Information processing program, information processing method, and information processing device
The information processing program enables players to strategically adjust achievement values before matches, addressing inconsistent gameplay by allowing controlled manipulation of performance indicators, thereby improving player engagement and motivation.
Patent Information
- Application Number
- JP2024139716
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-08-21
- Publication Date
- 2026-03-06
AI Technical Summary
In games where achievement values fluctuate based on match results, players face unpredictable chances of winning, requiring them to play multiple matches to achieve a skill-appropriate value, leading to inconsistent gameplay experience.
An information processing program allows players to strategically adjust achievement values before matches by inputting instructions to increase or decrease these values based on match outcomes, using various adjustment methods and conditions.
Provides players with controlled opportunities to manage their achievement values, enhancing gameplay enjoyment and motivation by allowing strategic manipulation of performance indicators.
Smart Images

Figure 2026036876000001_ABST
Abstract
Description
[Technical Field]
[0001] The disclosed technology relates to an information processing program, an information processing method, and an information processing device. [Background technology]
[0002] Patent document 1 discloses a game program that enables a computer to implement a function to adjust class points, which increase or decrease depending on the outcome of a game match, according to the difference in rating between the player and the opposing player.
[0003] Patent document 2 discloses a competitive video game device that has a means for determining whether to award a reward item that adds a predetermined value to class points awarded according to battle results, after tallying the battle results based on predetermined determination conditions. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-147086 [Patent Document 2] Japanese Patent Application Laid-Open No. 2014-217637 Summary of the Invention [Problem to be solved by the invention]
[0005] A play mode in which an achievement value, such as a rating, which is an indicator of match performance, fluctuates depending on the results of a match in a game is known as a rated match or a ranked match. A player playing in such a play mode does not always have the same chance of winning each match. For example, a player may expect to lose the first few matches when they start the game and are not yet familiar with the game, but after a series of wins, they may expect to win the next match. If the achievement value fluctuates after a match regardless of the chances of winning, which vary from match to match, a player would have to steadily play multiple matches in order to increase their achievement value to an achievement value appropriate for their skill.
[0006] The present disclosure aims to provide a player with an opportunity to strategically vary an achievement value, which is an indicator of match performance, in a game in which the achievement value varies depending on the match result. [Means for solving the problem]
[0007] An information processing program according to a first aspect causes a computer to execute processing in a game in which an achievement value, which is an indicator of match performance, is varied depending on the results of the match, including receiving, from a player, an adjustment instruction input, before the result of a match is determined, the adjustment instruction being an instruction to adjust a variation value, which is a value by which the achievement value before the match is increased or decreased depending on the result of the match.
[0008] An information processing program according to a second aspect is the information processing program according to the first aspect, wherein adjusting the variable value is multiplying the variable value by a value different from one.
[0009] An information processing program according to a third aspect is an information processing program according to the first or second aspect, wherein the computer accepts as input an adjustment instruction an instruction to make an adjustment to increase the variable value to a larger value the more times the results of matches preceding the one match have increased the performance value.
[0010] An information processing program according to a fourth aspect is an information processing program according to any one of the first to third aspects, wherein the adjustment instruction is an instruction to adjust the variable value so that one of the following values is greater than the other: the value by which the performance value increases from the performance value before the match as a result of the adjustment if the result of the match is to increase the performance value; and the value by which the performance value decreases from the performance value before the match as a result of the adjustment if the result of the match is to decrease the performance value.
[0011] An information processing program according to a fifth aspect is an information processing program according to any one of the first to third aspects, wherein the processing executed by the computer further includes at least one of granting the player the right to input the adjustment instruction at a predetermined frequency, or granting the player the right when a predetermined condition is satisfied, and the right sets at least one of the number of times the adjustment instruction can be given based on the right, the period during which the right is valid, and the content of the adjustment that can be given based on the right.
[0012] An information processing program according to a sixth aspect is an information processing program according to the fifth aspect, wherein the predetermined condition is that the results of the matches preceding the one match increase the performance value a predetermined number of times or more in succession, or that the results of the matches preceding the one match decrease the performance value a predetermined number of times or more in succession.
[0013] An information processing program according to a seventh aspect is an information processing program according to the fifth or sixth aspect, wherein the adjustment that can be instructed based on the right granted when the predetermined condition is satisfied is an adjustment that can increase the variable value to a larger value than the adjustment that can be instructed based on the right granted at the predetermined frequency.
[0014] An information processing program according to an eighth aspect is an information processing program according to any one of the first to seventh aspects, wherein the computer accepts input of the adjustment instruction before predetermined information about the opponent is displayed, before a predetermined operation related to the content of the match is performed, or before a predetermined time has elapsed since the start of one of the matches.
[0015] In an information processing program according to a ninth aspect, in the information processing program according to any one of the first to eighth aspects, the processing executed by the computer further includes receiving input of an instruction to cancel making an adjustment to the variable value before the result of the one match is determined.
[0016] An information processing program according to a tenth aspect is an information processing program according to any one of the first to ninth aspects, wherein the adjustment instruction is an instruction to adjust the fluctuation value by using the amount of the actual value before the one match that has increased within a predetermined period before the one match as the fluctuation value.
[0017] An information processing program according to an eleventh aspect is an information processing program according to any one of the first to tenth aspects, wherein the processing executed by the computer further includes, after the result of the one match is determined, displaying a value obtained by adjusting the variable value and adding or subtracting the value obtained by adjusting the variable value to or from the actual value before the one match depending on the result of the one match as the actual value after the one match.
[0018] An information processing program according to a twelfth aspect is an information processing program according to any one of the first to eleventh aspects, wherein the adjustment instruction is an instruction to make an adjustment only to a variable value of the performance value of the player who inputs the adjustment instruction.
[0019] An information processing program according to a thirteenth aspect is an information processing program according to any one of the first to twelfth aspects, wherein the computer accepts input of the adjustment instruction when the performance value before one of the matches satisfies a predetermined standard.
[0020] An information processing method according to a fourteenth aspect is a method for processing a game in which a computer varies an achievement value, which is an indicator of match achievement, depending on the results of a match, by receiving, from a player, an input of an adjustment instruction, which is an instruction to adjust a variation value, which is a value by which the achievement value before a match is increased or decreased depending on the result of the match, before the result of the match is determined.
