed by a computer.

[0008] In addition, the predetermined game content is It includes multiple partial contents divided into multiple stages, The process of controlling the progress of the predetermined game content includes: When the clearing condition for the partial content of 1 is met, the partial content of the next stage becomes playable; The process of storing the progress information includes: The progress information may be stored linked to the partial content for which the clearing condition has been met.

[0009] In addition, the information processing program a process of displaying a game screen in which an image in which the progress status can be identified and an operation unit that accepts the acquisition operation can be simultaneously identified; The computer executes the following: The game screen may be notified that there is a partial content for which the clearing condition has not been met.

[0010] The reward determination timing occurs at predetermined time intervals, The process of selecting the determination condition of the reward includes: When the same progress information is stored at a plurality of reward determination timings, the same determination condition may be selected at the plurality of reward determination timings.

[0011] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: The computer A process of controlling the progress of predetermined game content based on operation inputs by a player; a process of storing progress information corresponding to the progress status of the predetermined game content; a process of selecting a condition for determining a reward to be given to a player based on the stored progress information at a reward determination timing that periodically arrives; A process of determining the reward according to the selected determination condition; a process of linking the determined reward to a player ID of the player based on an acquisition operation input by the player; Carry out the following.

[0012] In order to solve the above problem, the information processing system includes: An information processing system comprising one or more computers, The computer A process of controlling the progress of predetermined game content based on operation inputs by a player; a process of storing progress information corresponding to the progress status of the predetermined game content; a process of selecting a condition for determining a reward to be given to a player based on the stored progress information at a reward determination timing that periodically arrives; A process of determining the reward according to the selected determination condition; a process of linking the determined reward to a player ID of the player based on an acquisition operation input by the player; Carry out the following.

[0013] In order to solve the above problem, the game device one or more computers; The computer A process of controlling the progress of predetermined game content based on operation inputs by a player; a process of storing progress information corresponding to the progress status of the predetermined game content; a process of selecting a condition for determining a reward to be given to a player based on the stored progress information at a reward determination timing that periodically arrives; A process of determining the reward according to the selected determination condition; a process of linking the determined reward to a player ID of the player based on an acquisition operation input by the player; Carry out the following. [Effects of the Invention]

[0014] According to the present invention, it is possible to encourage players to play. [Brief explanation of the drawings]

[0015] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Figure 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Figure 3] Fig. 3A is a diagram showing an example of a home screen, Fig. 3B is a diagram explaining an example of an ally character confirmation screen, and Fig. 3C is a diagram showing an example of a quest screen. [Figure 4] Fig. 4A is a first diagram illustrating an example of a main quest screen, Fig. 4B is a first diagram illustrating an example of a main quest selection screen, and Fig. 4C is a first diagram illustrating an example of a party selection screen. [Figure 5] Fig. 5A is a diagram illustrating an example of a battle screen, and Fig. 5B is a diagram illustrating an example of a result screen. [Figure 6] FIG. 6 is a diagram illustrating an example of the boss battle selection screen. [Figure 7] FIG. 7 is a diagram illustrating an example of tier-based remuneration. [Figure 8] FIG. 8 is a first diagram illustrating an example of the first boss battle screen. [Figure 9] Fig. 9A is a diagram illustrating an example of a hierarchical reward acquisition dialogue, and Fig. 9B is a second diagram illustrating an example of a first boss battle screen. [Figure 10] FIG. 10 is a diagram illustrating the configuration of a storage device in a player terminal and its functions as a computer. [Figure 11] FIG. 11 is a diagram illustrating the configuration of a storage device in a server and its functions as a computer. [Figure 12] FIG. 12 is a flowchart illustrating an example of a reward determination process in the server. [Figure 13] FIG. 13 is a first flowchart illustrating an example of a boss battle control process in a player terminal. [Figure 14] FIG. 14 is a second flowchart illustrating an example of the boss battle control process in the player terminal. [Figure 15] FIG. 15 is a flowchart illustrating an example of a battle game execution process in a player terminal. DETAILED DESCRIPTION OF THE INVENTION

[0016] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. Dimensions, materials, and other specific values ​​shown in the embodiment are merely examples for ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.

[0017] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system that includes a player terminal 1, a server 1000, and a communication network N having a communication base station Na.

[0018] A player terminal (information processing device) 1 can establish communication with the server 1000 via a communication network N. The player terminal 1 broadly includes electronic devices that can establish a wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game consoles, etc. In this embodiment, a case will be described in which a smartphone is used as the player terminal 1.

[0019] The server 1000 is configured to be able to communicate with a plurality of player terminals 1, and is communicatively connected to a plurality of player terminals 1. The server 1000 accumulates various information (player information) for each player ID for identifying a player playing a game.

[0020] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is composed of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 1000.

[0021] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 are each assigned a role in controlling the progress of the game, and the game can progress through cooperation between the player terminal 1 and the server 1000.

[0022] (Hardware Configuration of Player Terminal 1 and Server 1000) Fig. 2A is a diagram illustrating the hardware configuration of the player terminal 1. Fig. 2B is a diagram illustrating the hardware configuration of the server 1000. As shown in Fig. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a storage device 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.

[0023] As shown in FIG. 2B, the server 1000 includes a CPU 1010, a storage device 1012, a bus 1014, an input / output interface 1016, a storage unit 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.

[0024] The configurations and functions of the CPU 1010, storage device 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, storage device 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, the following will describe the hardware configuration of the player terminal 1, and a description of the server 1000 will be omitted.

[0025] The CPU 10 runs a program stored in a storage device 12 to control the progress of the game. The storage device 12 is configured with a ROM (Read Only Memory) or a RAM (Random Access Memory) and stores programs and various data required for controlling the progress of the game. The storage device 12 is connected to the CPU 10 via a bus 14.

[0026] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.

[0027] The storage unit 18 is configured with a ROM or RAM, and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the storage device 12 by the CPU 10.

[0028] The communication unit 20 is wirelessly connected to the communication base station Na for communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, the programs and the like received from the server 1000 are stored in the storage device 12 or the storage unit 18.

[0029] The input unit 22 is composed of, for example, a touch panel, buttons, a keyboard, a mouse, a cross key, an analog controller, or the like, which inputs (accepts) player operations. The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor which detects the tilt or movement of the player terminal 1, or a microphone which detects the voice of the player. In other words, the input unit 22 broadly includes devices which can input the player's intentions in a identifiable manner.

[0030] The output unit 24 includes a display device and a speaker. The output unit 24 may be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24, and a touch panel superimposed on the display 26 as the input unit 22.

[0031] (Game content) Next, the content of a game provided by the information processing system S (game device G) of this embodiment will be described using an example. In this embodiment, a plurality of so-called battle games in which ally characters battle against enemy characters are provided as game content. Specifically, in this embodiment, a plurality of ally characters are provided. A player selects a plurality (five in this case) of the provided ally characters to form a party. In addition, a player can play a plurality of types of battle games with different enemy characters and difficulty levels. In a battle game, the main objective is for the ally characters formed into a party to defeat (clear) enemy characters and acquire rewards.

[0032] Fig. 3A is a diagram showing an example of a home screen, Fig. 3B is a diagram explaining an example of an ally character confirmation screen, and Fig. 3C is a diagram showing an example of a quest screen.

[0033] The home screen shown in Fig. 3A is the screen that is first displayed after the player taps the display 26 on the title screen (not shown) (i.e., after the game starts). As shown in Fig. 3A, on the home screen, a menu bar 30 is displayed at the bottom of the display 26.

[0034] The menu bar 30 has a plurality of operation units that can be operated (tapped) by the player. The menu bar 30 has a home screen selection operation unit 30a labeled "HOME," an ally character confirmation screen selection operation unit 30b labeled "CHARACTER," a story screen selection operation unit 30c labeled "STORY," a quest screen selection operation unit 30d labeled "QUEST," a gacha screen selection operation unit 30e labeled "GACHA," and a menu screen selection operation unit 30f labeled "MENU." In the menu bar 30, operation units corresponding to each screen are highlighted so that the screen currently displayed on the display 26 can be identified. The menu bar 30 is basically displayed at the bottom of the display 26 on normal screens other than the title screen (not shown).

