System and Program
The system facilitates object exchange among multiple players by using selected and desired object acquisition and owner determination, enhancing engagement and fairness in obtaining rare objects.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-08-22
- Publication Date
- 2026-03-06
AI Technical Summary
There is a demand for a new system and program that facilitates the exchange of objects, such as characters, between multiple players in a game environment.
A system comprising one or more computers with selected object acquisition, ranking assignment, desired object acquisition, and owner determination means, which allows players to select and exchange objects based on assigned turns and ranks, with billing and display control functionalities.
Enables a fair and engaging object exchange process among players, providing opportunities to obtain rare and difficult-to-obtain objects, while maintaining game balance and ensuring player participation.
Smart Images

Figure 2026037628000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a system and a program. [Background technology]
[0002] As an invention related to a conventional system, for example, a game processing method described in Patent Document 1 is known. Patent Document 1 discloses a method in which players exchange items or characters with each other. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2023-047554 Summary of the Invention [Problem to be solved by the invention]
[0004] Meanwhile, there is a demand for a new system for exchanging objects between multiple players.
[0005] SUMMARY OF THE INVENTION It is therefore an object of the present invention to provide a new system and program for exchanging objects among multiple players. [Means for solving the problem]
[0006] The first aspect is A system comprising one or more computers, the one or more computer control devices include a selected object acquisition means, a ranking assignment means, a desired object acquisition means, and an owner determination means; the selected object acquisition means acquires a plurality of pieces of selected object information indicating selected objects selected by each of a plurality of players from one or more objects owned by the player; the turn assignment means assigns a turn to each of the plurality of players; the desired object obtaining means obtains a plurality of pieces of desired object information indicating desired objects selected by each of the plurality of players from among the plurality of selected objects based on the order assigned by the order assigning means; the owner determination means changes the players who own the desired objects based on the desired object information. It is a system.
[0007] The second aspect is each of the plurality of selected objects is a reward randomly selected from a reward list including a plurality of predetermined types of objects in accordance with the actions of the plurality of players; 1 is a system according to the first aspect.
[0008] The third aspect is each of the one or more objects owned by each of the plurality of players belongs to one of a plurality of ranks; Each of the plurality of players selects an object belonging to a specific rank as the selected object. A system according to the first or second aspect.
[0009] The fourth aspect is a first level is set for each of the one or more objects owned by each of the plurality of players, the first level changing in response to the use of the object by the plurality of players in the game; the owner determination means sets first levels of the plurality of desired objects to initial values; The system according to any one of the first to third aspects.
[0010] The fifth aspect is a first level is set for each of the one or more objects owned by each of the plurality of players, the first level changing in response to the use of the object by the plurality of players in the game; the owner determination means does not change the first level of the plurality of desired objects; The system according to any one of the first to third aspects.
[0011] The sixth aspect is a first level is set for each of the one or more objects owned by each of the plurality of players, the first level changing in accordance with the use of the object by each of the plurality of players in the game; a second level is set for each of the plurality of players, the second level changing as the plurality of players play the game; the owner determination means determines first levels of the plurality of desired objects based on second levels of the one or more players who own the plurality of desired objects; The system according to any one of the first to third aspects.
[0012] The seventh aspect is the one or more computer control devices further include a billing means; the billing means performs billing processing for players registered in the game; the selected object obtaining means obtains the plurality of pieces of object information indicating the selected objects selected by each of the plurality of players for which the charging process has been performed. A system according to any one of the first to sixth aspects.
[0013] The eighth aspect is each of the one or more objects owned by each of the plurality of players belongs to one of a plurality of ranks; the order assigning means assigns an order to each of the plurality of players based on the rank of the selected object. A system according to any one of the first to seventh aspects.
[0014] The ninth aspect is the server and the plurality of player terminals are the one or more computers; the control device of the plurality of player terminals includes a display control means; the plurality of player terminals are operated by the plurality of players; when displaying information about the desired object, the display control means displays that the desired object is an object whose owner has been determined by the owner determination means. A system according to any one of the first to eighth aspects.
[0015] The tenth aspect is The program causes the control device of the computer to execute a selected object transmitting means and a desired object transmitting means, the selected object transmitting means causes the server to transmit selected object information indicating a selected object selected by the first player from one or more objects owned by the first player; The server can assign a turn to each of a plurality of players including the first player, the desired object transmitting means transmits to the server desired object information indicating a desired object selected by the first player from among the plurality of selected objects based on the order assigned by the server; the server can change the players who own the desired objects based on a plurality of pieces of desired object information including the desired object selected by the first player; It is a program. [Effects of the Invention]
[0016] According to the present disclosure, a new system and program for exchanging objects between multiple players can be provided. [Brief explanation of the drawings]
[0017] [Figure 1] FIG. 1 is a block diagram of systems 1, 1a to 1e. [Figure 2] FIG. 2 is a block diagram of the first player terminal 10-1. [Figure 3] FIG. 3 is a block diagram of the server 110. [Figure 4] FIG. 4 is a flowchart of the process executed by the control device 12 of the first player terminal 10-1 and the process executed by the control device 112 of the server 110. [Figure 5] FIG. 5 is an explanatory diagram showing the exchange of information between the first player terminal 10-1 to the fifth player terminal 10-5 and the server 110. As shown in FIG. [Figure 6] FIG. 6 shows an image displayed on the display 20 of the first player terminal 10-1. [Figure 7] FIG. 7 is an explanatory diagram showing the exchange of information between the first player terminal 10-1 to the fifth player terminal 10-5 and the server 110. As shown in FIG. [Figure 8] FIG. 8 is an explanatory diagram showing the exchange of information between the first player terminal 10-1 to the fifth player terminal 10-5 and the server 110. As shown in FIG. [Figure 9] FIG. 9 shows an entry video displayed on the display 20 of the first player terminal 10-1. [Figure 10] FIG. 10 is a flowchart of the process executed by the control device 12 of the first player terminal 10-1 and the process executed by the control device 112 of the server 110. [Figure 11] FIG. 11 is a flowchart of the process executed by the control device 12 of the first player terminal 10-1 and the process executed by the control device 112 of the server 110. [Figure 12] FIG. 12 is a flowchart of the process executed by the control device 12 of the first player terminal 10-1 and the process executed by the control device 112 of the server 110. [Figure 13] FIG. 13 shows an image displayed on the display 20 of the first player terminal 10-1. DETAILED DESCRIPTION OF THE INVENTION
[0018] (Embodiment) A system 1 according to an embodiment of the present disclosure will be described with reference to the drawings.
