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

The information processing device enables strategic gameplay development by limiting object development and incorporating lotteries, enhancing player satisfaction and gameplay variety.

JP2026044199APending Publication Date: 2026-03-12MIXI INC
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-08-29
Publication Date
2026-03-12

AI Technical Summary

Technical Problem

Players seek innovative gameplay experiences where game objects can be developed and strengthened under varied conditions, enhancing strategic elements and player satisfaction.

Method used

An information processing device with a game control unit and development control unit allows players to develop game objects using acquired media, limiting development based on conditions such as the number of times, and resumes the game with developed objects, incorporating lottery elements to award items for strategic gameplay.

Benefits of technology

This configuration enhances gameplay by introducing restricted raising conditions, increasing strategic elements, motivating players to collect items, and improving player satisfaction through varied gameplay experiences.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a technology that enhances the gameplay and increases the satisfaction of a player by raising a game object under restricted raising conditions. [Solution] The system comprises a game control unit and a development control unit, wherein the game control unit controls a game in which multiple stages are cleared in order using game objects operated by the player, and when the player chooses to interrupt the game, the development control unit enables the game object to be developed using game media acquired in the game, and limits the development of the game object based on conditions including the number of times it can be developed, and the game control unit makes the developed game object available for use in the game when it is resumed from interruption, thereby solving the above problem.
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Description

[Technical Field]

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

[0002] BACKGROUND ART Conventionally, there are games in which a player advances to the next stage by defeating an enemy boss located in each of a plurality of stages (dungeons) (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-049129 Summary of the Invention [Problem to be solved by the invention]

[0004] There are many games in which the battle field changes, enemies become stronger, rare items can be acquired, and the character controlled by the player (player character) can be strengthened and developed by equipping the acquired items as the game progresses, but players are looking for games that have never been seen before.

[0005] Therefore, an object of the present invention is to improve the gameplay of raising game objects. [Means for solving the problem]

[0006] An information processing device according to one aspect of the present invention comprises a game control unit and a development control unit, wherein the game control unit controls a game in which a plurality of stages are cleared in order using a game object operated by a player, and when the player selects to interrupt the game, the development control unit enables the game object to be developed using game media acquired in the game, and limits the development of the game object based on conditions including the number of times it can be developed, and the game control unit makes the developed game object available for use in the game when the game resumes from the interruption. [Effects of the Invention]

[0007] According to one aspect of the present invention, it is possible to raise a game object under restricted raising conditions, thereby enhancing the entertainment value of raising a game object. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 1 is a diagram illustrating an example of an information processing apparatus according to an embodiment of the present invention. [Figure 2] FIG. 1 is a diagram illustrating an example of a network configuration of a game system according to an embodiment of the present invention. [Figure 3] FIG. 1 is a diagram illustrating an overall game according to an embodiment of the present invention. [Figure 4] 10A to 10C are diagrams illustrating the flow of play at each stage of the game in this embodiment. [Figure 5] FIG. 2 is a diagram showing an example of functional blocks of a game system 11 according to the present embodiment. [Figure 6] FIG. 2 is a diagram illustrating an example of the configuration of a database that manages various data used by the program in this embodiment. [Figure 7] FIG. 10 is a diagram showing an example of an item equipment screen in this embodiment. [Figure 8] FIG. 10 is a diagram showing an example of a restart preparation screen in the present embodiment. [Figure 9]FIG. 10 is a diagram showing an example of a flowchart of a game suspension / resumption process in this embodiment (Example 1). [Figure 10] FIG. 10 is a diagram showing an example of a flowchart of a game suspension / resumption process in this embodiment (Example 2). [Figure 11] FIG. 10 is a diagram for explaining the present embodiment (Example 3). [Figure 12] FIG. 10 is a diagram showing an example of a flowchart of a game suspension / resumption process in this embodiment (Example 3). [Figure 13] FIG. 10 is a diagram for explaining the present embodiment (Example 4). [Figure 14] FIG. 10 is a diagram showing an example of a flowchart of a game suspension / resumption process in this embodiment (Example 4). [Figure 15] FIG. 10 is a diagram for explaining the present embodiment (Example 5). [Figure 16] FIG. 10 is a diagram showing an example of a flowchart of a game suspension / resumption process in this embodiment (Example 5). [Figure 17] FIG. 2 is a block diagram illustrating an example of the configuration of a hardware environment of a computer that executes a program according to the present embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0009] 1 is a diagram showing an example of an information processing device in this embodiment. A server 15, which will be described later, is an example of the information processing device 1. The information processing device 1 includes a game control unit 2 and a training control unit 3.

[0010] The game control unit 2 controls a game (e.g., a roguelike game) in which a player sequentially clears a plurality of stages (e.g., dungeons) using a game object (e.g., a player character) operated by the player. An example of the game control unit 2 is a game control unit 23, which will be described later.

[0011] When a player selects to pause the game, the development control unit 3 enables a game object to be developed using game media acquired in the game, and limits the development of the game object based on conditions including the number of times the game object can be developed (for example, limiting the number of times to a predetermined number such as once, twice, three times, four times, or five times). The game media may be, for example, items (including parts). An example of the development control unit 3 is the development control unit 24, which will be described later.

[0012] The game control unit 2 makes the developed game objects available in a game that has resumed (i.e., been resumed) after an interruption. Interruption includes leaving a main game (e.g., a game played using game media owned by a player) that includes multiple stages (quests) to play a sub-game (e.g., a development game or a lottery game). Here, in the sub-game, game media acquired in the main game may be used to develop game media. Interruption also includes leaving (leaving) a multiplayer game currently being played, based on the user's will, while playing a multiplayer game in which multiple players are playing the main game. For example, upon resuming after an interruption, a player may return to the multiplayer group they were already playing in, or may return to another group. Interruption also includes a player ceasing play of a first game they are currently playing and playing a second game different from the first game. Interruption may be a temporary pause, or a save, which temporarily saves the current play status.

[0013] With this configuration, the game can be enhanced and the player's satisfaction can be increased by raising game objects under restricted raising conditions. In other words, it is expected that strategic elements of the game will emerge, such as the pursuit of raising efficiency and higher raising performance, depending on when to use limited raising opportunities, thereby enhancing the game's enjoyment and increasing the player's satisfaction.

[0014] The information processing device 1 further includes a lottery unit. When the game is interrupted, the lottery unit 4 selects game media to be awarded to the player from a set including multiple game media by lottery. The development control unit 3 enables a game object to be developed using the game media awarded to the player by the lottery unit 4. The set including multiple game media refers to the entire group of items (population, lottery box) that are the subject of the lottery.