[0035] When the home screen selection operation unit 30a is tapped, the home screen shown in FIG. 3A is displayed on the display 26. When the ally character confirmation screen selection operation unit 30b is tapped, the ally character confirmation screen shown in FIG. 3B is displayed on the display 26. When the story screen selection operation unit 30c is tapped, a story screen (not shown) is displayed on the display 26. When the quest screen selection operation unit 30d is tapped, the quest screen shown in FIG. 3C is displayed on the display 26. When the gacha screen selection operation unit 30e is tapped, a gacha screen (not shown) is displayed on the display 26. When the menu screen selection operation unit 30f is tapped, a menu screen (not shown) is displayed on the display 26.

[0036] Although a detailed explanation will be omitted, on the story screen, new stories are unlocked as the player progresses through the main quest (see Figure 4A) described below on the quest screen, and the player can view the unlocked stories from the story screen. On the gacha screen, a gacha lottery can be held to acquire an ally character. Also, on the menu screen, game settings and various information can be confirmed.

[0037] 3A corresponds to the initial screen, and has a header display area 31 at the top. The header display area 31 displays level information 31a indicating the player level associated with the player ID, and a stamina display bar 31b indicating the stamina of the player associated with the player ID. The level information 31a and information related to stamina are also included in the player information.

[0038] Stamina is a parameter necessary for a player to play a battle game. In this embodiment, multiple types of battle games are provided, and each battle game has a set stamina consumption value required for play, a maximum number of times that the game can be played per day, etc. In a battle game in which a set stamina consumption value required for play is set, if the player does not have enough stamina, the player cannot play that battle game.

[0039] Although a detailed explanation will be omitted, when a player wins a battle game, the player can acquire a predetermined value as player experience points. Then, each time the player experience points reach a certain value, the player level increases. A stamina upper limit is set for the player level, and as the player level increases, the stamina upper limit also increases. Stamina recovers by a predetermined value (e.g., 1 point) every fixed time (e.g., 5 minutes) within the upper limit range. The stamina display bar 31b displays the current remaining stamina in relation to the stamina upper limit so that the player can visually grasp it.

[0040] When the ally character confirmation screen selection operation unit 30b shown in FIG. 3A is tapped, the ally character confirmation screen shown in FIG. 3B is displayed on the display 26. The ally character confirmation screen displays all images of ally characters corresponding to the ally character IDs associated with the player ID. That is, the ally character confirmation screen displays all ally characters possessed by the player. Note that the ally character ID is used to identify the ally characters, and a different ID is assigned to each ally character. When a player acquires a new ally character, for example, through a gacha lottery, the ally character ID of the acquired ally character is associated with the player ID of the player. The ally character ID is configured as part of the player information.

[0041] The ally character ID is stored in association with information about stars (rank), information about experience points, and information about level. Experience points increase when a character wins a battle game (described later) or when a predetermined item is used. The level is set in accordance with the experience points, and increases each time the experience points reach a predetermined value. Note that an upper level limit is set for each ally character, and the level can only increase up to the upper limit.

[0042] Furthermore, base values ​​of combat power such as life points, attack power, and defense power are set for each ally character based on their stars (rank) and level. The higher the combat power of an ally character, the more advantageously the player can progress through the battle game. Furthermore, the base values ​​set for each ally character increase as the number of stars (rank) increases and as the level increases.

[0043] Furthermore, the player can equip (set) weapons and armor for the ally character. Each piece of equipment has an additional value set for attack power, defense power, etc. When equipment is equipped, the additional value of each piece of equipment is added to the above base value, thereby increasing the combat power of the ally character. Information about these weapons and armor is also associated with the ally character ID and is configured as part of the player information.

[0044] When the quest screen selection operation section 30d shown in Fig. 3A is tapped, the quest screen shown in Fig. 3C is displayed on the display 26. The quest screen displays a plurality of game type selection operation sections 44, each listing the type of battle game that is available. Here, five types of battle games are available, and five game type selection operation sections 44 are displayed.

[0045] The game type selection operation unit 44 is provided with a main quest selection operation unit 44a marked "Main Quest," a guild battle selection operation unit 44b marked "Guild Battle," a 1V1 battle selection operation unit 44c marked "1V1 Battle," a 3V3 battle selection operation unit 44d marked "3V3 Battle," and a boss battle selection operation unit 44e.

[0046] When the main quest selection operation unit 44a is tapped, the main quest screen shown in FIG. 4A is displayed on the display 26. When the guild battle selection operation unit 44b is tapped, a guild battle screen (not shown) is displayed on the display 26. Similarly, when the 1V1 battle selection operation unit 44c is tapped, a 1V1 battle screen (not shown) is displayed on the display 26. When the 3V3 battle selection operation unit 44d is tapped, a 3V3 battle screen (not shown) is displayed on the display 26. When the boss battle selection operation unit 44e is tapped, a boss battle selection screen (described later) is displayed on the display 26.

[0047] Note that some types of battle games have release conditions set. Examples of the release conditions include a player level being equal to or higher than a predetermined value, viewing a specific story from a story screen, or clearing another predetermined battle game. Furthermore, each battle game type includes multiple battle games (hierarchical levels or loops). Release conditions are set for each of these battle games. When the release conditions are met, the game release information included in the player information is updated.

[0048] In the player terminal 1, it is determined whether or not a battle game has been released based on the game release information, and only the game type selection operation unit 44 of a battle game that satisfies the release condition will accept the player's operation (tap). Therefore, the player can play only the battle game that satisfies the release condition.

[0049] Fig. 4A is a first diagram illustrating an example of a main quest screen, Fig. 4B is a first diagram illustrating an example of a main quest selection screen, and Fig. 4C is a first diagram illustrating an example of a party selection screen.

[0050] As described above, when the main quest selection operation section 44a is tapped in the game type selection operation section 44 shown in FIG. 3C, the main quest screen shown in FIG. 4A is displayed on the display 26.

[0051] The main quest screen displays a quest operation section 45 for selecting multiple battle games (levels) belonging to the main quest. The main quest screen also displays a menu bar 30 and a header display area 31. In this embodiment, the multiple battle games belonging to the main quest are broadly divided into main battle games, which have a set stamina consumption value required to play, and sub-battle games, which do not require the consumption of stamina to play. Furthermore, main battle games can generally be challenged again after being cleared. In contrast, sub-battle games cannot generally be challenged again after being cleared.

[0052] The quest operation unit 45 also displays completion information for each battle game. For example, the completion information for the main battle game is indicated by three stars. When the main battle game is completed, stars are earned according to the number of ally characters whose life points are 0 at the time of completion. For example, if there are no ally characters whose life points are 0, three stars are earned; if there is one ally character whose life points are 0, two stars are earned; and if there are two or more ally characters whose life points are 0, one star is earned. Furthermore, for example, when a sub-battle game is completed, an icon labeled "Completed" (not shown) is displayed as completion information.

[0053] In the example of FIG. 4A, three stars are earned in the main battle game "1-1," two stars are earned in the main battle game "1-2," and one star is earned in the main battle game "1-3." Furthermore, no stars are earned in the main battle game "1-4," indicating that this battle game has not been cleared. Furthermore, in the sub-battle game "1-S," indicating that this battle game has not been cleared.

[0054] In the main quest, the release condition is set to be clearing the previous battle game (main battle game or sub-battle game). For example, in the example of Figure 4A, clearing main battle games up to "1-3" unlocks main battle game "1-4," but subsequent battle games ("1-S" and "1-5" and beyond, not shown) are not yet unlocked.

[0055] On the main quest screen, when the quest operation section 45 marked with, for example, "1-4" is operated (tapped), the main quest selection screen shown in FIG. 4B corresponding to the selected main battle game is displayed on the display 26.