[0019] [System 1 Overview] First, the overall configuration of the system 1 will be described with reference to the drawings. Figure 1 is a block diagram of the systems 1, 1a to 1e.
[0020] The system 1 shown in Fig. 1 includes a first player terminal 10-1 (one or more computers) through a fifth player terminal 10-5 (one or more computers) and a server 110 (one or more computers). The first player terminal 10-1 through the fifth player terminal 10-5 and the server 110 can communicate with each other via a communication network. The network may be the Internet, an intranet, or the like.
[0021] The first player terminal 10-1 to the fifth player terminal 10-5 are information processing devices operated by the first player to the fifth player, respectively. The first player terminal 10-1 to the fifth player terminal 10-5 send requests to the server 110. The first player terminal 10-1 to the fifth player terminal 10-5 are mobile communication terminals. The first player terminal 10-1 to the fifth player terminal 10-5 are, for example, smartphones, tablet terminals, VR / AR terminals such as HMDs, personal computers, portable game consoles, or stationary game consoles.
[0022] The server 110 is a computer. The server 110 provides responses in response to requests to the first player terminal 10-1 through the fifth player terminal 10-5. The server 110 is, for example, a game server.
[0023] [Structure of the first player terminal 10-1 to the fifth player terminal 10-5] Next, the structures of the first player terminal 10-1 to the fifth player terminal 10-5 will be described with reference to the drawings. Figure 2 is a block diagram of the first player terminal 10-1.
[0024] As shown in FIG. 2, the first player terminal 10-1 includes a control device 12, a storage device 14, a network interface 16, a graphics processing unit 18, a display 20, an audio processing unit 22, a speaker 24, and an operation unit 26.
[0025] The storage device 14 stores programs and data and is, for example, a combination of a read-only memory (ROM), a random access memory (RAM), and a storage (for example, a flash memory or a hard disk). The programs include, for example, the following programs: OS (Operating System) programs - Programs for applications that process information (e.g., web browsers or target apps described below)
[0026] The data includes, for example, the following data: Databases referenced in information processing Data obtained by performing information processing (i.e., the results of performing information processing)
[0027] The control device 12 realizes the functions of the first player terminal 10-1 by executing a program stored in the storage device 14. The control device 12 is, for example, at least one of the following: ·CPU(Central Processing Unit) ·GPU(Graphic Processing Unit) ·ASIC(Application Specific Integrated Circuit) ·FPGA(Field Programmable Array)
[0028] The control device 12 includes a desired object transmitting means 120, a selected object transmitting means 122, and a display control means 124 as functional blocks.
[0029] The network interface 16 controls communication between the first player terminal 10-1 and an external device. The external device is a server 110.
[0030] The graphics processing unit 18 displays an image on the display 20 based on the image data generated by the control device 12. The display 20 is a liquid crystal display or an organic EL (Electro Luminescence) display.
[0031] The audio processing unit 22 causes the speaker 24 to output sound based on the audio data generated by the control device 12 .
[0032] The operation unit 26 generates an operation signal based on a user's operation and outputs the operation signal to the control device 12. The operation unit 26 is, for example, a touch panel or a game pad.
[0033] The structures of the second player terminal 10-2 to the fifth player terminal 10-5 are the same as the structure of the first player terminal 10-1, and therefore a description thereof will be omitted.
[0034] [Server 110 Structure] Next, the structure of the server 110 will be described with reference to the drawings.
[0035] The server 110 is capable of communicating with a first player terminal 10-1 operated by a first player through a fifth player terminal 10-5 operated by a fifth player. As shown in FIG. 3, the server 110 includes a control device 112, a storage device 114, and a network interface 116.
[0036] The storage device 114 stores programs and data and is, for example, a combination of a read-only memory (ROM), a random access memory (RAM), and a storage device (for example, a flash memory or a hard disk). The programs include, for example, the following programs: OS (Operating System) programs - Programs for applications that process information (e.g., web browsers or target apps described below)
[0037] The data includes, for example, the following data: Databases referenced in information processing Data obtained by performing information processing (i.e., the results of performing information processing)
[0038] The control device 112 executes a program stored in the storage device 114 to realize the functions of the server 110. The control device 112 is, for example, at least one of the following: ·CPU(Central Processing Unit) ·GPU(Graphic Processing Unit) ·ASIC(Application Specific Integrated Circuit) ·FPGA(Field Programmable Array)
[0039] The control device 112 includes selected object obtaining means 130, order setting means 132, desired object obtaining means 134, owner determining means 136, and billing means 138 as functional blocks.