[0021] An information processing device according to a fifteenth aspect includes a processor, and in a game in which an achievement value serving as an indicator of match performance is varied depending on the results of a match, the processor receives an input of an adjustment instruction from a player before the result of the match is determined, the adjustment instruction being an instruction to adjust a variation value, which is a value by which the achievement value before a match is increased or decreased depending on the result of the match. [Effects of the Invention]
[0022] The disclosed technology has the effect of providing a player with an opportunity to strategically change their performance value in a game in which the performance value, which is an indicator of match performance, changes depending on the match results. [Brief explanation of the drawings]
[0023] [Figure 1] 1 is a diagram illustrating an example of a schematic configuration of a game system 10 according to an embodiment. [Figure 2] 1 is a diagram illustrating an example of a hardware configuration of an information processing device 100 according to the present embodiment. [Figure 3] 1 is a diagram illustrating an example of a functional configuration of an information processing device 100 according to the present embodiment. [Figure 4] FIG. 2 is a diagram showing an example of the flow of information processing executed by the information processing device 100 according to the present embodiment. [Figure 5] FIG. 10 is a diagram showing an example of a screen displayed when the information processing device 100 according to the present embodiment grants the player the right to input an adjustment instruction. [Figure 6] FIG. 10 is a diagram showing another example of a screen when the information processing device 100 according to the present embodiment grants the player the right to input an adjustment instruction. [Figure 7] FIG. 10 is a diagram showing an example of a screen when the information processing apparatus 100 according to the present embodiment accepts input of an adjustment instruction. [Figure 8] FIG. 10 is a diagram showing an example of a screen when the information processing apparatus 100 according to the present embodiment accepts input of an instruction to cancel adjustment to a variable value. [Figure 9] FIG. 10 is a diagram showing an example of a screen when the information processing device 100 according to the present embodiment displays the performance value after one match. DETAILED DESCRIPTION OF THE INVENTION
[0024] An example of an embodiment of the disclosed technology will be described below with reference to the drawings. Note that the same or equivalent components and parts in each drawing are given the same reference numerals. Also, the dimensional proportions in the drawings may be exaggerated for the sake of explanation and may differ from the actual proportions.
[0025] 1 is a diagram showing an example of a schematic configuration of a game system 10 according to an embodiment. The game system 10 includes a communication means 20, a server device 30, and a terminal device 40.
[0026] The game system 10 targets a game in which a performance value, which is an index of a player's performance in a match, fluctuates depending on the results of the match. A game is a collection of activities and rules for playing or competing. A game is played, for example, by a player utilizing strategy and skill to achieve a specific goal. Games are played to achieve various goals, for example, competitive goals such as winning, combat goals such as defeating an opponent, educational goals such as learning, and narrative goals such as completing the progression of a scenario. Games may be competitive or non-competitive.
[0027] The communication means 20 connects multiple computers so that they can communicate with each other. In this figure, the communication means 20 connects between the server device 30 and the terminal device 40. The communication means 20 may be the Internet, for example. However, the communication means 20 may be any means that can connect multiple computers so that they can communicate with each other, such as a LAN, a WAN, or an intranet.
[0028] The server device 30 transmits and receives data to and from the terminal device 40, executes processing in accordance with the player's operation, and provides the execution results to the terminal device 40. More specifically, the server device 30 may execute processes such as downloading programs (applications) to the terminal device 40, logging in players, and managing various databases.
[0029] As an example, the server device 30 may be realized by cloud computing. Although the diagram illustrates an example in which the server device 30 is a single device, the server device 30 may perform the above-described processing in a distributed manner across multiple devices. Furthermore, the diagram illustrates an example in which the game to be played is provided as an online game, but this is not limiting. If the game to be played can be played offline, the game system 10 may not include the server device 30. In other words, in the present disclosure, the server device 30 is not a required component.
[0030] The terminal device 40 is a device on which a player plays a game that the player wishes to play. In this figure, a case where the terminal device 40 is a smartphone is shown as an example. However, the terminal device 40 may be any device on which the player can play a game that the player wishes to play, such as a mobile phone, a tablet terminal, a laptop computer, an all-in-one PC, a tablet PC, or a portable game console.
[0031] From here on, a case where the terminal device 40 is the information processing device 100 according to this embodiment will be described as an example. However, this is not limited to this, and the server device 30 may also be the information processing device 100 according to this embodiment. In other words, part or all of the information processing according to this embodiment may be processed on the terminal side or on the network side.
[0032] 2 is a diagram showing an example of the hardware configuration of an information processing device 100 according to this embodiment. The information processing device 100 includes a processor 101, a ROM (Read Only Memory) 102, a RAM (Random Access Memory) 103, a storage 104, a communication interface 105, and a user interface 106. These components are connected via a bus 109 so as to be able to communicate with each other.
[0033] The processor 101 executes various programs and controls each component. The ROM 102 stores various programs and various data. The RAM 103 temporarily stores programs or data as a working area. The storage 104 is configured with an HDD (Hard Disk Drive) or SSD (Solid State Drive) and stores various programs including the operating system and various data.
[0034] In the information processing device 100 according to this embodiment, an information processing program is stored in the ROM 102 or the storage 104. The processor 101 reads the information processing program from the ROM 102 or the storage 104 and executes it using the RAM 103 as a working area, thereby controlling each component and executing various arithmetic processing in accordance with the information processing program.
[0035] The communication interface 105 is an interface that enables the information processing device 100 to communicate with other devices. The user interface 106 is an input / output interface that enables the information processing device 100 to exchange information with a user, i.e., a player. The user interface 106 may include a touch panel, keyboard, microphone, etc. as input devices, and may include a monitor, speaker, etc. as output devices.
[0036] 3 is a diagram showing an example of the functional configuration of the information processing device 100 according to this embodiment. The information processing device 100 includes a receiving unit 110, an assigning unit 120, and a display unit .
[0037] The receiving unit 110 receives, from a player, an input of an adjustment instruction, which is an instruction to adjust a variable value, which is a value by which the performance value before one match is increased or decreased depending on the result of one match.
[0038] Here, a match is not limited to a battle-style contest, but may be a competition or a game-style contest, etc. Also, a match is not limited to a one-on-one contest, but may be a simultaneous contest between multiple people, a team battle, etc. A single match may refer to a contest in the smallest unit, or may refer to a contest of any group.