[0056] As shown in FIG. 4B, the main quest selection screen displays enemy characters appearing in the battle game and items (rewards) that can be acquired in the battle game. The main quest selection screen also displays a challenge operation unit 46 labeled "Challenge" for challenging the battle game, and a cancel operation unit 40 labeled "Cancel" for canceling the processing corresponding to the currently displayed screen. The main quest selection screen also displays the amount of stamina required to play. In the example shown in FIG. 4B, the current amount of stamina and the amount of stamina obtained by subtracting the amount of stamina required to play from the current amount of stamina are displayed.

[0057] When the cancel operation unit 40 is operated (tapped), the main quest screen shown in FIG. 4A is displayed on the display 26, and the challenge to the selected battle game "1-4" is canceled.

[0058] On the other hand, when the challenge operation unit 46 is operated (tapped), the party selection screen shown in Fig. 4C is displayed on the display 26. The party selection screen displays all of the ally characters possessed by the player, and below it, a selected ally character display area 47 that displays the selected ally character.

[0059] Also displayed on the party selection screen are a cancel operation section 40 and a battle start operation section 49 labeled "Start Battle."

[0060] When the player operates (tap) a displayed ally character on the party selection screen, the operated ally character is displayed in the selected ally character display area 47. In other words, here, an ally character ID to be used in the battle game (to determine the party) is selected from among multiple ally character IDs associated with the player ID. A party is formed by the player selecting multiple ally characters. Note that the same ally character cannot be set more than once when forming a party.

[0061] Once the party formation is complete, the battle start operation unit 49 is operated (tapped) to start the battle game.

[0062] Fig. 5A is a diagram illustrating an example of a battle screen. Fig. 5B is a diagram illustrating an example of a result screen. When the battle start operation unit 49 is operated (tapped) on the party selection screen shown in Fig. 4C, the battle game starts.

[0063] During the battle game, a battle screen is displayed as shown in FIG. 5A. On the battle screen, ally characters and enemy characters are displayed on the display 26. The ally characters are controlled by a computer and can inflict damage on enemy characters or receive damage from them. The enemy characters are also controlled by a computer and can inflict damage on ally characters or receive damage from them.

[0064] When damage points are awarded to an enemy character, the damage points are subtracted from the enemy character's life points. Similarly, when damage points are awarded to an ally character, the damage points are subtracted from the ally character's life points. When the life points of all enemy characters reach 0, the player wins (clears), and when the life points of all ally characters reach 0 (defeats), the player loses.

[0065] As shown in FIG. 5A, an ally character display area 50 is provided at the bottom of the battle screen. The ally character display area 50 displays life points 50a and a special move gauge 50b for each ally character. The special move gauge 50b increases when the ally character receives damage from an enemy character or inflicts damage on the enemy character. When the special move gauge 50b reaches a predetermined maximum value, the ally character can use a special move. A special move inflicts more damage points on the enemy character than a normal attack, recovers the ally character's life points, or imparts a special effect to the enemy character.

[0066] Here, two patterns are provided for using a special move. One is a method in which the player operates (tap) an ally character displayed in the ally character display area 50 when the special move gauge 50b has reached its maximum value. The other is a method in which, when the special move gauge 50b reaches its maximum value in the auto mode, the ally character uses a special move under computer control. An auto selection operation unit 51 is displayed on the battle screen, and the player can switch between the auto mode and the manual mode by operating the auto selection operation unit 51. When the auto selection operation unit 51 is operated in the manual mode, the mode switches to the auto mode in which the special move is automatically used. When the auto selection operation unit 51 is operated in the auto mode, the mode switches to the manual mode in which the special move is manually used. Even in the auto mode, when the special move gauge 50b has reached its maximum value and the special move has not been used under computer control, the player can operate (tap) the ally character to use a special move.

[0067] Then, when the battle game ends normally (normal end), a result screen is displayed on the display 26, as shown in Fig. 5B. Fig. 5B shows, as an example, the result screen when an ally character wins.

[0068] The result screen displays at least a portion of the game result information of the battle game, and also displays an end operation section 53 marked "Close."

[0069] The game result information includes the ally character ID (party) of the ally character, the enemy character ID of the enemy character, the remaining status of the ally character and the enemy character at the end of the battle (whether or not their life points are 0 at the end of the battle game), the damage points inflicted (total value), whether the game is in manual or auto mode, the battle log ID, the type of battle game (main quest, guild battle, etc.), information associated with each type of battle game (clear information, battle game level, etc.), and information about the items assigned. Regarding whether the game is in manual or auto mode, if the game is in auto mode from the start to the end of the battle game and no special moves are manually used by the player, the game is in auto mode; otherwise, the game is in manual mode. A unique battle log ID is assigned to each battle game. The information associated with each type of battle game varies depending on the type of battle game.

[0070] Furthermore, when the end operation unit 53 is operated (tapped) on the result screen, the display on the display 26 switches from the battle screen to the normal screen. In other words, the result screen is a part of the battle screen. The normal screen that switches from the result screen may be the screen that was displayed immediately before switching to the battle screen, or may be a predetermined screen such as the home screen. In this way, the battle game ends when the display of the result screen ends.

[0071] Next, the boss battle will be described. When the boss battle selection operation unit 44e is operated (tapped) on the quest screen shown in Fig. 3C, the boss battle selection screen shown in Fig. 6 is displayed on the display 26.

[0072] FIG. 6 is a diagram illustrating an example of a boss battle selection screen. A boss battle is a battle game in which a player battles a boss character that appeared as an enemy character in a past event or the like. Here, a first boss battle in which a player battles a relatively weak boss character and a second boss battle in which a player battles a relatively strong boss character are provided. The boss battle selection screen is provided with a first boss battle selection operation unit 100a and a second boss battle selection operation unit 100b. A player can select the first boss battle by operating (tapping) the first boss battle selection operation unit 100a. Also, a player can select the second boss battle by operating (tapping) the second boss battle selection operation unit 100b. In this embodiment, the first boss battle will be described, and a description of the second boss battle will be omitted.

[0073] The first boss battle, which is one of the game contents, includes multiple battle games divided into multiple stages. Here, the multiple battle games included in the first boss battle are called partial content. In this embodiment, the first boss battle includes 30 partial content pieces. However, the number of partial content pieces included in the first boss battle is not limited. Furthermore, partial content pieces may be added or deleted periodically or irregularly.

[0074] The multiple partial contents included in the first boss battle are all battle games in which players battle boss characters. A party of five allied characters is used in battles against boss characters. The method for fighting boss characters in the partial contents is the same as in the main quest described above. Therefore, the specific details of the battle games in the partial contents will not be explained here.

[0075] A hierarchical level is set for each partial content. Here, hierarchical level is synonymous with a stage. In this embodiment, hierarchical levels 1 to 30 are set, and one of the hierarchical levels is set for each of the 30 partial contents. The hierarchical level 1 is the first hierarchical level, and the 30th hierarchical level is the final hierarchical level. In the following description, the hierarchical level 1 is the lowest hierarchical level, and the 30th hierarchical level is the highest hierarchical level. The difficulty level of each partial content gradually increases as the hierarchical level increases. In other words, the life points, attack power, and defense power of the boss character set in the partial content increase as the hierarchical level increases.

[0076] In the first boss battle, only the partial content of the first tier is initially unlocked. That is, in the first boss battle, the player can initially play only the partial content of the first tier. Each partial content has a clearing condition set for it. When the player plays a partial content of the first tier and meets the clearing condition, the next partial content is unlocked. For example, when the clearing condition for a partial content of the first tier is met, the partial content of the second tier is unlocked. In this way, the first boss battle includes multiple partial contents divided into multiple stages, and when the clearing condition for one partial content is met, the partial content of the next stage (tier) becomes playable.