[0015] This configuration allows players to train their character using items obtained by lottery, which increases the strategic element of the game and enhances the game's appeal. Furthermore, players can train their character using items obtained by lottery, which motivates them to collect items.

[0016] The game control unit 2 switches the mode of the game object (for example, the prosthetic body mode and soul mode described below) to one of multiple modes in response to the player's operation while playing the game. The lottery unit 4 controls the group based on historical information about the mode. Controlling the group based on historical information about the mode means, for example, controlling the population that is the premise of the lottery in response to the proportion of time (total time) spent in each switched mode.

[0017] By configuring it in this way, the population that is the premise of the lottery can be influenced depending on the mode switching situation, which can motivate players to switch modes and try various plays in order to enter the lottery.

[0018] The lottery unit 4 may change at least one of the range of the number of game contents that can be obtained (minimum to maximum) and the probability of the lottery for the game contents, based on the stage where the game is paused.

[0019] By configuring the game in this way, the number of game media that can be acquired and the probability of winning a lottery for game media can be changed, thereby adding variety to game play, preventing players from getting bored and preventing them from quitting the game.

[0020] The development control unit 3 changes the performance (ability values, parameters) of the game object for each of a plurality of body parts (for example, hair, face, body, arms, legs) of the game object using corresponding game contents. The lottery unit 4 changes the lottery probability for the corresponding game contents for each of the plurality of body parts based on the type of first game item (red mana, blue mana, etc., described below) acquired by the player in the game until the player pauses the game.

[0021] By configuring it in this way, the probability of winning the game media corresponding to each of the multiple body parts changes based on the type of first game item, which motivates the player to collect first game items in order to improve the abilities of the player character, thereby further improving the playability of the game.

[0022] The game contents corresponding to each body part include main parts and optional parts that change the decoration of the main parts. The lottery unit 4 changes the lottery probability for the game contents of the main parts and optional parts for each of the multiple body parts based on the types of second game items (main relics, support relics, and item relics, which will be described later) that the player has acquired in the game until the player pauses the game.

[0023] By configuring it in this way, the probability of winning the game media for each of the main parts and optional parts for each of the multiple body parts changes based on the type of second game item, which motivates the player to collect second game items in order to better match the visual appearance of the player character to their own preferences, thereby further improving the game playability.

[0024] Each type of enemy object that appears in the game (for example, a boss or mid-boss enemy in each stage) is associated with a corresponding type of game content. The lottery unit 4 may change the lottery probability for the game content included in the set based on the types of enemy objects that the player has defeated in the game before the player pauses the game.

[0025] This configuration motivates the player to defeat various types of enemies, further improving the game's appeal.

[0026] When the player resumes the game after the interruption, the game control unit 2 allows the player to start playing from the stage before the interruption. The stage before the interruption may be the stage immediately before the interruption, or any of the stages before the interruption.

[0027] By configuring in this way, the player can decide for himself which child stage to resume from, which gives the player freedom in gameplay and makes it possible to prevent the player from dropping out of the game.

[0028] The game control unit 2 may display, for each stage, the game contents acquired for each stage during game play before returning, on a stage selection screen that allows the player to select a stage to return to when the player returns from a game interruption.

[0029] By configuring in this way, the player can grasp not only the current item collection status, but also what items he has acquired in which stage.

[0030] If the player fails to complete the game, the game control unit 2 causes the game contents possessed by the game object to disappear.

[0031] By configuring the game in this way, a situation is created in which the player is forced to pause the game at a more optimal point in order to prevent the loss of the game content that he or she has acquired, and by developing game objects under more restrictive development conditions, the game's playability can be enhanced and player satisfaction can be improved.

[0032] The game control unit 2 may provide the first player with information regarding the stage at which the game will be paused based on the game play history of the first player (e.g., oneself) or the second player (e.g., another person) and the development status of the game object operated by the first player.

[0033] By configuring in this manner, from the standpoint of player convenience and user friendliness, the first player can be provided with information regarding the stage at which the game will be paused, by referring to the play history of other player characters who are in a similar development situation to the first player's own player character.

[0034] The game control unit 2 may refer to play history information between the first player (e.g., the first player) and one or more second players (e.g., other players) other than the first player, and, depending on the number of times a second game object operated by the second player has failed to clear a stage in a development state corresponding to the development state of the first game object operated by the first player, recommend to the first player a stage before the stage at which the second game object has failed to clear as a stage at which to interrupt the game. Here, a development state corresponding to the development state of the player character operated by the first player refers to, for example, a state in which all the same items are equipped, or a matching rate of the equipped items is equal to or greater than a predetermined value (e.g., 90%, 80%, 70%, 60%, etc.).

[0035] By configuring in this manner, from the standpoint of player convenience and user friendliness, the first player can be provided with information regarding the stage at which the game will be paused, by referring to the play history of other player characters who are in a similar development situation to the first player's own player character.

[0036] 2 is a diagram showing an example of the network configuration of a game system in this embodiment. The game system 11 includes one or more terminal devices 12, a server device (hereinafter referred to as a "server") 15, and a communication network 16. The terminal devices 12 and the server 15 are connected to each other via the communication network 16 so that they can communicate with each other.

[0037] The terminal device 12 is a portable electronic terminal device with a communication function that can be connected to a communication network, such as a smartphone, tablet device, or mobile phone carried by a player. The terminal device 12 has an operation display unit 13, a microphone for inputting sound, a speaker for outputting sound, etc. The operation display unit 13 is a device that allows input operations to be made to a screen 14 and displays images on the screen 14, such as a touch panel display. The terminal device 12 may also be a so-called personal computer.

[0038] The terminal device 12 can download and install a game application program purchased from an application program sales site on the Internet. This allows a player to play the game of the application program by performing input operations on the operation display unit 13 of the terminal device 12. In this embodiment, the game involves a single player or a group of multiple players, each of whom controls a character to conquer multiple stages. More specifically, the game is a shooting game (bullet hell shooting game) in which each stage scrolls in two or three dimensions, in which enemies fire a large number of slow-moving bullets (bullet barrages), and the player must dodge them by squeezing through the small gaps that appear between the bullets. During the game, the player can switch the mode of the character they control (hereinafter referred to as the "player character") between two modes: Artificial Corpse Mode and Soul Mode. In Soul Mode, the character acts as a wall and can absorb the bullet barrages fired by the enemy (though attacks cannot be made during this mode). Prosthetic Corpse Mode is a mode for attacking enemies, and when hit by a barrage of bullets fired by the enemy, the character takes damage. The state in which the player character is in Prosthetic Corpse Mode is called the Prosthetic Corpse State, and the state in Soul Mode is called the Soul State. Note that there is a time limit for Soul Mode, so it is recommended that multiple players play the game, swapping players in Soul Mode.