[0040] The network interface 116 controls communication between the server 110 and the external devices, which are the first player terminal 10-1 to the fifth player terminal 10-5.
[0041] Meanwhile, the first player to the fifth player can play the communication game using the first player terminal 10-1 to the fifth player terminal 10-5, respectively. Specifically, the server 110 stores the game program and game data, and manages the game data of the first player terminal 10-1 to the fifth player terminal 10-5.
[0042] Each of the first player terminal 10-1 through the fifth player terminal 10-5 executes a communication game based on the operations of the first player through the fifth player. To this end, each of the first player terminal 10-1 through the fifth player terminal 10-5 receives (specifically, downloads and installs) a game program and game data from the server 110 via the communication network. An account including identification information and a password is assigned to each user in association with each of the first player terminal 10-1 through the fifth player terminal 10-5. The account is transmitted from each of the first player terminal 10-1 through the fifth player terminal 10-5 to the server 110 at the time of login, and is used for user authentication by the server 110.
[0043] After user authentication, the server 110 and the first player terminal 10-1 through the fifth player terminal 10-5 are able to communicate with each other. After logging in, the first player terminal 10-1 through the fifth player terminal 10-5 receive data necessary for the game to proceed (data related to the game progress status) from the server 110, and then progress the communication game while outputting game images and sounds to the display 20 and the speaker 24 based on the operations of the first player through the fifth player.
[0044] [System 1 operation] Next, the operation of the system 1 will be described with reference to the drawings. Fig. 4 is a flowchart of the processing executed by the control device 12 of the first player terminal 10-1 and the processing executed by the control device 112 of the server 110. Figs. 5, 7, and 8 are explanatory diagrams showing the exchange of information between the first player terminal 10-1 to the fifth player terminal 10-5 and the server 110. Fig. 6 shows an image displayed on the display 20 of the first player terminal 10-1.
[0045] The control device 12 of the first player terminal 10-1 reads out the game programs PG stored in the storage device 14, and these programs PG cause the control device 12 of the first player terminal 10-1 to execute the operations described below. The game may be a role-playing game, an action game, or the like. The programs PG cause the control device 12 of the first player terminal 10-1 to function as desired object transmitting means 120, selected object transmitting means 122, and display control means 124.
[0046] When the control device 112 of the server 110 reads out the programs stored in the storage device 114, these programs cause the control device 112 of the server 110 to execute the operations described below. The programs then cause the control device 112 of the server 110 to function as selected object obtaining means 130, order setting means 132, desired object obtaining means 134, owner determination means 136, and billing means 138.
[0047] First, an overview of the operation of the system 1 will be described. The system 1 holds an object exchange event. In the object exchange event, each of the first through fifth players selects one object from among a plurality of objects that the player owns. Then, each of the first through fifth players selects a desired object from the five objects selected by the first through fifth players. In this manner, an exchange of objects is carried out between the first through fifth players. In this embodiment, the objects are characters used in the communication game.
[0048] Next, the processing executed by the control device 12 of the first player terminal 10-1 and the control device 112 of the server 110 in the object exchange event will be described with reference to the drawings. Note that the processing executed by the control device 12 of the second player terminal 10-2 to the fifth player terminal 10-5 is the same as the processing executed by the control device 12 of the first player terminal 10-1, and therefore description thereof will be omitted.
[0049] First, the control device 12 of the first player terminal 10-1 displays an entry video on the display 20 (step S1). The entry video includes an icon indicating participation in the object exchange event. The first player touches the icon displayed on the display 20. As a result, the control device 12 of the first player terminal 10-1 acquires an operation signal from the operation unit 26 and executes billing processing (step S2). In parallel with step S2, the control device 112 (billing means 138) of the server 110 also executes billing processing (step S101). In the billing processing of step S101, the control device 112 (billing means 138) of the server 110 executes billing processing for the first player registered in the game. Specifically, the control device 112 of the server 110 may collect the participation fee for the object exchange event from the first player's account based on the first player's credit card information, or may collect the participation fee for the object exchange event from the first player's in-game currency (e.g., gems) managed by the server 110.
[0050] Next, the first player operates the operation unit 26 of the first player terminal 10-1 to select a selected object OBJ1 to be put up for sale in the object exchange event from among one or more objects that the first player owns. In response, as shown in Fig. 5, the control device 12 (selected object transmitting means 122) of the first player terminal 10-1 transmits selected object information IOBJ1 indicating the selected object OBJ1 selected by the first player from among one or more objects that the first player owns to the server 110 via the network interface 16 (step S3). Note that the control devices 12 of the second player terminal 10-2 through the fifth player terminal 10-5 also transmit selected object information IOBJ2 to IOBJ5 to the server 110 via the network interface 16, respectively.
[0051] The selection object OBJ1 and the selection object information IOBJ1 will now be described with reference to FIG. 5. The selection objects OBJ1 to OBJ5 are rewards given to the first through fifth players by a system known as "gacha." That is, each of the selection objects OBJ1 to OBJ5 (plural selection objects) is a reward selected at random from a reward list containing a plurality of predetermined types of objects, in accordance with the actions of the first through fifth players (plural players). The actions of the first through fifth players include a charging process for playing "gacha," an action of pressing an icon to play "gacha," etc.