[0039] The result of a single battle may mean, but is not limited to, whether the battle resulted in a win or a loss. For example, even if the battle does not result in a clear winner or loser, the result of the battle may be any factor that can increase or decrease the achievement value, such as the acquisition of a special item.
[0040] An achievement value is a value that serves as an indicator of match performance. The term achievement value varies depending on the game, and may be called, for example, a rating, ranking, points, level, or score. A player's achievement value may refer to an achievement value assigned to each player, an achievement value assigned to each character used by the player, or any achievement value associated with the player. Achievement values are used continuously across multiple matches and may increase or decrease with each match, but may also be reset when a predetermined condition is met. For example, achievement values may be reset every season. Such achievement values may refer to a value that is made public to players, a so-called public rating. A public rating may be distinguished from a so-called internal rating. Here, an internal rating is a value that is not made public to players and is used as an indicator when matching players with opponents of similar skill.
[0041] The performance value before one match is a performance value that serves as a reference for fluctuations in the performance value after one match. The fluctuation value, which is the amount by which the performance value before one match is increased or decreased, may be a value calculated internally by a computer taking into account multiple factors for each match, or may be a predetermined fixed value. For example, the fluctuation value may be calculated relative to the performance values of all players playing the game, may be calculated taking into account the difference in performance value between the player and the opponent, or may be calculated taking into account an internal rating. Furthermore, for example, the fluctuation value may be a value based on performance in the match, or may be a value predetermined for each match.
[0042] Making an adjustment to a variation value means modifying the variation value to change its magnitude before adding or subtracting it from the performance value to display the performance value after a match to the player. This specification mainly uses as an example a case where making an adjustment to a variation value means multiplying the variation value by a value other than 1. Multiplying the variation value by a value other than 1 means changing the multiplier from 1 to another multiplier, assuming that the multiplier for the variation value before the adjustment is 1. However, making an adjustment to a variation value is not limited to changing such a multiplier, and may be any adjustment that increases or decreases the variation value. For example, making an adjustment to a variation value may be adding a predetermined value to the variation value. For example, making an adjustment to a variation value may be subtracting a predetermined value from the variation value. For example, making an adjustment to a variation value may be dividing the variation value by a predetermined value.
[0043] Furthermore, the receiving unit 110 receives an input of an instruction to cancel the adjustment to the variable value.
[0044] Here, the instruction to cancel the adjustment to the variable value is an input for canceling an adjustment instruction that has been input once.
[0045] The granting unit 120 grants the player the right to input an adjustment instruction.
[0046] Here, the right to input an adjustment instruction is a right that allows a player who wants to make an adjustment to a variable value to input an adjustment instruction.
[0047] The display unit 130 displays the performance value after one match.
[0048] Here, the performance value after one match is a performance value that has increased or decreased depending on the result of one match.
[0049] The information processing executed by the information processing device 100 will be described in detail using the flow of FIG. 4 and with reference to FIGS. 5 to 9 as appropriate.
[0050] 4 is a diagram showing an example of the flow of information processing executed by the information processing device 100 according to this embodiment. This flow is executed by the processor 101 reading out an information processing program from the ROM 102 or the storage 104, expanding it in the RAM 103, and executing it.
[0051] In step S201, processor 101 functions as granting unit 120 to determine whether an opportunity has arisen to grant a player the right to input an adjustment instruction.
[0052] For example, the trigger for granting the player the right to input adjustment instructions is the arrival of a date and time set to grant the player the right to input adjustment instructions at a predetermined frequency. Assume that 9:00 AM each day is set as the update date and time to grant the player the right to input adjustment instructions once a day as a daily bonus. In this case, the granting unit 120 determines that the trigger for granting the player the right to input adjustment instructions has occurred when the time reaches 9:00 AM. While the predetermined frequency is once a day in the example, it is not limited to this and may be any frequency, such as twice a week or five times a month. In this way, the information processing device 100 according to this embodiment can grant the player the right to input adjustment instructions at a predetermined frequency, thereby encouraging the player to play the game regularly.
[0053] For example, the trigger for granting the player the right to input adjustment instructions is the satisfaction of a predetermined condition. The predetermined condition may be logging in during a campaign period, creating an account and logging in within a certain period of time, or logging in within a certain period of time after the trigger for granting the player the right to input adjustment instructions occurs. The predetermined condition may also be clearing the game or making a payment. In this way, the information processing device 100 according to this embodiment can grant the player the right to input adjustment instructions when the predetermined condition is satisfied. Therefore, the information processing device 100 according to this embodiment can encourage the player to take actions that satisfy the predetermined criteria, thereby stimulating the player's desire to play.
[0054] Here, the predetermined condition may be that the results of matches preceding a given match increase the achievement value by a predetermined number of consecutive times. For example, the predetermined condition may be that a player wins three matches in a row before a given match. In this case, the granting unit 120 determines that an opportunity to grant the player the right to input an adjustment command has occurred when the player wins three matches in a row before a given match. In this way, the information processing device 100 according to this embodiment can grant the player the right to input an adjustment command when the achievement value increases by a predetermined number of consecutive times. Therefore, the information processing device 100 according to this embodiment can further increase the player's motivation to play by granting them an opportunity to increase the achievement value.
[0055] Alternatively, the predetermined condition may be that the results of matches preceding a given match have consecutively decreased the achievement value by a predetermined number of times or more. For example, the predetermined condition may be that a player loses five matches in a row before a given match. In this case, the granting unit 120 determines that an opportunity to grant the player the right to input an adjustment command has occurred when the player has lost five matches in a row before a given match. In this way, the information processing device 100 according to this embodiment can grant the player the right to input an adjustment command when the condition that the achievement value has consecutively decreased by a predetermined number of times or more is satisfied. Therefore, the information processing device 100 according to this embodiment can restore the player's motivation to play by granting them an opportunity to regain the lost achievement value.
[0056] If it is determined in step S201 that an opportunity to grant the player the right to input an adjustment instruction has occurred, processor 101 proceeds to step S202.
[0057] In step S202, processor 101 grants the player the right to input an adjustment instruction.
[0058] The right to input adjustment instructions is granted to a player in the form of, for example, a reward, a benefit, a bonus, a ticket, a card, an item, etc. With the right to input adjustment instructions, at least one of the number of times adjustment instructions can be given based on the right, the validity period of the right, and the content of adjustments that can be given based on the right is set.