[0077] Here, the clearing condition is set to defeating the boss character set for each partial content, i.e., reducing the boss character's life points to 0. Here, the clearing condition and the release condition for unlocking the next level of partial content are the same. Therefore, when a partial content is cleared, the next level of partial content is also unlocked. However, the clearing condition and the release condition for the next level of partial content may be different. For example, in the first boss battle, as in the main quest described above, stars are earned according to the number of ally characters whose life points are 0 when the first boss battle is cleared. In this case, the release condition may be set to be three stars, or two or more stars earned when the partial content is cleared.

[0078] A first-time clearing reward is set for each partial content. The first-time clearing reward is awarded to the player when the partial content is cleared for the first time. In other words, the player is awarded a first-time clearing reward set for each partial content each time the partial content is cleared for the first time. The first-time clearing reward includes items usable in the game, in-game currency, various tickets, etc. The first-time clearing reward is linked to the player ID when the partial content is cleared. Specifically, the player information linked to the player ID includes the number of items, etc. owned. When the partial content is cleared, the number of items, etc. owned as the first-time clearing reward set for the cleared partial content is added to the number of items, etc. owned, stored as the player information.

[0079] The player can play each partial content of the first boss battle repeatedly. However, the player will only receive the first-time clear reward the first time they clear the partial content. Therefore, even if the player clears a partial content more than once, the first-time clear reward set for that partial content will not be awarded the second or subsequent times the player clears it.

[0080] In addition to the reward for clearing the first boss battle, there are also rewards for each level. Players can earn rewards for each level every 24 hours. The rewards for each level are explained in detail below.

[0081] FIG. 7 is a diagram illustrating an example of tier-specific rewards. The content of the tier-specific rewards is determined based on the tier of the partial content that has been cleared. More specifically, a condition (hereinafter referred to as a determination condition) that determines the tier-specific reward is set for each tier. Here, the condition set for the Nth tier (N=1 to 30) is referred to as the Nth determination condition (N=1 to 30). Note that in this embodiment, it is assumed that different determination conditions are set for all tiers. However, multiple tiers may be provided with common determination conditions set.

[0082] For example, suppose midnight is set as the timing for determining the content of the tier-specific reward (hereinafter referred to as the reward determination timing). In this case, the determination condition set for the highest tier of partial content that has been cleared as of midnight is selected, and the content of the tier-specific reward is determined based on the selected determination condition. Hereinafter, the highest tier of tiers set for cleared partial content is referred to as the cleared tier. For example, suppose that a player has cleared the first tier of partial content as of midnight, but has not yet cleared the second tier or subsequent tiers of partial content. In this case, the cleared tier is the first tier, and the content of the tier-specific reward is determined according to the first determination condition set for the first tier.

[0083] Also, for example, suppose that as of midnight, the player has cleared the partial content of the 15th layer, but has not yet cleared the partial content of the 16th layer and beyond. In this case, the cleared layer is the 15th layer, and the content of the layer-by-layer reward is determined according to the 15th determination condition. Note that while FIG. 7 shows the determination conditions for the 1st to 6th layers, in reality, Nth determination conditions (N=1 to 30) are set for each of the 1st to 30th layers.

[0084] Here, the determination conditions include the type of item to be awarded as the tiered reward, and the lottery odds or the number of items to be awarded. In this embodiment, the lottery odds may refer to the probability of winning or a lottery table referenced during the lottery. As an example, the first determination condition specifies that the type of item to be awarded as the tiered reward is Item A, and that the number of items A to be awarded is determined to be any number between 20 and 25 with a predetermined probability. Furthermore, for example, the lottery odds are set as follows: 20% probability of winning 20 items, 16% probability of winning 21 items, 16% probability of winning 22 items, 16% probability of winning 23 items, 16% probability of winning 24 items, and 16% probability of winning 25 items.

[0085] Therefore, if the cleared tier is the first tier at the time of reward determination, the number of items A is determined based on the above lottery odds. As a result, if the cleared tier is the first tier at the time of reward determination, the tier-specific reward will be determined to be within the range of 20 to 25 items A.

[0086] Furthermore, for example, the fifth determination condition specifies that the types of items granted as tier-specific rewards are items A and B, that the number of items A granted is determined to be any number within a range of 40 to 45 with a predetermined probability, and that the number of items B granted is determined to be 100. Therefore, if the cleared tier at the time of reward determination is the fifth tier, items A within a range of 40 to 45 and 100 items B are determined as tier-specific rewards.

[0087] Here, the determination conditions include the item lottery odds and the number of items to be awarded. However, the determination conditions may include only the item lottery odds. In this case, the number of items is determined by lottery according to the lottery odds set for each cleared level. Conversely, the determination conditions may include only the number of items to be awarded. In this case, the number of items set for each cleared level is determined without the need for a lottery.

[0088] Furthermore, for example, lottery odds that determine the type of item may be set as the determination conditions. As an example, lottery odds may be set as the determination conditions, with the probability of winning item A set to 50%, the probability of winning item B set to 30%, and the probability of winning item C set to 20%. In this case, the type of item won in the lottery is determined as the tier-specific reward.

[0089] The specific content of the hierarchical rewards is not particularly limited, but it is desirable that the content of the hierarchical rewards becomes more advantageous to the player as the hierarchical level increases, i.e., as the first boss battle progresses. However, the content of the hierarchical rewards may be disadvantageous to the player in some hierarchical levels. In any case, it is desirable that the hierarchical rewards determined for relatively higher hierarchical levels are more advantageous to the player than those determined for lower hierarchical levels, or that such rewards be determined with a higher probability.

[0090] The player can acquire the tier-based reward determined as described above by inputting an acquisition operation. Specifically, as shown in FIG. 6, the boss battle selection screen is provided with an acquisition operation unit 102. The acquisition operation unit 102 functions as an operation unit that accepts an acquisition operation (tap) by the player. The tier-based reward is granted to the player when the player inputs an acquisition operation. In other words, the determined tier-based reward is linked to the player's player ID based on the player's input of the acquisition operation. Therefore, even if the tier-based reward is determined at the reward determination timing, the determined tier-based reward will not be granted to the player unless an acquisition operation is performed.

[0091] Here, tier-specific rewards can be accumulated for a maximum of seven days. In other words, an upper limit on the number of days that tier-specific rewards can be accumulated is set, and tier-specific rewards are accumulated for the number of days within the upper limit. For example, if the player does not input any acquisition operations from midnight on April 1st to midnight on April 7th, tier-specific rewards for the seven days from April 1st to April 7th will remain accumulated. In this case, if an acquisition operation is input to the acquisition operation unit 102 after midnight on April 7th, the seven days' worth of tier-specific rewards will be linked together to the player ID.

[0092] Here, the reward determination timing occurs at a predetermined time interval (for example, every 24 hours). If the same clear level is stored at multiple reward determination timings, the same determination condition will be selected at each reward determination timing.

[0093] In this way, a maximum number of days for which tiered rewards can be accumulated (7 days in this example) is set, and no new tiered rewards are determined when tiered rewards equivalent to the maximum number of days have been accumulated. For example, as described above, assume that tiered rewards for 7 days from April 1 to April 7 have been accumulated, and it is now midnight on April 8. In this case, at the reward determination timing of midnight on April 8, no tiered rewards are determined, and when an acquisition operation is input after midnight on April 8, tiered rewards for 7 days from April 1 to April 7 are granted to the player.

[0094] Here, it is assumed that there is no deadline for acquiring the hierarchical reward, i.e., no deadline for accumulating the hierarchical reward, but an acquisition deadline may be set. In this case, the player will no longer be able to acquire the hierarchical reward after the acquisition deadline has passed. Also, here, it is assumed that when seven days' worth of hierarchical rewards have been accumulated, a new hierarchical reward will not be determined. However, when seven days' worth of hierarchical rewards have been accumulated and the next reward determination timing arrives, any one of the previously accumulated hierarchical rewards for one day may be deleted, and the newly determined hierarchical reward may be accumulated.