[0052] The selected object information IOBJ1 includes detailed information about the selected object OBJ1. Specifically, the selected object information IOBJ1 includes a name, a rank, an attack power, a defense power, and a first level. The name is the name of the selected object OBJ1. The rank indicates the value of the selected object OBJ1. More specifically, one or more objects owned by each of the first through fifth players belong to one of multiple ranks. In this embodiment, the ranks include S, A, B, C, and D. The ranks increase from D to S. As the rank increases, the object becomes more difficult to obtain. A high difficulty in obtaining an object means that the object's appearance probability in "gacha" is low. The attack power and defense power are parameters that indicate the abilities of the selected object OBJ1. The first level is a parameter that increases as the first player accumulates experience points acquired by battling using the selected object OBJ1. As the first level increases, the attack power and defense power increase. In this way, each of the one or more objects owned by each of the first player through the fifth player (multiple players) is assigned a first level that changes depending on the first player through the fifth player (multiple players)' use of the object in the game.
[0053] In response to the processing of step S3, the network interface 116 of the server 110 receives selected object information IOBJ1 and outputs the selected object information IOBJ1 to the control device 112. The network interface 116 of the server 110 also receives selected object information IOBJ2 to IOBJ5 selected by each of the second through fifth players from among one or more objects owned by the server 110, and outputs the selected object information IOBJ2 to IOBJ5 to the control device 112. As a result, the control device 112 (selected object acquisition means 130) of the server 110 acquires selected object information IOBJ1 to IOBJ5 (plurality of selected object information) indicating the selected objects selected by each of the first through fifth players (plurality of players) from among one or more objects owned by the server 110 (step S102).
[0054] In step S101, the first player to the fifth player are performing the billing process. Therefore, in step S102, the control device 112 (selected object obtaining means 130) of the server 110 obtains selected object information IOBJ1 to IOBJ5 (multiple object information) indicating the selected objects OBJ1 to OBJ5 selected by each of the first player to the fifth player (multiple players) for whom the billing process has been performed.
[0055] Next, the control device 112 of the server 110 registers the selected object information IOBJ1 to IOBJ5 in the object table (see FIG. 5) (step S103). The object table includes columns for player, object, rank, and first level. The control device 112 of the server 110 associates each of the first through fifth players with the selected object information IOBJ1 to IOBJ5, and registers the selected object information IOBJ1 to IOBJ5 in the object table.
[0056] Next, the control device 112 of the server 110 generates selection video information showing the selection video shown in FIG. 6 based on the information registered in the object table (step S104). The selection video is an image that allows each of the first to fifth players to select a desired object OBJ21 to OBJ25 that they desire from among the selected objects OBJ1 to OBJ5. Then, the control device 112 of the server 110 transmits the selection video information to the first player terminal 10-1 via the network interface 116 (step S105). In response, the network interface 16 of the first player terminal 10-1 receives the selection video information and outputs the selection video information to the control device 12. As a result, the control device 12 of the first player terminal 10-1 acquires the selection video information (step S4). Then, the control device 12 of the first player terminal 10-1 displays the selection video shown in FIG. 6 on the display 20 based on the selection video information (step S5).
[0057] The first player selects a desired temporary desired object OBJ11-OBJ15 from among the selected objects OBJ1-OBJ5 by touching an icon in the selection video (see FIG. 6) displayed on the display 20. In this embodiment, the first player selects the selected object OBJ4 as the temporary desired object OBJ11, as shown in FIG. 7. In response, the control device 12 of the first player terminal 10-1 transmits temporary desired object information IOBJ11 indicating that the first player has selected the selected object OBJ4 as the temporary desired object OBJ11 to the server 110 via the network interface 16 (step S6). In response, the network interface 116 of the server 110 receives the temporary desired object information IOBJ11 and outputs the temporary desired object information IOBJ11 to the control device 112. As a result, the control device 112 of the server 110 acquires the temporary desired object information IOBJ11 (step S106). As shown in FIG. 7, the control device 112 of the server 110 also acquires the temporary desired object information IOBJ12 to IOBJ15.
[0058] Next, the control device 112 (order assignment means 132) of the server 110 assigns orders to each of the first player through the fifth player (multiple players) (step S107). In this embodiment, as shown in Fig. 7, the order of the first player is 2, the order of the second player is 4, the order of the third player is 3, the order of the fourth player is 1, and the order of the fifth player is 5. Here, the order determination procedure will be described.
[0059] The control device 112 of the server 110 determines the order based on the number of votes for each of the selected objects OBJ1 to OBJ5. The control device 112 of the server 110 counts the number of votes for each of the selected objects OBJ1 to OBJ5 based on the temporary desired object information IOBJ11 to IOBJ15. In this embodiment, the selected object OBJ1 has received one vote, the selected object OBJ2 has received zero votes, the selected object OBJ3 has received one vote, the selected object OBJ4 has received three votes, and the selected object OBJ5 has received zero votes. Therefore, the fourth player's order is first. Furthermore, the number of votes for the selected object OBJ1 and the number of votes for the selected object OBJ3 are equal. However, as shown in the object table of FIG. 5, the first level of the selected object OBJ1 is higher than the first level of the selected object OBJ3, so the first player's order is second, and the third player's order is third. Similarly, the number of votes for selected object OBJ2 and the number of votes for selected object OBJ5 are equal. Therefore, since the first level of selected object OBJ2 is higher than the first level of selected object OBJ5, the second player's turn is fourth and the fifth player's turn is fifth.