[0039] The server 15 is an information processing device that manages the application program according to this embodiment installed in the terminal device 12. For example, the server 15 manages the operation of the game application program, manages information about the player using the program (e.g., play content, status information of the character being played, point information, etc.), manages lottery-related information about game media, and manages information about billing. The server 15 may be a server system configured by one or more physical information processing devices, or may be a virtual server system configured by one or more virtual server devices.

[0040] FIG. 3 is a diagram illustrating the overall game in this embodiment. The game involves conquering a tower having a stage (or dungeon) consisting of multiple floors, for example, 50 floors. The game can be interrupted at any given floor (for example, the 5th, 10th, 15th, ..., 45th floor), and can be resumed from the floor where the game was interrupted (or from a floor that has already been cleared). The interruptible floors are floors where the enemy boss to be defeated is located, or are preset locations where the player can choose to interrupt the game. Regarding the enemy bosses, for example, bosses and mid-bosses are alternately placed on floors that are multiples of 5.

[0041] In this game, for example, when a player chooses to pause the game, the range (minimum to maximum) of the number of equipment items to be given to the player is determined based on the floor on which the game is paused or the boss (including mid-bosses) defeated immediately before the pause, and the equipment items to be given may be selected by lottery from a population determined based on the player's play history up to that point.

[0042] 4 is a diagram illustrating the flow of play at each stage of the game in this embodiment. For example, assume that the Nth (N: integer) floor is a floor where an enemy boss (including a mid-boss) resides. The player begins to conquer the stage (dungeon) on that floor using the character they control (S1), and progresses through the stage (dungeon) (S2). The player then fights the boss using the character they control, and defeats it (S3).

[0043] After defeating the monster, the player operates the game screen on the terminal device 12 to select pause (S4). A lottery is then held to select game content (equipment items (parts) that the character can equip, items that the character can possess, etc.), and the character acquires the game content selected by the lottery (S5). A pause process is then performed, and the game is temporarily ended.

[0044] When the player resumes the game after the interruption, the player operates the terminal device 12 to start the game and performs a predetermined operation to resume the game (S6). A screen for equipping the acquired item is then displayed, and the player operates the terminal device 12 to equip the acquired item to the character being controlled by the player (S7). As a result, the ability (status) of the character is improved according to the function possessed by the equipped item (S8).

[0045] The game then moves to the next floor (N+1) (a floor without a boss), and the player begins to conquer the stage (dungeon) of that floor using the character he or she controls (S9), and progresses through the stage (dungeon) (S10). The player repeatedly challenges each floor, collecting equipment items.

[0046] In this embodiment, the abilities of a single character controlled by a player can be improved by equipping the character with equipment items, i.e., there is a limit to the number of times that the character can be trained to reflect the equipment items (for example, three, four, five times, etc.).

[0047] Therefore, once the player has collected a certain number of equipment items, they must consider the timing of replacing their equipment all at once, and then aim for higher levels, repeating this process. If the character they are controlling dies midway through the game, meaning they fail to clear the stage, all of the equipment they have collected up to that point will be lost.

[0048] In this way, the game in this embodiment is one in which the player must strategically consider when to pause and when to develop the player character (by equipping items and increasing the ability values ​​of the player character).

[0049] 5 is a diagram showing an example of functional blocks of the game system 11 in this embodiment. The terminal device 12 includes an operation / display unit 13, a communication unit 31, a control unit 32, and a storage unit 37. The operation / display unit 13 is a touch panel display that can receive inputs through input operations by the player and can also display information. Note that, while a touch panel display is used as an example in this embodiment, the present invention is not limited to this, and the input unit and the display unit may be independent of each other.

[0050] The communication unit 31 is an interface that enables communication with devices connected to the communication network 16. Here, the communication unit 31 communicates with the server 15 via the communication network 16.

[0051] The control unit 32 is a computing device (processor) that controls the overall operation of the terminal device 12. The control unit 32 executes a program according to this embodiment to function as an operation reception unit 33, a transmission / reception control unit 34, and a display control unit 35.

[0052] The operation reception unit 33 receives operations input to the operation display unit 13. When multiple players are playing, the transmission / reception control unit 34 acquires necessary information transmitted from other terminal devices 12 that share the game space realized by the program of this embodiment, and transmits necessary information to other terminal devices 12. The display control unit 35 controls the display state of the screen 14. For example, the display control unit 35 displays on the screen 14 the field area, background, player character, enemy character, various items, images necessary for the player to play the game, and the like that make up the game space.

[0053] The storage unit 37 stores the installed client program according to this embodiment, game media data 38, and various other data. In this embodiment, the storage unit 37 stores, as an example, background data, object (player character, enemy character, etc.) data, operation guide image data, item data, effect data, sound data, etc. Here, the data includes not only status information and character data, but also graphical data.

[0054] The item data includes data on item objects that can be obtained by lottery when the player character defeats a boss on a specific floor and then pauses the game. When the player character obtains an item during the game, the player character's attack power, defense power, stamina, or specific status parameters are increased temporarily or permanently. Examples of items include objects such as swords, guns, bows, and magic wands, recovery items that restore stamina parameters, and parameter-enhancing items that temporarily or permanently increase attack power, defense power, etc.

[0055] The server 15 includes a communication unit 21, a control unit 22, and a storage unit 26. The communication unit 21 is an interface that enables communication with devices connected to the communication network 16. Here, the communication unit 21 communicates with each terminal device 12 via the communication network 16.

[0056] The control unit 22 controls the overall operation of the server 15, executes processing in response to requests from the terminal device 12, returns execution results to the terminal device 12, relays transmission information to other terminal devices, etc. For example, the control unit 22 authenticates players who play the game, shares screen information used among players when multiple people are playing, manages the content of play on the terminal device 12, manages billing, etc.

[0057] In this embodiment, the control unit 22 functions as a game control unit 23, a development control unit 24, and a lottery unit 25 by reading and executing the program in this embodiment from the storage unit 26.

[0058] The game control unit 23 controls a game in which a plurality of stages are cleared in order using game objects operated by the player. When a pause instruction is given by the player, the game control unit 23 temporarily ends the game so that the game can be resumed normally the next time, i.e., performs pause processing. The game control unit 23 controls so that the player character that has been trained can be used in the game when it is resumed from the pause.