[0095] As shown in FIG. 6, a reward accumulation gauge 104 is displayed on the boss battle selection screen. The reward accumulation gauge 104 allows the user to visually grasp the number of days of tier-specific rewards currently accumulated relative to the maximum number of days of tier-specific reward accumulation. Specifically, the reward accumulation gauge 104 is divided into seven regions widthwise from the left end to the right end. Region 1 corresponds to one day, and the same number of regions as the number of days for which tier-specific rewards have been accumulated are highlighted (shown with cross-hatching in the figure). In the example shown in FIG. 6, three days' worth of tier-specific rewards have been accumulated, and the three regions on the left side of the reward accumulation gauge 104 and partway through the fourth region from the left are highlighted.

[0096] Note that, here, dividing lines are displayed between adjacent areas, and the area between the dividing lines, i.e., the range obtained by dividing area 1 into 24 equal parts, corresponds to one hour. Then, when tiered rewards are accumulated, the highlighted range expands from left to right by 1 / 24 of one area every hour. In other words, when the reward determination timing arrives eight days after the initial accumulation of tiered rewards, the entire reward accumulation gauge 104 is highlighted.

[0097] The display mode of the reward accumulation gauge 104 is determined when transitioning to the boss battle selection screen. Specifically, when transitioning to the boss battle selection screen, the accumulated tier-specific rewards are referenced, and it is determined up to which dividing line the highlighting should be performed. Also, when transitioning to the boss battle selection screen, the remaining time until the next reward determination timing is referenced, and the range to the right of the identified dividing line that will be highlighted is determined. Note that the tier-specific rewards and remaining time referenced when transitioning to the boss battle selection screen may be received from the server 1000 at login, or may be received from the server 1000 when transitioning to the boss battle selection screen.

[0098] In this way, the reward accumulation gauge 104 indicates the accumulation status of the tiered reward. In other words, the reward accumulation gauge 104 indicates the number of days or time remaining until a new tiered reward will no longer be determined. The reward accumulation gauge 104 prompts the input of an acquisition operation to the acquisition operation unit 102.

[0099] In addition, a treasure chest icon 106 is displayed near the reward accumulation gauge 104. The display mode of the treasure chest icon 106 changes depending on the number of days that the tiered reward has been accumulated. The display mode of the treasure chest icon 106 also suggests the accumulation status of the tiered reward. In addition, a message saying "4 days left until MAX" is displayed above the reward accumulation gauge 104. This message suggests the date and time remaining until the tiered reward reaches the maximum number of days that it will accumulate. In addition, an information icon 108 is provided near the treasure chest icon 106. When the information icon 108 is operated (tapped), a reward details dialog (not shown) is displayed. The reward details dialog displays the contents of the tiered reward for each tier.

[0100] When an operation input is made to the first boss battle selection operation unit 100a on the boss battle selection screen, the first boss battle screen shown in FIG. 8 is displayed.

[0101] FIG. 8 is a first diagram illustrating an example of the first boss battle screen. When the first boss battle screen is displayed, a partial content of one of the hierarchical levels is provisionally selected. Here, the partial content of the highest hierarchical level among the partial contents that have been unlocked is provisionally selected. For example, if the player has cleared the partial content of the 14th hierarchical level but has not yet cleared the partial content of the 15th hierarchical level, the partial content of the 15th hierarchical level is provisionally selected. In this case, as shown in FIG. 8, an image for the 15th hierarchical level is displayed on the first boss battle screen.

[0102] In other words, when the first boss battle screen is displayed first, it can be said that the first boss battle screen notifies the player that there is a partial content that has not been cleared (the clearing conditions have not been met).

[0103] A layer display section 120 is provided in the upper left of the first boss battle screen. The layer display section 120 displays the layer of the currently provisionally selected partial content. A boss character display area 122 is provided in the center of the first boss battle screen. The boss character display area 122 displays information about the boss character that is set as the enemy character of the provisionally selected partial content, such as the image, name, and level of the boss character. A details icon 122a is provided near the boss character display area 122. When an operation input is made to the details icon 122a, a boss character details dialog (not shown) is displayed. The boss character details dialog displays more detailed information about the boss character.

[0104] As will be described in detail later, when transitioning to the first boss battle screen, a cleared partial content may be provisionally selected. In this case, an icon marked "Cleared" may be displayed on the first boss battle screen, or the boss character display area 122 may be displayed in gray. On the other hand, if an incomplete partial content is provisionally selected when transitioning to the first boss battle screen, an icon marked "Not Cleared" may be displayed on the first boss battle screen, or the boss character display area 122 may be displayed in color. If all partial contents have been cleared, an image notifying that all partial contents have been cleared may be displayed when transitioning to the first boss battle screen. In this way, it is preferable that the first boss battle screen is displayed so that it is easy to distinguish whether the currently provisionally selected partial content has been cleared or not.

[0105] Furthermore, if there is an uncompleted partial content, an icon informing the player that there is an uncompleted partial content may be displayed on the boss battle selection screen, for example, near the first boss battle selection operation unit 100a.

[0106] Additionally, a first-time clear reward icon 124 is displayed on the first boss battle screen. The first-time clear reward icon 124 notifies the player of an item that will be given to the player as a first-time clear reward. The first-time clear reward icon 124 makes it possible to identify the first-time clear reward that will be given to the player when the partial content that is currently in a provisionally selected state is cleared.

[0107] The first boss battle screen is provided with a change operation unit 126. The change operation unit 126 functions as an operation unit that accepts a change operation for changing a partial content in a provisionally selected state. When a change operation (tap) is input to the change operation unit 126, a partial content selection screen (not shown) is displayed. The player can select one of the released partial contents on the partial content selection screen. When a partial content is selected on the partial content selection screen, the selected partial content is placed in a provisionally selected state. Then, when a partial content is selected on the partial content selection screen, the partial content selection screen is hidden, and the first boss battle screen is displayed. At this time, if the provisionally selected partial content has been changed, the layer display unit 120, boss character display area 122, and first-time clear reward icon 124 corresponding to the changed partial content are displayed.

[0108] If the first-time clear reward set for the provisionally selected partial content has already been acquired, the first-time clear reward icon 124 is displayed in gray, indicating that the first-time clear reward will not be awarded even if the currently provisionally selected partial content is cleared.

[0109] The first boss battle screen is provided with a start operation unit 128 marked "Challenge." The start operation unit 128 functions as an operation unit that accepts a start operation (tap) by the player. When a start operation is input to the start operation unit 128, the party selection screen shown in FIG. 4C is displayed. When an operation input is made to the battle start operation unit 49 on this party selection screen, the battle game starts.

[0110] Although detailed explanation will be omitted, let us assume that the clearing conditions are met for the first time in the partial content started as described above. In this case, the result screen shown in FIG. 5B is displayed, and it is announced that the first-time clearing reward has been awarded. Then, when the end operation unit 53 on the result screen is operated, the first boss battle screen shown in FIG. 8 is displayed. At this time, if a new partial content has been released, the newly released partial content becomes provisionally selected. Then, the layer display unit 120, boss character display area 122, and first-time clearing reward icon 124 corresponding to the newly released partial content are displayed on the first boss battle screen.

[0111] When transitioning from the boss battle selection screen shown in FIG. 6 to the first boss battle screen shown in FIG. 8, the highest level of partial content among the unlocked partial contents is provisionally selected. Also, as described above, if the clearing conditions are met by playing partial content and new partial content is unlocked, the newly unlocked partial content is provisionally selected. In other words, when transitioning to the first boss battle screen, the level display section 120, boss character display area 122, and first-time clear reward icon 124 corresponding to the highest level of partial content among the unlocked partial contents are displayed. Therefore, the level display section 120, boss character display area 122, and first-time clear reward icon 124 can be said to be images that enable identification of the progress of the first boss battle.

[0112] 8, the first boss battle screen also displays, similarly to the boss battle selection screen, an acquisition operation unit 102, a reward accumulation gauge 104, a treasure chest icon 106, and an information icon 108. When an acquisition operation is input to the acquisition operation unit 102, a tier-specific reward acquisition dialog 130 shown in FIG. 9A is displayed.