[0060] Next, the control device 112 of the server 110 transmits turn information indicating the turn determined in step S107 to the first player terminal 10-1 through the fifth player terminal 10-5 via the network interface 116 (step S108). In response, the network interface 16 of the first player terminal 10-1 receives the turn information and outputs the turn information to the control device 12. As a result, the control device 12 of the first player terminal 10-1 acquires the turn information (step S7). The control devices 12 of the second player terminal 10-2 through the fifth player terminal 10-5 also acquire the turn information.
[0061] Next, each of the first through fifth players selects a desired object OBJ21-OBJ25 that they desire from among the selected objects OBJ1-OBJ5 based on the order indicated by the order information. Then, the control device 12 (desired object transmitting means 120) of the first player terminal 10-1 transmits desired object information IOBJ21 indicating the desired object OBJ21 selected by the first player from among the plurality of selected objects OBJ1-OBJ5 to the server 110 via the network interface 16 based on the order assigned by the server 110 (step S8). In response, the network interface 116 of the server 110 receives the desired object information IOBJ21 and outputs the desired object information IOBJ21 to the control device 112. As a result, the control device 112 of the server 110 acquires the desired object information IOBJ21 (step S109). The control device 112 of the server 110 also acquires desired object information IOBJ22 to IOBJ25. As a result, the control device 112 (desired object acquiring means 134) of the server 110 acquires desired object information IOBJ21 to IOBJ25 (plurality of desired object information) indicating desired objects OBJ21 to OBJ25 selected by the first player to fifth player (plurality of players) from among the selected objects OBJ1 to OBJ5 (plurality of selected objects) based on the order assigned by the control device 112 (order assigning means 132).
[0062] However, in step S8, the order in which the first to fifth players select the desired objects OBJ21 to OBJ25 follows the following rules. (1) The player who is highest in the order indicated by the order information selects a desired object OBJ21 to OBJ25. (2) The players corresponding to the selected objects OBJ1 to OBJ5 selected as the desired objects OBJ21 to OBJ25 in (1) select the desired objects OBJ21 to OBJ25 next after the player in (1). (3) If the object selected by the player in (1) is exchanged with the object of the player in (2), return to (1). If the object selected by the player in (1) is not exchanged with the object of the player in (2), return to (2). In this case, however, (1) should be read as (2). Note that the first through fifth players cannot select as their desired object a selected object selected by another player before their own selection.
[0063] In this embodiment, the fourth player is first in line. Therefore, the fourth player selects the selected object OBJ3 as the desired object OBJ24 (process (1)). The player corresponding to the selected object OBJ3 selected by the fourth player is the third player. Therefore, the third player selects the selected object OBJ4 as the desired object OBJ23 (process (2)).
[0064] Through the processes (1) and (2), the selected object OBJ3 of the third player is exchanged with the selected object OBJ4 of the fourth player. The player with the highest ranking among the first, second, and fifth players is the first player. Therefore, the first player selects the selected object OBJ5 as the desired object OBJ21 (process (1)). The player corresponding to the selected object OBJ5 selected by the first player is the fifth player. Therefore, the fifth player selects the selected object OBJ2 as the desired object OBJ25 (process (2)). Finally, the second player selects the selected object OBJ1 as the desired object OBJ22.
[0065] Next, the control device 112 (owner determination means 136) of the server 110 changes the first through fifth players (the plurality of players) who own the desired objects OBJ21 through OBJ25 (the plurality of desired objects) based on the desired object information IOBJ21 through IOBJ25 (the plurality of desired object information) (step S110). In step S110, the control device 112 of the server 110 updates the information managed by the server 110 regarding the objects owned by the first through fifth players. In this embodiment, the control device 112 of the server 110 changes the owner of the selected object OBJ5 to the first player, the owner of the selected object OBJ1 to the second player, the owner of the selected object OBJ4 to the third player, the owner of the selected object OBJ3 to the fourth player, and the owner of the selected object OBJ2 to the fifth player.
[0066] Finally, the control device 112 of the server 110 sets the first levels of the desired objects OBJ21 to OBJ25 (plurality of desired objects) to an initial value (step S111). Furthermore, the control devices 12 of the first player terminal 10-1 to the fifth player terminal 10-5 set the first levels of the desired objects OBJ21 to OBJ25 stored in the storage device 14 to an initial value. In this embodiment, the initial value is 1. This ends the object exchange event.
[0067] [effect] System 1 provides a new system for exchanging objects among multiple players. More specifically, the control device 112 of the server 110 acquires desired object information IOBJ21 to IOBJ25 indicating desired objects OBJ21 to OBJ25 selected by the first to fifth players, respectively, from among the selected objects OBJ1 to OBJ5, based on the order assigned by the control device 112. Then, the control device 112 of the server 110 changes the first to fifth players who own the desired objects OBJ21 to OBJ25, based on the desired object information IOBJ21 to IOBJ25. In this way, the selected objects OBJ1 to OBJ5 are exchanged among the first to fifth players.
[0068] According to the system 1, the first through fifth players actively participate in the object exchange event in order to obtain rare objects that are difficult to obtain. More specifically, each of the selected objects OBJ1 through OBJ5 is a reward randomly selected from a reward list containing multiple predetermined types of objects in response to the actions of the first through fifth players. That is, each of the selected objects OBJ1 through OBJ5 is a reward granted to the first through fifth players through a system called "gacha." The first through fifth players execute "gacha" many times in order to obtain rare objects that are difficult to obtain. In the object exchange event, the first through fifth players have a chance of obtaining rare objects that are difficult to obtain. As a result, according to the system 1, the first through fifth players actively participate in the object exchange event in order to obtain rare objects that are difficult to obtain.