[0059] When the player selects to interrupt the game, the training control unit 24 enables the player character to be trained using the game contents acquired in the game, and limits the training of the player character based on conditions including the number of times the player character can be trained. The training control unit 24 enables the game object to be trained using the game contents provided to the player by the lottery unit 25.

[0060] When the game interruption is selected, the lottery unit 25 can select game media (items) to be provided to the player from a set including a plurality of items by lottery. The lottery unit 25 may change at least one of the range (minimum to maximum) of the number of items that can be acquired and the probability of selecting the game media by lottery, based on the stage where the game interruption is selected.

[0061] The storage unit 26 stores the program of this embodiment, a user management database, a charge management database, an application program interface (API), a database for managing various data used by the program of this embodiment, and the like. The user management database is a database related to players who have installed the game. The charge management database is a database for managing processing related to charges within the game. The API is an application program interface used by the program of this embodiment installed in the terminal device 12. Hereinafter, the database will be referred to as "DB."

[0062] Figure 6 shows an example of the configuration of a database that manages various data used by the program in this embodiment. Figure 6(A) shows the item lottery number management DB41, Figure 6(B) shows the lottery probability management DB42, Figure 6(C) shows the mode-related lottery management DB43, and Figure 6(D) shows the release series population management DB44.

[0063] In Figure 6 (A), the item lottery number management DB41 includes data items for "interruptible floor," "MIN lottery number," and "MAX lottery number." The item "interruptible floor" stores the floor that can be interrupted. "MIN lottery number" stores the minimum number of items that can be acquired on that floor. "MAX lottery number" stores the maximum number of items that can be acquired on that floor. For example, the "MAX lottery number" is set so that the higher the floor of the "interruptible floor," the larger the stored value, but this is not limited to this, and it may also be set to decrease by a predetermined number each time a certain number of floors are reached.

[0064] In FIG. 6(B), the lottery probability management DB42 includes data items for "Interruptible Floor," "Common," "Rare," "Epic," and "Legend." The "Interruptible Floor" item stores floors that can be interrupted. The "Common," "Rare," "Epic," and "Legend" items indicate the probability of winning an item according to its rarity on that floor. Here, "Common," "Rare," "Epic," and "Legend" represent the rarity of the item, with rarity increasing in the order of "Common" < "Rare" < "Epic" < "Legend."

[0065] In FIG. 6(C), the mode-related lottery management DB 43 includes data items such as "mode," "weight addition value for favored type," "weight subtraction value for favored type," "prosthetic body type," and "soul type." The "mode" item stores which mode and how long the player character was in that state (mode) during a predetermined period, i.e., the ratio of the time spent in the prosthetic body state to the time spent in the soul state during the predetermined period. The "weight addition value for favored type" item stores a weight that is added to the ability of a state (favorite type) that occurs frequently in the mode set in the "mode" item. The "weight subtraction value for favored type" item stores a weight that is subtracted from the ability of a state (favorite type) that occurs rarely in the mode set in the "mode" item.

[0066] In Figure 6(D), the release series population management DB44 includes data items such as "release series," "rarity," and "selection." The "release series" item stores the type of dungeon entered or the type of enemy boss defeated. The "rarity" item stores the rarity type of the item that can be acquired. The "selection" item stores the population used in the lottery conducted when the dungeon is interrupted, depending on the type of dungeon entered or the type of enemy boss defeated. For example, if the dungeon being conquered or conquered is the "general purpose A series," items with a rarity of "Common" are selected as the population for the lottery in all dungeons. Also, for example, if the dungeon being conquered or conquered is the "Japanese dungeon series," this dungeon is a specific series dungeon, and therefore the common-class items for the specific series are selected as the population for extraction, rather than the common-class items used in the "general purpose A series."

[0067] 7 is a diagram showing an example of an item equipment screen in this embodiment. The item equipment screen 51 includes a player name display field 52, a player character image display field 53, a current equipment status display field 54, an acquired item selection field 55, an "Abort" button 56, a "Confirm" button 57, and a "Close" button 58.

[0068] The player name display field 52 displays the registered name of the currently logged-in player. The player character image display field 53 displays a visual (image) of the character being controlled by the player. The current equipment status display field 54 displays the current item equipment status of the player character. The acquired item selection field 55 displays equippable items or possessable items that the player character has acquired but is not currently equipped with, and the player can select and equip the item they want from these by touch operation. The selected item can be equipped to the target body part in the current equipment status display field 54. If an item is already equipped to that body part, it will be exchanged for that item and displayed in the current equipment status display field 54. The exchanged item is displayed in the acquired item selection field 55.

[0069] Pressing the "Pause" button 56 on a specific floor allows the player to pause the game. Pressing the "Confirm" button 57 confirms the equipment selected in the acquired item selection field 55, improves the player character's corresponding abilities according to the confirmed items, and closes the item equipment screen 51. Pressing the "Close" button 58 closes the item equipment screen 51 without reflecting the selection made in the acquired item selection field 55.

[0070] 8 is a diagram showing an example of a restart preparation screen in this embodiment. The restart preparation screen 61 includes a player name display field 62, a restart floor designation field 63, a list of acquired items by floor 64, a "Confirm" button 65, and a "Close" button 66.

[0071] The player name display field 62 displays the registered name of the currently logged-in player. The resume floor designation field 63 defaults to the most recently interrupted floor as the floor to resume from, but tapping the resume floor designation field 63 displays floors that have been conquered so far from a pull-down menu, allowing the player to select any floor they like. The list of acquired items by floor 64 displays a list of items acquired by floor.

[0072] When the "OK" button 65 is pressed, the game resumes from the floor specified in the restart floor specification field 63. When the "Close" button 66 is pressed, the restart preparation screen 61 is closed.

[0073] In this way, in this embodiment, when a player returns from an interrupted game, the player can resume play not only from the stage where the game was interrupted, but also from a stage before the stage where the game was interrupted. Furthermore, when the player returns from an interrupted game, the items acquired for each stage in the game play before the interruption can be displayed for each stage on the restart preparation screen 61.

[0074] If the player fails to clear the game, some or all of the items possessed by the player character (for example, the most recently acquired items) may be lost. Also, if the player fails to clear the game, some of the items possessed by the player character (items acquired since the most recent interruption) may be lost.

[0075] Below, variations of the present embodiment will be described, assuming that a player is using the terminal device 12 to play a game on the N4th floor with the player character that he or she operates.