[0113] FIG. 9A is a diagram illustrating an example of the hierarchical reward acquisition dialog 130. FIG. 9B is a second diagram illustrating an example of the first boss battle screen. For example, assume that an acquisition operation is input to the acquisition operation unit 102 on the first boss battle screen. In this case, as shown in FIG. 9A, the hierarchical reward acquisition dialog 130 is superimposed on the first boss battle screen. The hierarchical reward acquisition dialog 130 displays a list of accumulated hierarchical rewards. When the hierarchical reward acquisition dialog 130 is displayed, all accumulated hierarchical rewards are linked to the player ID.

[0114] Furthermore, the hierarchical reward acquisition dialog 130 is provided with a close operation section 130a. When an operation input is made to the close operation section 130a, the hierarchical reward acquisition dialog 130 is hidden. When the hierarchical reward acquisition dialog 130 is hidden, the first boss battle screen becomes visible again. At this time, the first boss battle screen is updated as shown in FIG. 9B due to the acquisition of the hierarchical reward.

[0115] Specifically, when a hierarchical reward is determined at the reward determination timing, information indicating the determined hierarchical reward is stored as accumulated information. The accumulated information is stored for each reward determination timing. Therefore, accumulated information for a maximum of seven days is stored. Then, when an acquisition operation is input to the acquisition operation unit 102 to link the hierarchical reward to a player ID, the accumulated information is erased. As a result, the hierarchical reward is no longer accumulated. Therefore, after the hierarchical reward is acquired, all areas of the reward accumulation gauge 104 are displayed as empty, as shown in FIG. 9B. Furthermore, since no hierarchical reward is accumulated, it is impossible to acquire the hierarchical reward. Therefore, in this situation, the acquisition operation unit 102 is displayed grayed out, and acquisition operations to the acquisition operation unit 102 are disabled.

[0116] As described above, according to this embodiment, when the screen transitions to the first boss battle screen, the level display section 120, which allows the progress of the first boss battle, i.e., the level to be identified, the boss character display area 122, the first-time clear reward icon 124, and the acquisition operation section 102, which accepts an acquisition operation, are simultaneously displayed. This prompts the player to play the partial content after receiving the level-specific reward by inputting a receiving operation into the acquisition operation section 102.

[0117] Furthermore, in this embodiment, the content of the tier-specific rewards that can be acquired every 24 hours changes depending on the progress of the first boss battle (partial content). In particular, the more progress is made in the first boss battle, the more advantageous the content of the tier-specific rewards that can be acquired periodically becomes for the player. This provides motivation to progress through the first boss battle, and increases the player's willingness to play.

[0118] In addition, in this embodiment, tiered rewards can be accumulated for up to seven days, so that players can be encouraged to log in at a different cycle than the login bonus granted each day at the first login. This can also function as a bonus that can be achieved periodically, even for players who play infrequently. Furthermore, if the interval between logins is long, new partial content may be added during that time. In this case, players can know that new partial content has been added when they acquire their tiered rewards.

[0119] Next, a description will be given of the basic configuration and communication processing of the player terminal 1 and the server 1000 for executing the above game. Note that here, the basic processing relating to the first boss battle and the rewards by level, as well as an example of communication processing, will be described, and a description of other processing will be omitted.

[0120] (Functional Configuration of Player Terminal 1) 10 is a diagram illustrating the configuration and computer functions of the storage device 12 in the player terminal 1. The storage device 12 is provided with a program storage area 12a and a data storage area 12b. When a game starts, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.

[0121] The terminal-side game control program includes a game execution control program 300 and a battle game execution control program 302. Note that the programs listed in Figure 10 are just examples, and the terminal-side game control program includes many other programs.

[0122] The data storage area 12b is provided with a player information storage unit as a storage unit for storing data. The player information storage unit includes a possessed item storage unit 310, an accumulated information storage unit 312, and a progress information storage unit 314. Note that the above-described data storage area 12b and player information storage unit are merely examples, and the data storage area 12b and player information storage unit are provided with many other storage units.

[0123] The possessed item storage unit 310 stores the number of each item possessed by the player. The accumulated information storage unit 312 stores accumulated information indicating the details of the rewards for each tier. The accumulated information storage unit 312 has, for example, seven storage units, numbered from the first storage unit to the seventh storage unit. The accumulated information is stored in order from the first storage unit. The progress information storage unit 314 stores progress information indicating the progress of the first boss battle. Here, the progress information stores the partial content for which the clearing conditions have been met, i.e., the cleared tier.

[0124] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a terminal game control unit 1A. The terminal game control unit 1A includes a game execution control unit 300a and a battle game execution control unit 302a.

[0125] Specifically, the CPU 10 runs a game execution control program 300, causing the computer to function as a game execution control unit 300a. Similarly, the CPU 10 runs a battle game execution control program 302, causing the computer to function as a battle game execution control unit 302a.

[0126] The game execution control unit 300a controls the progress of the entire game except for the battle game. The battle game execution control unit 302a is responsible for overall control for executing the battle game. For example, the battle game execution control unit 302a updates the battle screen, controls the actions of ally characters and enemy characters, and derives damage points based on operations input to the player terminal 1.

[0127] 11 is a diagram illustrating the configuration of the storage device 1012 in the server 1000 and its functions as a computer. The storage device 1012 is provided with a program storage area 1012a and a data storage area 1012b. The CPU 1010 stores a server-side game control program (module) in the program storage area 1012a.

[0128] The server-side game control program includes a reward control program 1100. Note that the programs listed in Figure 11 are just an example, and the server-side game control program includes many other programs.

[0129] The data storage area 1012b is provided with a player information storage unit as a storage unit for storing data. A player information storage unit is provided for each player ID. In other words, the player information storage unit of the data storage area 1012b is linked to a player ID. The player information storage unit of the data storage area 1012b includes a possessed item storage unit 1110, an accumulated information storage unit 1112, and a progress information storage unit 1114. Note that the above-described data storage area 1012b and player information storage unit are merely examples, and the data storage area 1012b and the player information storage unit are provided with many other storage units. The possessed item storage unit 1110, the accumulated information storage unit 1112, and the progress information storage unit 1114 have the same configuration as the possessed item storage unit 310, the accumulated information storage unit 312, and the progress information storage unit 314, respectively, and store the same information as the player terminal 1.

[0130] The CPU 1010 runs each program stored in the program storage area 1012a and updates data in each storage unit in the data storage area 1012b. The CPU 1010 runs each program stored in the program storage area 1012a, causing the server 1000 (computer) to function as a server-side game control unit 1000A. The server-side game control unit 1000A includes a reward control unit 1100a.

[0131] Specifically, the CPU 1010 runs a reward control program 1100, causing the computer to function as a reward control unit 1100a. The reward control unit 1100a is responsible for overall control of rewards in the first boss battle.

[0132] (Control process in server 1000) Next, the main control process in the server 1000 regarding the reward for the first boss battle will be described.

[0133] 12 is a flowchart illustrating an example of a reward determination process in the server 1000. At the reward determination timing (here, midnight) (YES in S1-1), if the accumulated information storage unit 1112 does not store accumulated information for the maximum number of days of accumulation (NO in S1-2), the reward control unit 1100a acquires progress information for the first boss battle stored in the progress information storage unit 1114 (S1-3). That is, here, the reward control unit 1100a acquires the cleared hierarchical level stored as progress information.

[0134] If the progress information acquired in S1-3 indicates that the first or higher level has been cleared (YES in S1-4), i.e., if the first or higher level of partial content has been cleared in the first boss battle, the reward control unit 1100a selects a reward determination condition (S1-5). Here, the reward determination condition corresponding to the acquired progress information, i.e., the cleared level, is selected. The reward control unit 1100a then performs a reward determination process to determine the tier-specific reward in accordance with the reward determination condition selected in S1-5 (S1-6). Here, lottery odds are set in accordance with the reward determination condition, and a lottery is held to determine the tier-specific reward or the number of rewards based on the set lottery odds. Alternatively, if the number of predetermined items is set as the reward determination condition, the set number is determined.