[0069] In the system 1, the control device 112 of the server 110 sets the first levels of the desired objects OBJ21 to OBJ25 to their initial values. In response, the control devices 12 of the first player terminal 10-1 through the fifth player terminal 10-5 set the first levels of the desired objects OBJ21 to OBJ25 stored in the storage device 14 to their initial values. This allows the first player through the fifth player to enjoy raising the desired objects OBJ21 to OBJ25 that they have acquired.
[0070] (First Modification) Next, a system 1a according to a first modified example will be described with reference to the drawings. Fig. 9 shows an entry video displayed on the display 20 of the first player terminal 10-1.
[0071] As shown in FIG. 9, system 1a differs from system 1 in that rooms A to C exist. In step S1, the control device 12 of the first player terminal 10-1 displays the entry video shown in FIG. 9 on the display 20. In room A, selected objects OBJ1 to OBJ5 of rank B or higher are exchanged. In room B, selected objects OBJ1 to OBJ5 of rank A or higher are exchanged. In room C, selected objects OBJ1 to OBJ5 of rank S are exchanged. The first player selects one of rooms A to C. Furthermore, in step S3, each of the first player through fifth player (multiple players) selects objects belonging to a specific rank as selected objects OBJ1 to OBJ5. The specific rank is a rank designated in rooms A to C.
[0072] System 1a can achieve the same effect as system 1. Furthermore, in system 1a, in step S3, each of first through fifth players selects an object belonging to a specific rank as selected object OBJ1-OBJ5. As a result, selected object information IOBJ1-IOBJ5 with similar acquisition difficulty levels are exchanged. As a result, system 1a ensures fairness in the object exchange event.
[0073] (Second Modification) Next, a system 1b according to a second modified example will be described with reference to the drawings. Fig. 10 is a flowchart of the processing executed by the control device 12 of the first player terminal 10-1 and the processing executed by the control device 112 of the server 110.
[0074] 10, system 1b differs from system 1 in that step S111 is not executed. Therefore, control device 112 (owner determination means 136) of server 110 does not change the first level of desired objects OBJ21 to OBJ25 (plurality of desired objects).
[0075] System 1b can achieve the same effects as system 1. Furthermore, in system 1b, control device 112 of server 110 does not change the first levels of desired objects OBJ21-OBJ25. This allows first player through fifth player to enjoy the game with desired objects OBJ21-OBJ25 whose first levels have been increased by other players.
[0076] (Third Modification) Next, a system 1c according to a third modified example will be described with reference to the drawings. Fig. 11 is a flowchart of the processing executed by the control device 12 of the first player terminal 10-1 and the processing executed by the control device 112 of the server 110.
[0077] As shown in FIG. 11, system 1c differs from system 1 in that step S211 is executed instead of step S111. More specifically, a second level that changes as the first through fifth players (plurality of players) play the game is set for each of the first through fifth players. Then, in step S211, the control device 112 (owner determination means 136) of the server 110 determines the first levels of the desired objects OBJ21 through OBJ25 (plurality of desired objects) based on the second levels of the first through fifth players (one or more players) who own the desired objects OBJ21 through OBJ25 (plurality of desired objects). That is, the first levels of the desired objects OBJ21 through OBJ25 are set to values corresponding to the second levels of the first through fifth players. For example, as the second level increases, the first level also increases.
[0078] System 1c can achieve the same effects as system 1. Furthermore, in system 1c, the control device 112 of the server 110 determines the first levels of the desired objects OBJ21-OBJ25 based on the second levels of the first through fifth players who own the desired objects OBJ21-OBJ25. As a result, each of the first through fifth players acquires a desired object OBJ21-OBJ25 whose level is appropriate for their own second level. This helps maintain game balance.
[0079] (Fourth Modification) Next, a system 1d according to a fourth modified example will be described with reference to the drawings. Fig. 12 is a flowchart of the processing executed by the control device 12 of the first player terminal 10-1 and the processing executed by the control device 112 of the server 110.
[0080] System 1d differs from system 1 in that an order is assigned based on the ranks of selected objects OBJ1 to OBJ5. More specifically, in step S207 of FIG. 12, the control device 112 (order assignment means 132) of the server 110 assigns an order to each of the first through fifth players (multiple players) based on the ranks of the selected objects OBJ1 to OBJ5. Specifically, as shown in FIG. 5, the ranks of the selected objects OBJ1 to OBJ5 are B, C, C, A, and D, respectively. Therefore, the order of the first player is 2, the order of the second player is 3, the order of the third player is 4, the order of the fourth player is 1, and the order of the fifth player is 5. Note that the rank of selected object OBJ2 is equal to the rank of selected object OBJ3. However, the level of selected object OBJ2 is higher than the level of selected object OBJ3. Therefore, the second player's turn is higher than the third player's turn.
[0081] Note that the system 1d does not apply the rules (1) to (3) of the system 1. Therefore, the first to fifth players select the desired objects OBJ21 to OBJ25 in the order assigned in step S207.
[0082] System 1d can achieve the same effect as System 1. Furthermore, System 1d gives a higher ranking to a player who selects an object that is more difficult to obtain. As a result, System 1d ensures fairness in the object exchange event.
[0083] (Fifth Modification) Next, a system 1e according to a fifth modified example will be described with reference to the drawings. Fig. 13 shows an image displayed on the display 20 of the first player terminal 10-1.