[0059] Processor 101 may grant a player the right to input an adjustment instruction at a predetermined frequency. The right granted at the predetermined frequency may be a right with different content each time it is granted, or may be the same right. Now, reference is made to FIG. 5.
[0060] 5 is a diagram showing an example of a screen displayed when the information processing device 100 according to this embodiment grants a player the right to input adjustment instructions. This diagram shows a screen displayed when the information processing device 100 according to this embodiment grants a player a daily bonus that is granted once a day, as an example of a screen displayed when the information processing device 100 according to this embodiment grants a player the right to input adjustment instructions at a predetermined frequency. This screen is displayed after logging in, and displays a window 220 that reads "Daily Bonus!" and "Rate multiplier selection up to three times a day."
[0061] In this daily bonus, the number of times that adjustment instructions can be issued based on the daily bonus is set to three. The valid period of the daily bonus is set to one day. The adjustment content that can be issued based on the daily bonus is set to "rate multiplier selection." The adjustment content "rate multiplier selection" may mean, for example, that the multiplier can be changed to a multiplier selected from the standard settings of "0.5x," "1.5x," or "2x." In this example, there is no limit on the number of times that "0.5x," "1.5x," or "2x" can be issued; selecting any of these multipliers consumes one use. However, depending on the rights, there may be a limit on the number of times that each selectable adjustment instruction can be issued.
[0062] Processor 101 may grant the player the right to input an adjustment instruction when a predetermined condition is met. Referring now to FIG.
[0063] 6 is a diagram showing another example of a screen when the information processing device 100 according to the present embodiment grants a player the right to input an adjustment instruction. This diagram shows, as an example, a screen when the information processing device 100 according to the present embodiment grants a first-time bonus that is granted when the player creates an account and logs in within a certain period of time. This screen is displayed after logging in, and displays a window 230 indicating "First-time bonus!" and "Rating multiplier change to 5x for 5 times only."
[0064] The number of times that adjustment instructions can be given based on this initial bonus is set to 5. The period during which the initial bonus is valid is not set. The adjustment that can be given based on the initial bonus is set to increase the fluctuation value by 5 times.
[0065] Here, the adjustment that can be instructed based on the right granted when a predetermined condition is satisfied may be an adjustment that allows a larger increase in the variable value compared to the adjustment that can be instructed based on the right granted at a predetermined frequency. For example, the multiplier change that can be instructed based on the daily bonus shown in FIG. 5 is "0.5x," "1.5x," or "2x," while the multiplier change that can be instructed based on the first-time bonus shown in FIG. 6 is "5x." In other words, the multiplier change that can be instructed based on the right granted to a player who has recently created an account allows a higher multiplier change compared to the multiplier change that can be instructed based on the right granted to a player periodically. Thus, according to the information processing device 100 of this embodiment, a right that is different from the right granted periodically can be granted when a predetermined condition is satisfied, thereby stimulating the player's motivation to play. Furthermore, according to the information processing device 100 of this embodiment, the mental burden that a player who has recently created an account must steadily play multiple games in order to achieve an achievement value appropriate for their skill can be reduced.
[0066] Next, the processor 101 proceeds to step S203.
[0067] In step S203, processor 101, functioning as reception unit 110, receives an input of an adjustment instruction from a player before the result of one match is determined.
[0068] In this embodiment, the input of adjustment instructions received by processor 101 is described as an input of adjustment instructions based on the rights granted in step S202. However, in another embodiment, the input of adjustment instructions received may be an input of adjustment instructions unrelated to such rights. For example, the input of adjustment instructions received may be an input based on a setting item provided as a standard selectable item in the game.
[0069] Processor 101 may temporarily accept the input of an adjustment instruction as one stage. For example, accepting the input of an adjustment instruction before the result of one match is determined may mean temporarily accepting the input of an adjustment instruction at any stage before the result of one match is determined. Furthermore, processor 101 may accept the input of an adjustment instruction over a certain period of time. For example, accepting the input of an adjustment instruction before the result of one match is determined may mean ending the acceptance of the input of an adjustment instruction at any time before the result of one match is determined. When the acceptance of the input of an adjustment instruction is to be over a certain period of time, processor 101 may start the acceptance when, for example, an operation to select to play a ranked match is performed.
[0070] For example, before the outcome of a battle is determined refers to before predetermined information about the opponent is displayed. The predetermined information about the opponent is one factor that a player's knowledge of can affect the odds of winning. Examples of the predetermined information about the opponent include the character, weapon, or vehicle used by the opponent in the battle, the items or cards held by the opponent, or a rank indicating the opponent's skill. The processor 101 accepts an adjustment instruction input from the player before such information about the opponent is displayed, for example, while waiting for matching. In a game in which characters fight each other, compatibility exists between characters with different attributes, etc., and whether the character used by the opponent in the battle is likely to beat the character used by the player in the battle affects the player's chances of winning. Thus, the information processing device 100 according to this embodiment provides the player with an opportunity to change the achievement value when factors that can affect the odds of winning are uncertain, thereby improving the enjoyment of the game.
[0071] As another example, "before the result of a match is determined" refers to before a predetermined operation related to the match content is performed. A predetermined operation related to the match content is an operation related to the match content that determines an element that a player's knowledge of can affect the odds of winning. An example of a predetermined operation related to the match content is an operation to select and determine a player's own card from among cards dealt. An example of a predetermined operation related to the match content is an operation to select and determine a character, weapon, vehicle, hand, or item that a player will use. An example of a predetermined operation related to the match content is an operation to confirm settings related to the rules of the match. An example of a predetermined operation related to the match content is an operation to confirm a random element such as a roulette or dice roll. Before such an operation related to the match content is performed, for example, in a card game, processor 101 accepts an input of an adjustment instruction from the player before accepting a card selection from the player. Even if it is not clear at the time the player performs the operation how the operation will affect the match result, the element selected by the operation may affect the odds of winning at some point after the operation. For example, the odds of winning a match may change when the player arranges the selected cards in his / her own hand. For example, the odds of winning a match may change when the opponent's character, weapon, item, etc. are identified and compared with those selected by the player. For example, the odds of winning a match may change when it is determined whether the rules of the match are advantageous to the player. In this way, the information processing device 100 according to this embodiment can provide the player with an opportunity to change the achievement value even when no operation that may affect the odds has yet been performed, thereby improving the enjoyment of the game.