[0076] 9 is a diagram showing an example of a flowchart of the game interruption / restart process in this embodiment (Example 1). In this embodiment, the control unit 22 is in a waiting state until the player performs an interruption operation after defeating a boss on a floor that is a multiple of 5 (NO in S11). When the control unit 22 receives an interruption instruction from the player from the terminal device 12 after defeating a boss on a floor that is a multiple of 5 (YES in S11), the control unit 22 performs a lottery for an item (S12).

[0077] Here, the control unit 22 performs item lottery using an item lottery number management DB 41 and a lottery probability management DB 42. The memory unit 26 stores a Common class lottery box, a Rare class lottery box, an Epic class lottery box, and a Legend class lottery box. The Common class lottery box stores a plurality of items belonging to the Common class. The Rare class lottery box stores a plurality of items belonging to the Rare class. The Epic class lottery box stores a plurality of items belonging to the Epic class. The Legend class lottery box stores a plurality of items belonging to the Legend class.

[0078] The control unit 22 obtains the MIN lottery number and MAX lottery number corresponding to the floor for which the interruption command was issued from the item lottery number management DB 41. The control unit 22 randomly determines the number of lottery entries between the MIN lottery number and the MAX lottery number. The control unit 22 selects one of the lottery boxes from the Common class lottery box, the Rare class lottery box, the Epic class lottery box, or the Legend class lottery box according to the probabilities of Common, Rare, Epic, and Legend in the lottery probability management DB 42 corresponding to the floor for which the interruption command was issued, and randomly obtains one of the selected lottery boxes. This is repeated the determined number of times.

[0079] The control unit 22 stores the item obtained as a result of the lottery in the acquired item storage area of ​​the player (S13). The control unit 22 saves the current game play status of the player and performs processing to temporarily end the game (S14).

[0080] The control unit 22 remains in a waiting state until the game resumes from the interruption (NO in S15). Suppose that the player performs an operation to resume the game on the terminal device 12. When the control unit 22 receives the instruction to resume from the terminal device 12 (YES in S15), the control unit 22 reads out the saved play history of the interrupted game and provides it to the terminal device 12, and also displays the item equipment screen 51 on the terminal device 12 (S16).

[0081] When an item to be equipped is selected in the acquisition item selection field 55 on the item equipment screen 51 and the "Confirm" button 57 is pressed to confirm the selected item (S17), the control unit 22 equips the player character with the selected item and reflects the parameters possessed by the item in the ability value of the player character (S18).

[0082] After the process of S18, or when the "Close" button 58 is pressed on the item equipment screen 51 (NO in S17), the control unit 22 closes the item equipment screen 51.

[0083] According to the first embodiment, by raising game objects under restricted conditions, the game playability can be enhanced and the player's satisfaction can be improved. In addition, since items are awarded by lottery, players can repeatedly play the game until they obtain the desired item. As a result, it is possible to prevent users from abandoning the game.

[0084] Next, as a second embodiment, an example will be described in which a lottery is performed to determine items that can be acquired when a player selects to pause the game, based on the game history regarding mode switching. As described above, the player can switch the mode of the player character during the game between two modes, the prosthetic body mode and the soul mode, by touching the terminal device 12. For example, in the most recent boss battle, as a result of the mode switching, the time spent in the prosthetic body mode (prosthetic body state) (total time) is 1 minute, and the time spent in the soul mode (soul state) (total time) is 4 minutes. In this case, the play history of this player character due to mode switching is assumed to be 80% prosthetic body state and 20% soul state.

[0085] Fig. 10 is a diagram showing an example of a flowchart of the game interruption / resumption process in this embodiment (Example 2). Fig. 10 is a flowchart in which S21 is added after S11 in Fig. 9. In Example 2, it is assumed that the most recent boss battle was fought while switching modes depending on the battle situation.

[0086] The control unit 22 remains in a waiting state until the player performs a pause operation after defeating a boss on a floor that is a multiple of five (NO in S11). When a pause instruction is received from the player from the terminal device 12 after defeating a boss on a floor that is a multiple of five (YES in S11), the control unit 22 adjusts a set (population) including a plurality of items based on the player's game play history information (S21). Here, the control unit 22 refers to the player's play history information and measures the time (total time) spent in each mode state during a predetermined period (e.g., the most recent boss battle). Here, the play history of this player character is, for example, 80% in the prosthetic corpse state and 20% in the prosthetic corpse state. The control unit 22 acquires a record corresponding to 80% in the prosthetic corpse state and 20% in the prosthetic corpse state from the mode-related lottery management DB 43. The control unit 22 acquires a prosthetic corpse type addition of 60 and a soul type subtraction of 20 from the acquired record.

[0087] The control unit 22 then extracts from a set (population) containing multiple items an item that, if equipped, will add 60 to the ability of the prosthetic body mode in the case of a prosthetic body type, and will subtract 20 from the ability of the soul mode in the case of a soul type. The control unit 22 stores this extracted group of items in the lottery box as a new population.

[0088] At this time, an item that, if equipped, adds 60 to the ability of the Prosthetic Corpse mode in the case of the Prosthetic Corpse type, or subtracts 20 from the ability of the Soul Mode in the case of the Soul type, if extracted from each of the Common class lottery boxes, Rare class lottery box, Epic class lottery box, and Legend class lottery box, may be stored in a new Common class lottery box, Rare class lottery box, Epic class lottery box, or Legend class lottery box, respectively. Since steps S12 and onwards are the same as in Example 1, their explanation will be omitted.

[0089] The memory unit 26 may store a lottery box for "Prosthetic Corpse State: Soul State = 10:0", a lottery box for "Prosthetic Corpse State: Soul State = 9:1", a lottery box for "Prosthetic Corpse State: Soul State = 8:2", etc. In this case, each lottery box may store, for example, equipment items to be worn on different body parts. The control unit 22 obtains the MIN lottery number and MAX lottery number corresponding to the floor on which the interruption instruction was issued from the item lottery number management DB 41. The control unit 22 randomly determines the number of lottery numbers between the MIN lottery number and the MAX lottery number. The control unit 22 randomly obtains one item from the lottery box for "Prosthetic Corpse State: Soul State = M (M: any integer): 10-M" corresponding to the play history regarding the player's mode switching. This is repeated the determined number of lotteries.

[0090] According to the second embodiment, items with different performances can be selected by lottery depending on the play history of the player, so it is expected that players will play the game multiple times with different play responses.

[0091] In addition, the population of items to be drawn by lottery when the player character is interrupted in a dungeon may be determined according to the type of dungeon the player character has entered and / or the type of boss that the player character has defeated as part of the play history.