[0135] The reward control unit 1100a then stores the tier-specific rewards determined in S1-6 as accumulated information in the accumulated information storage unit 1112 (S1-7). Furthermore, the reward control unit 1100a sets the player terminal 1 to receive the accumulated information stored in S1-7 when communication is established with the player terminal 1 (S1-8). The player terminal 1 receives the accumulated information set in S1-8 when communication is established with the server 1000. Then, when the accumulated information is received, the game execution control unit 300a stores the received accumulated information in the accumulated information storage unit 312.

[0136] (Control process in player terminal 1) Next, the main control process in the player terminal 1 regarding the reward for the first boss battle will be described.

[0137] Fig. 13 is a first flowchart illustrating an example of the boss battle control process in the player terminal 1. Fig. 14 is a second flowchart illustrating an example of the boss battle control process in the player terminal 1. For example, when the boss battle selection screen is being displayed (YES in P1-1), such as when the boss battle selection operation unit 44e is operated (tapped) on the quest screen, the game execution control unit 300a displays the boss battle selection screen (P1-2).

[0138] The game execution control unit 300a then checks the accumulated information stored in the accumulated information storage unit 312 (P1-3) and displays the reward accumulated gauge 104 on the boss battle selection screen (P1-4). The game execution control unit 300a also executes a treasure chest icon display process (P1-5). Here, the display mode of the treasure chest icon 106 is determined based on the amount of accumulated information checked in P1-3, and the treasure chest icon 106 in the determined display mode is displayed on the boss battle selection screen. Furthermore, if accumulated information is stored (YES in P1-6), the game execution control unit 300a enables the acquisition operation unit 102 (P1-7).

[0139] When the first boss battle selection operation unit 100a is operated (tapped) on the boss battle selection screen (YES in P1-8), the game execution control unit 300a checks the progress information stored in the progress information storage unit 314, i.e., the cleared tier (P1-9). If the cleared tier checked in P1-9 is the 30th tier (YES in P1-10), the game execution control unit 300a provisionally selects the current cleared tier (partial content of the current cleared tier) (P1-11). If the cleared tier checked in P1-9 is not the 30th tier (NO in P1-10), the game execution control unit 300a provisionally selects the tier (partial content of the current cleared tier) (P1-12).

[0140] The game execution control unit 300a then displays the first boss battle screen (P1-13) based on the (partial content of) the layer that was provisionally selected in P1-11 or P1-12. Here, the layer display unit 120, boss character display area 122, and first-time clear reward icon 124 are displayed based on the (partial content of) the provisionally selected layer. Also, here, the reward accumulation gauge 104, treasure chest icon 106, and acquisition operation unit 102 that were displayed in P1-4, P1-5, and P1-7 continue to be displayed.

[0141] Furthermore, when the acquisition operation unit 102 is operated (tapped) (YES in P1-21), the game execution control unit 300a executes a tier-based reward acquisition process (P1-22). Here, the number of possessed items stored in the possessed item storage unit 310 is updated based on the accumulated information stored in the accumulated information storage unit 312. As a result, the accumulated tier-based reward is granted to the player. In other words, based on the player's input of the acquisition operation, the tier-based reward is linked to the player's player ID.

[0142] Then, the game execution control unit 300a deletes the accumulated information stored in the accumulated information storage unit 312 (P1-23) and displays the tier-based reward acquisition dialog 130 (P1-24). The game execution control unit 300a also transmits acquisition information indicating that the tier-based reward has been acquired to the server 1000 (P1-25). Although a detailed description will be omitted, upon receiving the acquisition information, the server 1000, like the player terminal 1, updates the number of items held in the held item storage unit 1110 based on the accumulated information stored in the accumulated information storage unit 1112, and then deletes the accumulated information from the accumulated information storage unit 1112. In other words, the server 1000 also grants the tier-based reward to the player. In other words, the tier-based reward is linked to the player's player ID.

[0143] Furthermore, when the information icon 108 is operated (tapped), the game execution control unit 300a displays a treasure chest details dialog (P1-27). Furthermore, when the change operation unit 126 is operated (tapped), the game execution control unit 300a executes a partial content change process to change the partial content in the provisionally selected state (P1-29). Here, the game execution control unit 300a allows the player to select the released partial content. Then, when any partial content is selected, the selected partial content is stored as being in the provisionally selected state.

[0144] Furthermore, after the start operation unit 128 is operated (tapped) on the first boss battle screen, when the battle start operation unit 49 is operated (tapped) on the party selection screen (YES in P1-30), a battle game execution process (P2) is executed.

[0145] FIG. 15 is a flowchart illustrating an example of a battle game execution process in a player terminal 1. The battle game execution control unit 302a executes a battle game control process that controls the battle game (partial content) based on a player's operation input (P2-1). When a clearing condition is met in the battle game (partial content) (YES in P2-2), the game execution control unit 300a determines whether the executed battle game (partial content) has been cleared (P2-3). If the battle game (partial content) has not been cleared (NO in P2-3), the game execution control unit 300a awards a first-time clearing reward (P2-4). Here, the number of possessed items corresponding to the first-time clearing reward set for the cleared partial content is updated in the possessed item storage unit 310.

[0146] The game execution control unit 300a also stores the cleared tier as accumulated information in the progress information storage unit 314 (P2-5). If the cleared tier stored in P2-5 is less than the 30th tier (YES in P2-6), the game execution control unit 300a releases the partial content of the tier next to the cleared tier stored in P2-5 (P2-7). Here, release information indicating the release, linked to the relevant partial content, is stored. The game execution control unit 300a also stores the partial content released in P2-7 as temporarily selected (P2-8).

[0147] The game execution control unit 300a also displays a result screen (P2-9), and when the end operation unit 53 on the result screen is operated (tapped), displays a first boss battle screen (P2-10). At this time, the first boss battle screen corresponding to the partial content in the provisionally selected state is displayed. Then, the game execution control unit 300a transmits end information indicating the end of the partial content to the server 1000 (P2-11). Although a detailed description will be omitted, when the server 1000 receives the end information, it executes the same processes as those from P2-3 to P2-7.

[0148] While one embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can conceive of various modifications or alterations within the scope of the claims, and it is understood that these modifications also fall within the technical scope of the present invention.

[0149] In the above embodiment, the division of processing between the player terminal 1 and the server 1000 is merely an example. For example, each of the above processes may be executed by at least one of the player terminal 1 and the server 1000, or by both, and the execution timing and the device that executes the process are not particularly limited.

[0150] The player terminal 1 is provided with a game execution control program 300 and a battle game execution control program 302. The player terminal 1 also functions as a game execution control unit 300a and a battle game execution control unit 302a. However, some or all of these programs and functional units may be provided in the server 1000. In other words, these programs and functional units may be provided in either or both of the player terminal 1 and the server 1000.

[0151] Furthermore, the processing of the player terminal 1 and the server 1000 in the above embodiment is merely an example. It goes without saying that the processing of the player terminal 1 and the server 1000 can be designed as appropriate within the scope of the object of the present invention. In any case, the information processing program may cause one or more computers to perform the following processing.

[0152] (Processing performed by a computer) A process (P2 as an example in the embodiment) for controlling the progress of predetermined game content (the first boss battle as an example in the embodiment) based on an operation input by the player. A process (P2-5 in the embodiment) of storing progress information (cleared levels in the embodiment, as an example) corresponding to the progress status of a predetermined game content. At the reward determination timing that comes periodically (in the embodiment, at midnight as an example), a process (in the embodiment, S1-5 as an example) of selecting the determination conditions for the reward to be given to the player based on the stored progress information. A process of determining a reward in accordance with the selected determination condition (S1-6 in the embodiment as an example). A process of linking the determined reward to the player ID of the player based on the player's acquisition operation input (P1-22 in the embodiment as an example).