[0084] System 1e differs from system 1 in that the desired object OBJ21 is displayed as an object acquired by the first player in an object exchange event. That is, when displaying information about the desired object OBJ21 owned by the first player, the control device 12 (display control means 124) of the second player terminal 10-2 displays that the desired object OBJ21 is an object whose owner has been determined by the control device 112 (owner determination means 136) of the server 110. Note that the server 110 manages the acquisition route of the object.
[0085] System 1e can achieve the same effects as system 1. Furthermore, in system 1e, when displaying information about a desired object OBJ21 owned by the first player, the control device 12 of the second player terminal 10-2 displays that the desired object OBJ21 is an object whose owner has been determined by the control device 112 of the server 110. This allows the second player to confirm what object the first player has acquired through the object exchange event. For example, if the first player is an advanced player, the second player can gain knowledge about objects desired by advanced players and can reflect this knowledge in his or her strategy for acquiring objects in the game.
[0086] (Other embodiments) The system according to the present invention is not limited to the systems 1, 1a to 1e, and can be modified within the scope of the invention. Furthermore, the configurations of the systems 1, 1a to 1e may be combined in any manner.
[0087] Although the objects are described as characters in the above, they may also be items. Items may be non-consumable items such as weapons and armor, or consumable items such as recovery potions. A non-consumable item is an item that does not disappear even when used by a player. A consumable item is an item that disappears when used by a player.
[0088] Note that the object is not limited to an object obtained by the player through "gacha." For example, the object may be an object dropped by an enemy character when the enemy character is defeated in a role-playing game.
[0089] The "gacha" may be a paid gacha that requires a payment process, or a free gacha that does not require a payment process.
[0090] The control device 112 of the server 110 acquires desired object information IOBJ21 to IOBJ25 indicating desired objects OBJ21 to OBJ25 selected by the first to fifth players, respectively, from among the selected objects OBJ1 to OBJ5, based on the order assigned by the control device 112. Here, "acquiring based on the order assigned by the control device 112" includes acquiring the desired objects in the order assigned by the control device 112, and acquiring the desired objects in an order obtained by modifying the order assigned by the control device 112 in accordance with rules. In the system 1, the rules are, for example, (1) to (3).
[0091] The first through fifth players may select multiple selection objects.
[0092] The method by which the control device 112 of the server 110 assigns the order is not limited to the methods shown in the systems 1 and 1a to 1e. For example, the control device 112 of the server 110 may assign the order to the first to fifth players by lottery.
[0093] Note that the server 110 may not be present in the systems 1, 1a to 1e. In this case, the first player terminal 10-1 to the fifth player terminal 10-5 are connected to each other so as to be able to communicate with each other via P2P. Any of the first player terminal 10-1 to the fifth player terminal 10-5 functions as the server 110.
[0094] In the systems 1, 1a to 1e, each of the first to fifth players may select the selected objects OBJ1 to OBJ5 selected by that player as the desired object OBJ21 to OBJ25. A case where the first to fifth players select multiple selected objects will be described as an example. The first player may select a selected object with a high rank in order to obtain a higher ranking. In this case, after the first player selects a desired object in the first round, the first player's selected object may remain in the second round. In such a case, the first player may select the remaining selected object of the first player as the desired object.
[0095] The first level may be set to an object or may be set to a parameter of the object. Specifically, when the first level is set to an object, an increase in the first level increases parameters such as the attack power and defense power of the object. When the first level is set to a parameter of the object, for example, a fourth level is set to the attack power and a fifth level is set to the defense power. An increase in the fourth level increases the attack power of the object, and an increase in the fifth level increases the defense power of the object. The fourth level and the fifth level are examples of the first level.
[0096] The number of players is not limited to five, but may be any number of players, as long as it is two or more.
[0097] In the system 1e, when the first player terminal 10-1 acquires a dog object from the second player terminal 10-2, if the dog object performs well in the game, the server 110 may grant the second player a bonus according to the performance. The bonus may be, for example, in-game currency, a character, an item, or the like.
[0098] The control device 112 (billing means 138) of the server 110 may vary the billing amount depending on the rank of the selected objects OBJ1 to OBJ5. Specifically, the higher the rank of the selected objects OBJ1 to OBJ5, the higher or lower the billing amount may be.
[0099] The selected object information IOBJ1 to IOBJ5 may be data converted into NFT (Non Fungible Token).
[0100] It should be noted that the game is not limited to a role-playing game or an action game. The game may also be a shooting game, a simulation game, a card game, a sports game, a board game, a puzzle game, or the like. For example, if the game is a card game, the characters are character cards. The items are item cards and skill cards. In this case, for example, the user plays the game by manipulating the character cards, item cards, and skill cards. Specifically, a card object corresponding to a depicted player character is set in association with a deck in a virtual space, and the player character corresponding to the card object competes against an enemy character.
[0101] The participation fee for the object exchange event is cheaper than the participation fee for "gacha." This is because the first through fifth players are putting up objects. This allows the first through fifth players to obtain objects at a cheaper participation fee than the participation fee for "gacha." The participation fee for the object exchange event may also be free.
[0102] In addition, the first player through the fifth player may be able to offer objects acquired in past object exchange events at the object exchange event, or may not be able to offer objects acquired in past object exchange events at the object exchange event.
[0103] The first player terminal 10-1 may be a stationary game machine. In this case, the first player terminal 10-1 does not need to include the display 20, the speaker 24, and the operation unit 26.
[0104] Although participation in an object exchange event is usually charged, there may be periods, time periods, or days when participation in the object exchange event is free.