[0092] For example, in S21, the control unit 22 may extract, from the release series population management DB 44, records corresponding to the type of dungeon the player character has entered and / or the type of boss that the player character has defeated, based on the player's play history. For example, if the player has defeated a specific boss in the XXXX boss series, the control unit 22 selects, as the population for extraction, Common class items, Rare class items, Epic class items, and Legend class items for the XXXX boss series, rather than those used in other series. S12 and subsequent steps are the same as in Example 1, and therefore a description thereof will be omitted.

[0093] Next, as a third embodiment, we will explain an example in which the abilities of the player character are changed using items corresponding to each part of the player character (hair, face, body, arms, legs), and the probability of winning the corresponding item for each part is changed based on the type of predetermined item (red mana, blue mana, etc.) that the player has acquired in the game before the player pauses the game.

[0094] FIG. 11 is a diagram for explaining this embodiment (Example 3). FIG. 11(A) is a diagram showing that the lottery probability of obtaining an equipment item to be dispensed is determined according to the acquired mana power (hereinafter referred to as "mana"). Here, mana refers to an energy body acquired through a predetermined event in the game world. There are, for example, four types of mana: red mana, blue mana, purple mana, and yellow mana.

[0095] Player characters who have acquired red mana will have increased attack power when in soul state. Player characters who have acquired blue mana will have increased soul gauges. Player characters who have acquired purple mana will have increased attack power when in prosthetic corpse state. Player characters who have acquired yellow mana will have increased hit points (HP).

[0096] Also, as shown in Figure 11(A), if red mana is acquired, the drop rate of arm equipment items increases. If blue mana is acquired, the drop rate of head equipment items and leg equipment items increases. If purple mana is acquired, the drop rate of torso equipment items increases. If yellow mana is acquired, the drop rate of face equipment items increases.

[0097] As shown in FIG. 11(B), let us assume that the numbers of blue mana, yellow mana, purple mana, and red mana acquired by the player character are 12, 5, 6, and 3, respectively. Here, if the value per additive weight is 1, the additive weight for headgear items is calculated as follows: Value: 1 × Number of blue mana acquired: 12 = Additive weight: 12. The additive weight for facegear items is calculated as follows: Value: 1 × Number of yellow mana acquired: 5 = Additive weight: 5. The additive weight for torsogear items is calculated as follows: Value: 1 × Number of yellow mana acquired: 6 = Additive weight: 6. The additive weight for armgear items is calculated as follows: Value: 1 × Number of yellow mana acquired: 3 = Additive weight: 3. The additive weight for leggear items is calculated as follows: Value: 1 × Number of yellow mana acquired: 12 = Additive weight: 12.

[0098] Next, as shown in the table on the left side of Figure 11(C), the weights of headgear items, facegear items, torsogear items, armgear items, and leggear items are 40 (19% chance of winning), 30 (14% chance of winning), 50 (24% chance of winning), 40 (19% chance of winning), and 50 (24% chance of winning), respectively.

[0099] The weight set for each equipment item shown on the left side of Figure 11(C) is added to the additive weight calculated in Figure 11(B) to obtain the adjusted weight, and the ratio of this weight to the total adjusted weight is calculated as the probability.The probability shown in the table on the right side of Figure 11(C) is then obtained as the lottery probability.Note that the linking of each mana to each equipment item is performed in advance based on the parameters assigned to each equipment item.

[0100] Fig. 12 is a diagram showing an example of a flowchart of the game suspension / resumption process in this embodiment (Example 3). Fig. 12 is a flowchart in which S31 is added after S11 in Fig. 9. Note that in Example 3, for example, S31 may be added after S11 in Fig. 10.

[0101] The control unit 22 remains in a waiting state until the player performs an interrupt operation after defeating a boss on a floor that is a multiple of five (NO in S11). When an interrupt instruction is received from the player via the terminal device 12 after defeating a boss on a floor that is a multiple of five (YES in S11), the control unit 22 changes the probability of drawing a lottery-eligible item based on the type of predetermined item acquired by the player (S31). Here, the predetermined item is, for example, the four types of mana described above. The items to be drawn are, for example, the head equipment item, face equipment item, torso equipment item, arm equipment item, and leg equipment item described above. As described with reference to FIG. 11, the control unit 22 changes the probability of drawing a lottery-eligible item to a value calculated by weighting the probability of drawing a predetermined equipment item for each body part, depending on the amount of mana acquired by each type.

[0102] The control unit 22 draws an equipment item for each body part based on the changed selection probability for each body part (S12). Here, the control unit 22 selects an equipment lottery box for the corresponding body part from the head equipment lottery box, face equipment lottery box, torso equipment lottery box, arm equipment lottery box, and leg equipment lottery box in accordance with the changed selection probability for each body part, and randomly obtains one from the selected lottery box. Since S13 and thereafter are the same as in Example 1, a description thereof will be omitted.

[0103] Furthermore, as a fourth embodiment, the following may be adopted. For example, the items corresponding to each body part include main parts and optional parts that change the decoration of the main parts. In this case, the control unit 22 changes the lottery probability for each of the main parts and optional parts for each body part based on the type of second game item (e.g., main relic, support relic, item relic) acquired by the player in the game until the player pauses the game.

[0104] FIG. 13 is a diagram for explaining this embodiment (Example 4). FIG. 13 is a diagram showing that the lottery probability for the equipment item to be dropped is determined according to the type of relic obtained. Here, a relic is an item that is not used in battle and is obtained through a predetermined event in the game world. Relics include, for example, main relics, support relics, and item relics. A main relic is a relic that falls within the range of categories that can become main items such as shields, swords, and armor that cannot be equipped. A support relic is a relic that supports a main relic. An item relic is a relic that is not included in either main relics or support relics.

[0105] As shown in Figure 13(A), a player character who has acquired a main relic has an increased probability of obtaining a main part. A player character who has acquired a support relic has an increased probability of obtaining an optional part. A player character who has acquired an item relic has an increased probability of obtaining an optional part.

[0106] Also, as shown in FIG. 13(B), if the character player possesses 10 main relics and the value per additive weight is 5, the additive weight of the main relics will be 50 (= 10 relics possessed × value 5). If the character player possesses 5 support relics and the value per additive weight is 2, the additive weight of the support relics will be 10 (= 5 relics possessed × value 2). If the character player possesses 5 support relics and the value per additive weight is 1, the additive weight of the item relics will be 5 (= 5 relics possessed × value 1).

[0107] Then, by adding the additive weight calculated in FIG. 13(B) taking into account the contents of FIG. 13(A) to the weights shown in the table on the left side of FIG. 13(C), the weights shown in the table on the right side of FIG. 13(C) are obtained. The probability of the main part weight for the entire part category is 130 / (130+35)=79%. Also, the probability of the optional part weight for the entire part category is 35 / (130+35)=21%.