[0153] In the above embodiment, the predetermined game content is a battle game. However, the content of the predetermined game content is not particularly limited. For example, the predetermined game content may be a role-playing game (RPG). In this case, the progress information may be information that can change depending on the progress status, such as the character's level and the character's destination. Furthermore, the predetermined game content may belong to any game genre, such as a shooting game, an action game, a training game, or a puzzle game. In any game genre, the progress information may be any information associated with the player, such as some parameter associated with the character, a cleared stage, or points acquired by the player.

[0154] The present invention can also be applied to so-called idle games. For example, game content is known in which a character or a unit composed of multiple characters is dispatched to a predetermined destination. Such game content has a gameplay in which the character or unit returns when a predetermined time has elapsed since the start of dispatch. A reward is awarded upon the return, i.e., upon the passage of a predetermined time since the start of dispatch. In such idle game content, reward determination conditions may be selected for each reward determination timing based on the time since the start of dispatch, the nature of the dispatched character or unit, the progress of the game at the dispatch destination, etc. Furthermore, multiple dispatch destinations may be provided that require different rewards or different times for return. In this case, the reward determination conditions may differ depending on the dispatch destination.

[0155] Furthermore, in the above embodiment, rewards may be determined based on the progress of predetermined game content other than the first boss battle in addition to the cleared level. In this case, playing multiple game content items simultaneously is encouraged. For example, a reward corresponding to the player's level is added to and accumulated as rewards determined in S1-6. At this time, the higher the player's level, the more advantageous the additional rewards may be for the player. Alternatively, a reward corresponding to the most difficult main quest among the main quests for which the player has earned three stars is added to and accumulated as rewards determined in S1-6. At this time, the higher the difficulty of the main quest, the more advantageous the additional rewards may be for the player.

[0156] Alternatively, the number of rewards determined in S1-6 may increase according to the player's level. For example, the number of rewards may be multiplied by two to four times according to the player's level. In this case, the higher the player's level, the higher the multiplier. Alternatively, the number of rewards determined in S1-6 may be multiplied by a multiplier corresponding to the most difficult main quest among the main quests for which three stars have been obtained. In this case, the higher the difficulty of the main quest, the higher the multiplier.

[0157] In the above embodiment, the tier-specific rewards are determined by lottery, but the tier-specific rewards may be set in advance for each cleared tier. For example, in the above embodiment, in addition to the determination conditions for the currently cleared tier, determination conditions corresponding to all cleared tiers may also be selected. Specifically, if the cleared tier is the second tier, the tier-specific reward may be determined according to each of the first and second determination conditions, and if the cleared tier is the fifth tier, the tier-specific reward may be determined according to each of the first to fifth determination conditions.

[0158] In the above embodiment, the case where the reward determination timing is midnight has been described. However, the reward determination timing is not limited to a time. For example, the reward determination timing may be the first login after a preset time (for example, midnight) has passed. In this case, the reward for the number of days that have passed since the previous login may be determined all at once based on the progress information stored at the time of login.

[0159] In the above embodiment, an example in which the reward determination timing occurs periodically has been described, where the reward determination timing occurs every 24 hours. However, for example, if maintenance is performed periodically, the reward determination timing may be the timing when the maintenance is performed or when it is completed. Alternatively, if an event is performed periodically, the reward determination timing may be the timing when the event is performed.

[0160] In the above embodiment, the timing at which the partial content is cleared may be set as the starting point for calculating the reward determination timing. For example, the time at which the first layer is cleared may be stored, and the reward determination timing may arrive after a predetermined time has elapsed from this time.

[0161] In the above embodiment, the time between reward determination timings is set uniformly, but the time between reward determination timings may vary depending on the progress of the game. For example, the time required until the next reward determination timing may vary depending on the cleared level. In this case, the higher the cleared level, the longer or shorter the time required until the next reward determination timing may be.

[0162] In addition, a process (P1-13 as an example in the embodiment) may be executed to display a game screen (P1-13 as an example in the embodiment) that simultaneously identifies an image that allows the progress to be identified (P1-13 as an example in the embodiment) and an operation unit that accepts acquisition operations (P1-13 as an example in the embodiment) that allows the progress to be identified.

[0163] It should be noted that the first boss battle screen in the above embodiment is merely an example, and the display content of the game screen can be appropriately changed in design.

[0164] Furthermore, the predetermined game content may include a plurality of partial contents divided into a plurality of stages. The process of controlling the progress of predetermined game content may be such that, when a clearing condition for one partial content is met, the next stage of partial content becomes playable. Furthermore, the process of storing progress information may store progress information linked to a partial content for which a clearing condition has been met.

[0165] The information processing program for executing the processes in the above-described embodiments may be stored in a computer-readable non-transitory storage medium and provided as such. Furthermore, the information processing program may be provided as a player terminal or information processing system that includes such a storage medium. Furthermore, the above-described embodiments may also be provided as an information processing method that realizes each function and step shown in the flowchart. [Explanation of symbols]

[0166] 1. Player terminal 1000 servers G Game Device S Information Processing System

Claims

1. A process of controlling the progress of predetermined game content based on operation inputs by a player; a process of storing progress information corresponding to the progress status of the predetermined game content; a process of selecting a condition for determining a reward to be given to a player based on the stored progress information at a reward determination timing that periodically arrives; A process of determining the reward according to the selected determination condition; a process of linking the determined reward to a player ID of the player based on an acquisition operation input by the player; An information processing program that causes a computer to carry out the above.

2. a process of displaying a game screen in which an image in which the progress status can be identified and an operation unit that accepts the acquisition operation can be simultaneously identified; 2. The information processing program according to claim 1, which causes a computer to execute the steps of:

3. The predetermined game content is: It includes multiple partial contents divided into multiple stages, The process of controlling the progress of the predetermined game content includes: When a clearing condition for the partial content of 1 is met, the partial content of the next stage becomes playable; The process of storing the progress information includes: storing the progress information linked to the partial content for which the clearing condition is met; The information processing program according to claim 1 .

4. a process of displaying a game screen in which an image in which the progress status can be identified and an operation unit that accepts the acquisition operation can be simultaneously identified; The computer executes the following. a notification is displayed on the game screen that there is a partial content for which the clearing condition has not been met; 4. The information processing program according to claim 3.

5. The reward determination timing occurs at predetermined time intervals, The process of selecting the determination condition of the reward includes: When the same progress information is stored at a plurality of the reward determination timings, the same determination condition is selected at the plurality of the reward determination timings. The information processing program according to any one of claims 1 to 4.

6. 1. An information processing method performed by one or more computers, comprising: The computer A process of controlling the progress of predetermined game content based on operation inputs by a player; a process of storing progress information corresponding to the progress status of the predetermined game content; a process of selecting a condition for determining a reward to be given to a player based on the stored progress information at a reward determination timing that periodically arrives; A process of determining the reward according to the selected determination condition; a process of linking the determined reward to a player ID of the player based on an acquisition operation input by the player; An information processing method for carrying out the above.

7. An information processing system comprising one or more computers, The computer A process of controlling the progress of predetermined game content based on operation inputs by a player; a process of storing progress information corresponding to the progress status of the predetermined game content; a process of selecting a condition for determining a reward to be given to a player based on the stored progress information at a reward determination timing that periodically arrives; A process of determining the reward according to the selected determination condition; a process of linking the determined reward to a player ID of the player based on an acquisition operation input by the player; An information processing system that carries out the above.

8. one or more computers; The computer A process of controlling the progress of predetermined game content based on operation inputs by a player; a process of storing progress information corresponding to the progress status of the predetermined game content; a process of selecting a condition for determining a reward to be given to a player based on the stored progress information at a reward determination timing that periodically arrives; A process of determining the reward according to the selected determination condition; a process of linking the determined reward to a player ID of the player based on an acquisition operation input by the player; A game device that performs the above.

Citation Information

Patent Citations

  • Program, information processing device

    JP2024031706A