[0105] In the system 1a, the control device 112 of the server 110 may allow the first to fifth players to enter any of the rooms A to C based on the ranks of the selected objects OBJ1 to OBJ5 selected by the first to fifth players. In this case, the first to fifth players cannot select the room to enter.
[0106] In the system 1a, the control device 12 of the first player terminal 10-1 may be able to open a room by the first player operating the operation unit 26. In this case, the control device 12 of the first player terminal 10-1 may be able to set room entry conditions by the first player operating the operation unit 26. The room entry condition may be, for example, that the ranks of the selected objects OBJ1 to OBJ5 are a predetermined rank or higher. In addition, the room entry condition may not be set, and the control device 112 of the server 110 may permit entry to a player who has selected selected objects OBJ2 to OBJ5 having a rank close to the rank of the selected object OBJ1.
[0107] The systems 1, 1a to 1e may be applied to, for example, a virtual space instead of a game.
[0108] In the system 1, when the number of votes for the selected object OBJ1 and the number of votes for the selected object OBJ3 are the same, the control device 112 of the server 110 determines the order based on the first level of the selected object OBJ1 and the first level of the selected object OBJ3. However, when the number of votes for the selected object OBJ1 and the number of votes for the selected object OBJ3 are the same, the control device 112 of the server 110 may determine the order based on factors other than the first level of the selected object OBJ1 and the first level of the selected object OBJ3. For example, the control device 112 of the server 110 may determine the order of the selected object OBJ1 and the order of the selected object OBJ3 using random numbers. Alternatively, the control device 112 of the server 110 may determine the order of the selected object OBJ1 and the order of the selected object OBJ3 based on rank. [Explanation of symbols]
[0109] 1, 1a to 1e: System 10-1 to 10-5: 1st player terminal to 5th player terminal 12: Control device 14:Storage device 16: Network interface 18: Graphics processing unit 20: Display 22: Audio processing section 24: Speaker 26:Operation unit 110: Server 112: Control device 114: Storage device 116: Network interface 120: Desired object sending means 122: Selected object sending means 124: Display control means 130: Selected object acquisition means 132: Order assignment means 134: Desired object acquisition means 136: Owner determination means 138: Billing method IOBJ1~IOBJ5: Selected object information IOBJ21~IOBJ25: Desired object information M1 to M5: Provisional desired object information OBJ1~OBJ5: Selected objects OBJ21~OBJ25: Desired objects PG: Program
Claims
1. A system comprising one or more computers, the one or more computer control devices include a selected object obtaining means, a ranking giving means, a desired object obtaining means, and an owner determining means; the selected object obtaining means obtains a plurality of pieces of selected object information indicating selected objects selected by each of a plurality of players from one or more objects owned by the player; the turn assignment means assigns a turn to each of the plurality of players; the desired object obtaining means obtains a plurality of pieces of desired object information indicating desired objects selected by each of the plurality of players from among the plurality of selected objects based on the order assigned by the order assigning means; the owner determination means changes the players who own the desired objects based on the desired object information. system.
2. each of the plurality of selected objects is a reward randomly selected from a reward list including a plurality of predetermined types of objects in accordance with the actions of the plurality of players; The system of claim 1 .
3. each of the one or more objects owned by each of the plurality of players belongs to one of a plurality of ranks; Each of the plurality of players selects an object belonging to a specific rank as the selected object.
3. The system according to claim 1 or claim 2.
4. a first level is set for each of the one or more objects owned by each of the plurality of players, the first level changing in response to the use of the object by the plurality of players in the game; the owner determination means sets first levels of the plurality of desired objects to an initial value; 3. The system according to claim 1 or claim 2.
5. a first level is set for each of the one or more objects owned by each of the plurality of players, the first level changing in response to the use of the object by the plurality of players in the game; the owner determination means does not change the first level of the plurality of desired objects; 3. The system according to claim 1 or claim 2.
6. a first level is set for each of the one or more objects owned by each of the plurality of players, the first level changing in accordance with the use of the object by the plurality of players in the game; a second level is set for each of the plurality of players, the second level changing as the plurality of players play the game; the owner determination means determines first levels of the plurality of desired objects based on second levels of the one or more players who own the plurality of desired objects; 3. The system according to claim 1 or claim 2.
7. the one or more computer control devices further include a billing means; the billing means performs billing processing for players registered in the game; the selected object obtaining means obtains the plurality of pieces of object information indicating the selected objects selected by each of the plurality of players for which the charging process has been performed.
3. The system according to claim 1 or claim 2.
8. each of the one or more objects owned by each of the plurality of players belongs to one of a plurality of ranks; the order assigning means assigns an order to each of the plurality of players based on the rank of the selected object.
3. The system according to claim 1 or claim 2.
9. the server and the plurality of player terminals are the one or more computers; the control device of the plurality of player terminals includes a display control means; the plurality of player terminals are operated by the plurality of players; when displaying information about the desired object, the display control means displays that the desired object is an object whose owner has been determined by the owner determination means.
3. The system according to claim 1 or claim 2.
10. The program causes the control device of the computer to execute a selected object transmitting means and a desired object transmitting means, the selected object transmitting means transmits, to the server, selected object information indicating a selected object selected by the first player from one or more objects owned by the first player; the server can assign a turn to each of a plurality of players including the first player; the desired object transmitting means transmits to the server desired object information indicating a desired object selected by the first player from among the plurality of selected objects based on the order assigned by the server; the server can change the players who own the desired objects based on a plurality of pieces of desired object information including the desired object selected by the first player; program.
Citation Information
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