[0108] Fig. 14 is a diagram showing an example of a flowchart of the game suspension / resumption process in this embodiment (Example 4). Fig. 14 is a flowchart in which S41 is added after S11 in Fig. 9. Note that in Example 4, for example, S41 may be added after S11 in Fig. 10.

[0109] The control unit 22 remains in a waiting state until the player performs an interrupt operation after defeating a boss on a floor that is a multiple of five (NO in S11). When an interrupt instruction is received from the player from the terminal device 12 after defeating a boss on a floor that is a multiple of five (YES in S11), the control unit 22 changes the probability of winning the lottery item (main part, optional part) based on the type of relic acquired by the player (S41). Here, optional parts refer to parts that change the decoration of the main part.

[0110] The control unit 22 tallies the number of acquired relics by type (main relics, support relics, item relics), and calculates the additive weight for each relic type by multiplying the total number of acquired relics of each type by the value per additive weight. The control unit 22 adds the additive weight for each relic type to the pre-assigned weight for each part category based on information relating the relic type to the part category (main parts, optional parts). The control unit 22 calculates the weight for each part category after addition relative to the total of the weights for each part category after addition as the lottery probability for each part category.

[0111] The control unit 22 draws lots for parts (main parts, optional parts) based on the calculated drawing probability (S12). Here, the control unit 22 selects one of the lottery boxes for main parts and the lottery box for optional parts according to the calculated drawing probability, and randomly acquires one of the selected lottery boxes. Since S13 and subsequent steps are the same as in Example 1, a description thereof will be omitted.

[0112] Next, as a fifth embodiment, an example will be described in which each type of enemy boss that appears in the game is associated with a corresponding type of item, and the probability of winning an item included in the set is changed based on the type of boss that the player has defeated in the game before the player pauses the game.

[0113] Fig. 15 is a diagram for explaining this embodiment (Example 5). Fig. 15 is a diagram showing that the lottery probability of obtaining an equipment item to be dispensed is determined according to the type of enemy boss defeated. Here, it is assumed that the enemy bosses include, for example, dragon type, slime type, insect type, ghost type, and fish type.

[0114] As shown in FIG. 15(A), for a dragon type, if the weight is 40 and the value per additional weight is 1, the additional weight for the dragon type is 40 (= weight 40 × value 1). For a slime type, if the weight is 20 and the value per additional weight is 1, the additional weight for the slime type is 20 (= weight 20 × value 1). For an insect type, if the weight is 15 and the value per additional weight is 1, the additional weight for the insect type is 15 (= weight 15 × value 1). For a ghost type, if the weight is 15 and the value per additional weight is 1, the additional weight for the ghost type is 15 (= weight 15 × value 1). For a fish type, if the weight is 10 and the value per additional weight is 1, the additional weight for the fish type is 10 (= weight 10 × value 1).

[0115] Then, by adding the additive weight calculated in Figure 15(A) to the weight shown in the table on the left side of Figure 15(B), the weight shown in the table on the right side of Figure 15(B) is obtained. The probability of the weight of each equipment item relative to the total weight is as shown in the table on the right side of Figure 15(B).

[0116] Fig. 16 is a diagram showing an example of a flowchart of the game suspension / resumption process in this embodiment (Example 5). Fig. 16 is a flowchart in which S51 is added after S11 in Fig. 9. Note that in Example 5, for example, S31 may be added after S11 in Fig. 10.

[0117] The control unit 22 remains in a waiting state until the player performs an interrupt operation after defeating a boss on a floor that is a multiple of five (NO in S11). When an interrupt instruction is received from the player from the terminal device 12 after defeating a boss on a floor that is a multiple of five (YES in S11), the control unit 22 changes the probability of winning a lottery item based on the type of enemy boss defeated by the player (S31). As described in FIG. 15, the control unit 22 calculates an additional weight for each type of enemy boss by multiplying the weight assigned to the type (type) of the enemy boss defeated by the value per weight. The control unit 22 adds the additional weight for each type of enemy boss to the previously assigned weight of the equipment item for each body part based on information correlating the type of enemy boss with the equipment item for each body part (head, face, torso, arms, legs). The control unit 22 calculates the weight of the equipment item for each body part after addition relative to the total weight of the equipment item for each body part after addition as the probability of winning an equipment item category.

[0118] The control unit 22 draws an equipment item by lottery based on the calculated probability of drawing an equipment item for each body part (S12). Here, the control unit 22 selects an equipment lottery box for the corresponding body part from the head equipment lottery box, face equipment lottery box, torso equipment lottery box, arm equipment lottery box, and leg / head equipment lottery box according to the calculated probability of drawing an equipment, and randomly obtains one from the selected lottery box. Since S13 and thereafter are the same as in Example 1, a description thereof will be omitted.

[0119] Next, as Example 7, we will explain an example in which information regarding the stage at which the game will be interrupted is provided to the first player (yourself) or the second player (someone else) based on the game play history of the first player (yourself) or the second player (someone else) and the development status of the player character operated by the first player.

[0120] For example, the control unit 22 may refer to past play history (of the first player and / or the second player) and recommend to the first player, as a stage at which to interrupt the game, a stage before the stage at which the first player failed to clear in the same training state (item equipment state) as the current first player. That is, the control unit 22 may refer to play history information between the first player and the second player and, depending on the number of times the second player character operated by the second player has failed to clear a stage in a training state corresponding to the training state of the player character operated by the first player, recommend to the first player, as a stage at which to interrupt the game, a stage before the stage at which the second player character failed to clear.

[0121] Here, the development state corresponding to the development state of the player character operated by the first player refers to, for example, a state in which all the same items are equipped, or the matching rate of the equipped items is greater than a predetermined value (e.g., 90%, 80%, 70%, 60%, etc.).

[0122] 17 is an example of a configuration block diagram of a hardware environment of a computer that executes a program in this embodiment. A computer 81 functions as the terminal device 12 or the server 15. The computer 81 is composed of a CPU 82, a ROM 83, a RAM 84, a storage device 85, an input I / F 86, an output I / F 87, a communication I / F 88, a reading device 89, and a bus 90.

[0123] Here, CPU refers to a central processing unit. ROM refers to a read-only memory. RAM refers to a random access memory. I / F refers to an interface. A CPU 82, a ROM 83, a RAM 84, a storage device 85, an input I / F 86, an output I / F 87, a communication I / F 88, and, if necessary, a reading device 89 are connected to a bus 90.