[0072] As another example, "before the result of a match is determined" refers to a time before a predetermined time has elapsed since the start of a match. The predetermined time after the start of a match refers to a time during which the outcome of the match is not yet certain. For example, in a game in which the average time from the start to the end of a match is about two minutes, adjustment instructions are accepted from the player until 10 seconds have elapsed since the start of the match. During these 10 seconds, the opponent's movements are observed to predict the player's likelihood of winning the match, but at 10 seconds after the start, the actual outcome of the match is not yet fully certain. Thus, the information processing device 100 according to this embodiment provides the player with an opportunity to change the achievement value while the outcome of the match is uncertain, thereby improving the enjoyment of the game. Reference is now made to FIG. 7.
[0073] FIG. 7 is a diagram showing an example of a screen displayed when the information processing device 100 according to this embodiment accepts input of an adjustment instruction. This diagram shows, as an example, a screen displayed when the information processing device 100 according to this embodiment accepts input of an adjustment instruction so that a player can select and input an adjustment instruction from a plurality of candidates indicating different adjustment sizes. This screen is a screen for performing "rate adjustment." This screen is displayed, for example, after the "rate adjustment" button is selected from among the "character selection" button, "item selection" button, and "rate adjustment" button on a screen displayed after "ranked match" is selected.
[0074] A "Daily Bonus" button 300 and a "First-Time Bonus" button 310 are arranged as a menu on the screen. Selecting the "Daily Bonus" button 300 displays a window 350 showing options for selecting a rate multiplier based on the daily bonus. To the right of window 350 is a visual representation 351 indicating "3 remaining," which indicates the remaining number of times a rate multiplier can be selected based on the daily bonus. In window 350, a "0.5x" button 352, a "1.5x" button 353, and a "2x" button 354 are selectable. Selecting the "1.5x" button 353 displays a message 360 at the bottom of the screen stating, "The rate fluctuation will be multiplied by 1.5 whether you win or lose the match." A "Back" button 370 and a "Confirm" button 380 are displayed at the top of the screen. Selecting the "Confirm" button 380 with the "1.5x" button 353 selected results in a command to set the rate to 1.5x.
[0075] In this example, the player can select the desired magnification from three options: "0.5x" button 352, "1.5x" button 353, and "2x" button 354. In this way, processor 101 may accept input of an adjustment instruction so that the player can select and input from multiple options indicating adjustments of different magnitudes.
[0076] The adjustment instruction may be received by the processor 101 through a button for receiving input of an instruction to multiply a variable value by a specific value, or may be received by the processor 101 through a button that abstractly indicates the adjustment instruction.
[0077] Here, the adjustment instruction may be an instruction to adjust the variable value so that the decrease in the performance value from the pre-match performance value is smaller only when the result of a match is a decrease in the performance value. For example, the adjustment instruction may be an instruction to leave the variable value unchanged when the result of a match is an increase in the performance value, and to multiply the variable value by 0.5 when the result of a match is a decrease in the performance value. Such an adjustment instruction may be accepted by the processor 101 through a single button, such as a "practice mode" button. When a player is playing a match intended as practice, it is desirable to reduce the mental burden associated with a decrease in the performance value. The information processing device 100 according to this embodiment can realize the player's desire for a smaller change in the performance value when the performance value decreases.
[0078] The adjustment instruction may be an instruction to adjust the variation value so that the increase in the performance value from the performance value before the match is larger only when the result of a match increases the performance value. For example, the adjustment instruction may be an instruction to increase the variation value by 1.7 times when the result of a match increases the performance value, and to leave the variation value unchanged when the result of a match decreases the performance value. Such an adjustment instruction may be accepted by the processor 101 through a single button, such as a "good form mode" button. When a player is in good form, they may desire a larger variation when the performance value increases, hoping that the performance value will also increase in the next match. The information processing device 100 according to this embodiment can realize such a player's request.
[0079] The adjustment instruction may be an instruction to adjust the variation value so that, if the result of a match is to increase the achievement value, the increase from the achievement value before the match as a result of the adjustment is greater than the decrease from the achievement value before the match as a result of the adjustment. For example, the adjustment instruction may be an instruction to increase the variation value by 1.5 times if the result of a match is to increase the achievement value, or to increase the variation by 0.7 times if the result of a match is to decrease the achievement value. Such an adjustment instruction may be accepted by the processor 101 through a single button, such as a "low risk, high return mode" button. The information processing device 100 according to this embodiment provides the player with an opportunity to vary the achievement value while balancing risk and return, thereby improving the enjoyment of the game. Furthermore, players often desire a large variation in the achievement value after a match when they have little time to devote to the game, as they want to significantly increase their achievement value. The information processing device 100 according to this embodiment provides the player with an opportunity to reflect this desire in the achievement value.
[0080] The adjustment instruction may be an instruction to increase the variable value to a larger value the more times the results of matches preceding a given match have increased the achievement value. For example, the adjustment instruction may be an instruction to release the upper limit of the multiplier when a player selects a multiplier and wins consecutively. Such an adjustment instruction may be accepted by the processor 101 through a single button such as a "double push mode." For example, this button allows a player to select 4x in the next match after winning a match in which 2x has been selected, and allows a player to select 8x in the next match after winning that match. The information processing device 100 according to this embodiment can provide a player with an opportunity to increase their achievement value at an accelerated rate.
[0081] The adjustment instruction may be an instruction to adjust the pre-match performance value by using the increase in the performance value during a predetermined period before the match as the change value. For example, the adjustment instruction may be an instruction to use the increase in the performance value for that day as the change value and multiply the change value by a selected multiplier. Such an adjustment instruction may be accepted by the processor 101 through a single button, such as an "all-in mode" button. For example, assume that a player's rate has increased by 100 points that day, and the player selects "all-in mode" and a multiplier of 2x. In this case, 200 points, calculated by multiplying 100 points by 2, is the adjusted change value to be added to or subtracted from the pre-match performance value depending on the results of the match. The information processing device 100 according to this embodiment provides the player with an opportunity to increase their performance value all at once, thereby improving the enjoyment of the game. Furthermore, players often desire a large change in their performance value after a match when they have little time to play the game, in order to increase their performance value all at once. According to the information processing device 100 of this embodiment, it is possible to give the player an opportunity to reflect this desire in the performance value.
[0082] The processor 101 may accept an adjustment instruction input when a pre-match achievement value satisfies a predetermined criterion. The predetermined criterion may be, for example, that the pre-match achievement value is determined to belong to the beginner or intermediate level. Another predetermined criterion may be, for example, that the pre-match achievement value is in the bottom 75 percent of all players. In other words, the processor 101 does not accept an adjustment instruction input from a player who already has a relatively high achievement value. If an adjustment instruction to further increase the achievement value is accepted from a player who already has a relatively high achievement value, the level of the achievement value of all players may continue to rise, potentially resulting in a decrease in the value of the achievement value. The information processing device 100 according to this embodiment can prevent adverse effects that may occur when unlimited adjustment instruction inputs are accepted.
[0083] The adjustment instruction may be an instruction to adjust only the variation of the performance value of the player who inputs the adjustment instruction. For example, the adjustment instruction may be an instruction not to adjust the variation of the performance value of the opponent. According to the information processing device 100 of this embodiment, it is possible to avoid causing an undesired variation of the performance value of the opponent player.
[0084] However, the adjustment instruction may be an instruction to make adjustments to the variation values of the performance values of players other than the player who inputs the adjustment instruction. For example, when multiple players form a team and play against an opposing team, processor 101 may accept input of an adjustment instruction from one of the multiple players belonging to the team. In this case, the adjustment instruction may be an instruction to make adjustments to the variation values of the performance values of teammates other than the player who input the adjustment instruction.
[0085] Next, the processor 101 proceeds to step S204.
[0086] In step S204, processor 101, functioning as reception unit 110, receives an input of an instruction to cancel adjustment to a variable value before the result of one match is determined.
[0087] In this embodiment, the input of an instruction to cancel the adjustment to the variable value is an input of an instruction that is not based on a special right. For example, when an adjustment instruction is input, it is automatically provided as an opportunity to cancel the adjustment instruction. However, in another embodiment, the input of an instruction to cancel the adjustment to the variable value may be an input of an instruction based on a granted right, similar to the right to input an adjustment instruction described above. In this case, the right to input an instruction to cancel the adjustment to the variable value may be granted at a predetermined frequency or when predetermined conditions are met, similar to the right to input an adjustment instruction described above.
[0088] In addition, if an instruction to cancel making an adjustment to a variable value is input, the right to input one adjustment instruction may be treated as consumed or may be treated as not being consumed.
[0089] The processor 101 may temporarily accept the input of an instruction to cancel making an adjustment to a variable value as one stage. For example, accepting the input of an instruction to cancel making an adjustment to a variable value before the result of a match is determined may mean accepting the input of an instruction to cancel making an adjustment to a variable value at any stage before the result of a match is determined. The processor 101 may also accept the input of an instruction to cancel making an adjustment to a variable value over a certain period of time. For example, accepting the input of an instruction to cancel making an adjustment to a variable value before the result of a match is determined may mean ending the acceptance of the input of an instruction to cancel making an adjustment to a variable value at any time before the result of a match is determined. When the acceptance of the input of an instruction to cancel making an adjustment to a variable value is to be over a certain period of time, the processor 101 may start accepting the input, for example, when an adjustment instruction is input.
[0090] For example, "before the result of a match is determined" refers to a period between when predetermined information about the opponent is displayed and when the result of the match is determined. For example, "a period between when predetermined information about the opponent is displayed and when a predetermined time has elapsed since the start of the match" may refer to a period before a predetermined time has elapsed since the start of the match. Details of the predetermined information about the opponent are as described above. The processor 101 accepts an input of an instruction to cancel adjustments to the variable values, for example, after the matched opponent is displayed and before 20 seconds have elapsed since the start of the match. The information processing device 100 according to this embodiment can provide a player with an opportunity to cancel adjustments to the variable values. Furthermore, the information processing device 100 according to this embodiment can improve the enjoyment of the game by allowing a player to cancel adjustments to the variable values after learning factors that may affect the odds of winning, even when the outcome of the match is uncertain.
[0091] As another example, "before the result of a match is determined" refers to a period between a predetermined operation related to the match content and a time before the result of the match is determined. For example, "a time before the result of a match is determined" may refer to a period before a predetermined time has elapsed since the start of the match. Details of the predetermined operation related to the match content are as described above. For example, in a card game, the processor 101 accepts an input of an instruction to cancel adjustments to the variable values after accepting a card selection from a player and before 20 seconds have elapsed since the start of the match. According to the information processing device 100 of this embodiment, even if an operation that may affect the odds of winning is performed at some point, the player can cancel adjustments to the variable values when the outcome of the match is uncertain. Therefore, the information processing device 100 of this embodiment can improve the entertainment value of the game. Reference is now made to FIG. 8.
[0092] 8 is a diagram showing an example of a screen when the information processing device 100 according to this embodiment accepts input of an instruction to cancel adjustment to the variable value. This diagram shows, as an example, a screen on which the information processing device 100 according to this embodiment displays a button for accepting input of an instruction to cancel rate adjustment for 20 seconds from the start of a match. This screen is, for example, a screen displayed 10 seconds after the start of a match after matching is completed.
[0093] On the screen, a "Cancel Rate Adjustment" button 400 and a visual representation 410 showing a countdown saying "10 seconds remaining" are displayed. As a result of selecting the "Cancel Rate Adjustment" button 400, a window 420 is displayed showing "Cancel rate adjustment?", a "Yes" button 421, and a "No" button 422. When the "Yes" button 421 is selected, an instruction to cancel the adjustment to the variation value is input. In this way, the information processing device 100 according to this embodiment makes it possible for the player to cancel the adjustment to the variation value as part of a strategy for changing the achievement value.
[0094] Next, the processor 101 proceeds to step S205.
[0095] In step S205, processor 101, functioning as display unit 130, determines whether the result of one match will increase the achievement value.
[0096] Specifically, processor 101 determines whether the result of a single match will increase or decrease the achievement value. Processor 101 may determine whether the result of a single match will increase or decrease the achievement value based on whether the match resulted in a win or loss. However, processor 101 may also determine whether the result of a single match will increase or decrease the achievement value based on factors other than whether the match resulted in a win or loss.
[0097] If processor 101 determines that the result of one match will increase the achievement value, it proceeds to step S206. If processor 101 determines that the result of one match will decrease the achievement value, it proceeds to step S207.
[0098] In step S206, the processor 101 determines whether to adjust the fluctuation value by the amount increased from the performance value as the display unit 130.
[0099] Specifically, processor 101 determines whether to adjust the variation value by an amount to be increased from the achievement value, based on whether an adjustment instruction has been input. Processor 101 further determines whether to adjust the variation value by an amount to be increased from the achievement value, based on whether the input adjustment instruction is an instruction to adjust the variation value when the result of a match is to increase the achievement value. Processor 101 still further determines whether to adjust the variation value by an amount to be increased from the achievement value, based on whether an instruction to cancel the adjustment to the variation value has been input.
[0100] When an adjustment instruction is input, the input adjustment instruction is an instruction to adjust the variation value when the result of a match is to increase the achievement value, and an instruction to cancel the adjustment to the variation value has not been input, processor 101 determines to adjust the variation value by an amount that increases the achievement value. In this case, processor 101 proceeds to step S208.
[0101] When an adjustment instruction has not been input, processor 101 determines not to adjust the variation value by an amount to be increased from the performance value. Furthermore, when an adjustment instruction has been input but the input adjustment instruction is not an instruction to adjust the variation value when the result of a single match is to increase the performance value, processor 101 determines not to adjust the variation value by an amount to be increased from the performance value. An example of a case in which the input adjustment instruction is not an instruction to adjust the variation value when the result of a single match is to increase the performance value is when the input adjustment instruction is an instruction accepted via the "practice mode" button described above. Furthermore, when an adjustment instruction has been input but an instruction to cancel the adjustment to the variation value has been input, processor 101 determines not to adjust the variation value by an amount to be increased from the performance value. In either of these cases, processor 101 proceeds to step S209.
[0102] In step S207, the processor 101 determines whether to adjust the fluctuation value by the amount that is to be decreased from the performance value as the display unit 130.
[0103] Specifically, processor 101 determines whether to adjust the variation value by an amount to be subtracted from the performance value, based on whether an adjustment instruction has been input. Processor 101 determines whether to adjust the variation value by an amount to be subtracted from the performance value, based also on whether the input adjustment instruction is an instruction to adjust the variation value when the result of a match is to reduce the performance value. Processor 101 determines whether to adjust the variation value by an amount to be subtracted from the performance value, based also on whether an instruction to cancel the adjustment to the variation value has been input.
[0104] When an adjustment instruction is input, the input adjustment instruction is an instruction to adjust the variation value when the result of a match is to decrease the performance value, and an instruction to cancel the adjustment to the variation value has not been input, processor 101 determines to adjust the variation value by the amount to be decreased from the performance value. In this case, processor 101 proceeds to step S210.
[0105] When an adjustment instruction has not been input, processor 101 determines not to adjust the variation value by the amount to be subtracted from the performance value. Furthermore, when an adjustment instruction has been input but the input adjustment instruction is not an instruction to adjust the variation value when the result of a single match is to reduce the performance value, processor 101 determines not to adjust the variation value by the amount to be subtracted from the performance value. An example of an instruction not to adjust the variation value when the result of a single match is to reduce the performance value is when the input adjustment instruction is an instruction accepted via the "good performance mode" button described above. Furthermore, when an adjustment instruction has been input but an instruction to cancel the adjustment to the variation value has been input, processor 101 determines not to adjust the variation value by the amount to be subtracted from the performance value. In either of these cases, processor 101 proceeds to step S211.
[0106] In step S208, processor 101 adds the adjusted value of the variable value to the performance value before one match and displays the result as the performance value after one match on display unit 130. Here, reference is made to FIG.
[0107] 9 is a diagram showing an example of a screen when the information processing device 100 according to the present embodiment displays the performance values after a match. This diagram shows, as an example, a screen when the information processing device 100 according to the present embodiment displays, as a post-match rating, a value obtained by adding an adjustment for the rate fluctuation to the rate before a match. This screen is displayed when the match is decided and the result is confirmed.
[0108] On the screen, a window 500 showing information about player A and a window 600 showing information about player B are displayed. Window 500 displays "WIN" indicating that player A won, "100p x 5 up" indicating that 100 points multiplied by 5 will be added to the rating, and "Latest rating 1500p" indicating the rating after the match. Window 600 displays "LOSE" indicating that player B lost, "100p down" indicating that 100 points will be subtracted from the rating, and "Latest rating 900p" indicating the rating after the match.
[0109] For example, player A's pre-match rating may be 1000 points, and player A may input an adjustment command to increase the variable rating by 5 times regardless of the outcome of the match. If player A wins the match, the variable rating may be set to 100 points. In this case, as shown in FIG. 9 , 100 points multiplied by 5 (500 points) is added to 1000 points, resulting in a total of 1500 points, displayed as the post-match rating. If player A had not input the adjustment command, the post-match rating would have been 1100 points. However, due to player A's input of the adjustment command, the rating has increased to 1500 points, which is greater than 1100 points. Thus, with the information processing device 100 according to this embodiment, the player can realize that their performance value has changed in accordance with their strategy.
[0110] In addition, the opponent's display screen may also display information that indicates that an adjustment has been made to the variable value.
[0111] In step S209, processor 101 causes display unit 130 to display the value obtained by adding the fluctuation value to the performance value before one match as the performance value after one match. For example, if a player's rating before the match is 1000 points, the player may not input an adjustment command, the player wins the match, and the fluctuation in the rating may be determined as 100 points. In such a case, 100 points added to 1000 points, or 1100 points, is displayed as the post-match rating.
[0112] In step S210, processor 101 causes display unit 130 to display a post-match performance value obtained by subtracting the adjusted value for the variable from the performance value before the match. For example, if a player's pre-match rating is 1000 points, and the player inputs an adjustment command to increase the variable rating by 5 times regardless of the match outcome, the player may lose the match and the variable rating may be reset to 100 points. In this case, 100 points multiplied by 5 (500 points) is subtracted from 1000 points to display the post-match rating as 500 points. If player A had not input the adjustment command, the post-match rating would have been 900 points. However, due to player A's input of the adjustment command, the rating is reduced to 500 points, which is less than 900 points. In this way, according to information processing device 100 of this embodiment, the player realizes that he or she was unable to increase the performance value according to his or her strategy and can use this knowledge to improve his or her next strategy.
[0113] In step S211, processor 101 causes display unit 130 to display a value obtained by subtracting the fluctuation value from the performance value before one match as the performance value after one match. For example, if a player's rating before the match is 1000 points, the player may not input an adjustment command, the player may lose the match, and the fluctuation in the rating may be determined as 100 points. In such a case, 900 points, which is 100 points subtracted from 1000 points, is displayed as the performance value after the match.
[0114] Although possible embodiments have been shown as examples, the above-described embodiments can be modified in various ways or applied to various uses.
[0115] In addition, in the above embodiments, the term "processor" refers to a processor in a broad sense, and includes general-purpose processors (e.g., CPU: Central Processing Unit, etc.) and dedicated processors (e.g., GPU: Graphics Processing Unit, ASIC: Application Specific Integrated Circuit, FPGA: Field Programmable Gate Array, programmable logic device, etc.).
[0116] The program may be provided by a computer-readable non-transitory recording medium such as a USB (Universal Serial Bus) memory, a flexible disk, or a CD-ROM (Compact Disc Read Only Memory), or may be provided online via a network such as the Internet. In this case, the program recorded on the computer-readable non-transitory recording medium is typically transferred to and stored in a memory or storage device. The program may be provided as standalone application software, or may be incorporated into the software of each device as a function of the device.
[0117] The program of the present application can be provided as a program product. The program product includes any product for providing the program. For example, the program product includes a program provided over a network such as the Internet, and a non-transitory computer-readable recording medium such as a CD-ROM or DVD on which the program is stored.
[0118] Furthermore, the operations of the processors in the above embodiments may not only be performed by a single processor, but may also be performed by multiple processors located at physically separate locations working together. Furthermore, the order of the operations of the processors is not limited to the order described in the above embodiments, and may be changed as appropriate.
[0119] Furthermore, although the information processing device 100 in this embodiment has been described as being configured by a single device as an example, it may be configured by a plurality of devices.
[0120] Furthermore, the processing performed by the information processing device 100 according to the above embodiment may be processing performed by software, processing performed by hardware, or a combination of both. Furthermore, the processing performed by each unit of the information processing device 100 may be stored as a program on a storage medium and distributed.
[0121] Furthermore, the present disclosure is not limited to the above, and it goes without saying that various modifications can be made without departing from the spirit of the present disclosure. [Explanation of symbols]
[0122] 10. Game System 20. Means of communication 30 Server device 40 Terminal Equipment 100 Information processing device 101 processors 102 ROM 103 RAM 104 Storage 105 Communication Interface 106 User Interface 109 Bus 110 Reception 120 Granting Department 130 Display section
Claims
1. On the computer, In a game where the achievement value, which is an indicator of match performance, changes depending on the match results, Accepting, from a player before the result of one match is determined, an input of an adjustment instruction which is an instruction to adjust a variable value which is a value by which the variable value is increased or decreased from the performance value before the one match according to the result of the one match. An information processing program that executes processing including the above.
2. The adjustment to the variation value is multiplying the variation value by a value different from 1. The information processing program according to claim 1 .
3. The computer the input of an instruction to make an adjustment to increase the variable value to a larger value as the number of times that the results of matches preceding the one match have increased the performance value increases is accepted as the input of the adjustment instruction; 3. The information processing program according to claim 1.
4. The adjustment instruction is an instruction to adjust the variable value so that one of the value by which the performance value increases from the performance value before the one match as a result of the adjustment when the result of the one match increases the performance value and the value by which the performance value decreases from the performance value before the one match as a result of the adjustment is greater than the other.
3. The information processing program according to claim 1.
5. The process to be executed by the computer is granting the player the right to input the adjustment instructions at a predetermined frequency; or granting said rights to said player if predetermined conditions are met; and In the right, at least one of the number of times the adjustment instruction can be given based on the right, the valid period of the right, and the content of the adjustment that can be given based on the right is set.
3. The information processing program according to claim 1.
6. The predetermined condition is that the results of the matches preceding the one match increase the performance value a predetermined number of times or more in succession, or that the results of the matches preceding the one match decrease the performance value a predetermined number of times or more in succession. The information processing program according to claim 5 .
7. an adjustment that can be instructed based on the right granted when the predetermined condition is satisfied is an adjustment that can increase the variable value to a larger value than an adjustment that can be instructed based on the right granted at the predetermined frequency; The information processing program according to claim 5 .
8. The computer accepting input of the adjustment instruction before predetermined information about the opponent is displayed, before a predetermined operation about the match content is performed, or before a predetermined time has elapsed since the start of the one match; 3. The information processing program according to claim 1.
9. The process to be executed by the computer is Accepting an input of an instruction to cancel the adjustment to the variable value before the result of the one match is determined. Further comprising:
3. The information processing program according to claim 1.
10. the adjustment instruction is an instruction to adjust the variation value by using, as the variation value, a value of the performance value before the one match that has increased within a predetermined period before the one match, 3. The information processing program according to claim 1.
11. The process to be executed by the computer is After the result of the one match is determined, a value obtained by adjusting the variable value is added to or subtracted from the performance value before the one match according to the result of the one match, and the result is displayed as the performance value after the one match. Further comprising:
3. The information processing program according to claim 1.
12. the adjustment instruction is an instruction to adjust only a variation value of the performance value of the player who inputs the adjustment instruction; 3. The information processing program according to claim 1.
13. The computer accepting input of the adjustment instruction when the performance value before the one match satisfies a predetermined standard; 3. The information processing program according to claim 1.
14. The computer In a game where the achievement value, which is an indicator of match performance, changes depending on the match results, Accepting, from a player before the result of one match is determined, an input of an adjustment instruction which is an instruction to adjust a variable value which is a value by which the variable value is increased or decreased from the performance value before the one match according to the result of the one match. An information processing method that performs processing including the above.
15. a processor; The processor: In a game where the achievement value, which is an indicator of match performance, changes depending on the match results, receiving, from a player before the result of one match is finalized, an input of an adjustment instruction which is an instruction to adjust a variable value which is a value by which the variable value is increased or decreased from the performance value before the one match in accordance with the result of the one match; Information processing device.
Citation Information
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