[0124] The CPU 82 reads out the program according to this embodiment from the storage device 85 and executes the program as the game control unit 23, the development control unit 24, and the lottery unit 25. The ROM 83 is a read-only memory. The RAM 84 is a memory for temporary storage.

[0125] The storage device 85 is a device that stores large amounts of information. Various types of storage devices can be used as the storage device 85, such as a hard disk, a solid state drive (SSD), or a flash memory card. The storage device 85 stores programs and various data according to the embodiment of the present invention.

[0126] The input I / F 86 can be connected to input devices such as a keyboard, a mouse, an electronic camera, a web camera, a microphone, a scanner, a sensor, a tablet, a touch panel display, an information reading device, etc. The output I / F 87 can be connected to output devices such as a display, a touch panel display, a projector, a printer, a speaker, etc.

[0127] The communication I / F 88 is an interface such as a port for connecting to a communication network and communicating with other devices. The communication network may be the Internet, a local area network (LAN), a wide area network (WAN), a dedicated line, a wired line, a wireless line, etc. The reading device 89 is a device for reading portable recording media.

[0128] The program for realizing the processes described in the above embodiments may be stored in, for example, the storage device 85 from a program provider via a communication network and the communication I / F 88. The program for realizing the processes described in the above embodiments may also be stored in a commercially available portable storage medium. In this case, the portable storage medium may be set in the reading device 89, and the program may be read and executed by the CPU 82. Various types of storage media can be used as the portable storage medium, such as a CD-ROM, a flexible disk, an optical disk, a magneto-optical disk, an IC card, a USB memory device, or a semiconductor memory card. The program stored in such a storage medium is read by the reading device 89.

[0129] The program may be installed on a stand-alone computer, or may be installed by a cloud computer and provide only its functions to the player. In the present embodiment, an application program capable of communicating with the server 15 is installed on the terminal device 12 to control the game system of the present embodiment, but this is not limiting. For example, a web browser installed on the terminal device 12 may be used to access the server 15 and use the game system of the present embodiment operated on the server side.

[0130] This aspect has been described above based on embodiments and modifications. However, the above-described embodiments are intended to facilitate understanding of this aspect and are not intended to limit this aspect. This aspect may be modified or improved without departing from the spirit and scope of the claims, and equivalents thereof are included in this aspect. Furthermore, if a technical feature is not described as essential in this specification, it may be deleted as appropriate.

[0131] <Summary> [General-purpose assignment] One of the objectives of the present invention is to improve player satisfaction. One of the objects of the present invention is to enhance the gameplay of raising a game object. Issues corresponding to [Appendix 1] One of the objects of the present invention is to enhance the game's appeal and increase player satisfaction by allowing game objects to be raised under restricted conditions for raising. [Appendix 1] A game control unit and a training control unit are provided, the game control unit controls a game in which a plurality of stages are cleared in order using a game object operated by a player, the breeding control unit, when the player selects to interrupt the game, enables the game object to be bred using game media acquired in the game, and limits the breeding of the game object based on conditions including the number of times the game object can be bred; the game control unit makes the developed game object available in the game resumed from the interruption. Information processing device. According to the information processing device described above, by raising a game object under restricted raising conditions, it is possible to enhance the playability of the game and increase the satisfaction of the player.

[0132] Issues corresponding to [Appendix 2] One of the objects of the present invention is to improve the strategic nature of the game and enhance the enjoyment of the game. [Appendix 2] Equipped with a lottery section, the lottery unit, when the game is interrupted, selects game media to be awarded to the player from a set including a plurality of game media; the breeding control unit enables the game object to be bred using the game content provided to the player by the lottery unit; 2. The information processing device according to claim 1. According to the information processing device, the strategic aspect of the game can be improved, and the game's appeal can be enhanced.

[0133] Issues corresponding to [Appendix 3] One of the objects of the present invention is to motivate players to switch modes and try various plays due to the lottery. [Appendix 3] the game control unit switches the mode of the game object to one of a plurality of modes in response to an operation by the player while playing the game; The lottery unit controls the set based on history information related to the mode. 3. The information processing device according to claim 2. According to the information processing device described above, the lottery can motivate the player to switch modes and try various plays.

[0134] Issues corresponding to [Appendix 4] One of the objectives of the present invention is to prevent players from becoming bored and from abandoning the game. [Appendix 4] The lottery unit At least one of the range of the number of game contents that can be acquired and the probability of drawing the game contents is changed based on the stage at which the interruption of the game is selected. 3. The information processing device according to claim 2. According to the information processing device described above, it is possible to prevent players from becoming bored and to prevent them from abandoning the game.

[0135] Issues corresponding to [Appendix 5] One of the objects of the present invention is to provide a player with a motivation to collect first game items in order to improve the abilities of the player character, thereby improving the enjoyment of the game. [Appendix 5] the development control unit changes the performance of the game object for each of a plurality of parts of the game object using a corresponding game content; the lottery unit varies the lottery probability for the game medium corresponding to each of the plurality of body parts based on the type of first game item acquired by the player in the game until the game is interrupted by the player; 3. The information processing device according to claim 2. According to the information processing device described above, the player is motivated to collect first game items in order to improve the abilities of the player character, thereby making the game more engaging.

[0136] Issues corresponding to [Appendix 6] One of the objects of the present invention is to motivate the player to collect second game items in order to customize the appearance of the player character to suit their own preferences, thereby improving the enjoyment of the game. [Appendix 6] the game contents corresponding to each of the body parts include a main part and an optional part that changes the decoration of the main part; The lottery unit changing the lottery probability for the game media of each of the main parts and the optional parts for each of the plurality of body parts based on the type of second game item acquired by the player in the game until the game is interrupted by the player; 6. The information processing device according to claim 5. According to the information processing device described above, the player is motivated to collect second game items in order to customize the appearance of the player character to suit his or her preferences, thereby making the game more engaging.

[0137] Issues corresponding to [Appendix 7] One of the objectives of the present invention is to motivate the player to defeat various types of enemies, thereby improving the enjoyment of the game. [Appendix 7] a type of game content is associated with each type of enemy object appearing in the game; The lottery unit The lottery probability of the game contents included in the set is changed based on the type of enemy object defeated by the player in the game until the game is interrupted by the player. 3. The information processing device according to claim 2. According to the information processing device described above, the player is motivated to defeat various types of enemies, thereby making the game more enjoyable.

[0138] Issues corresponding to [Appendix 8] One of the objectives of the present invention is to give players freedom in gameplay and prevent them from abandoning the game. [Appendix 8] The game control unit When the player returns from an interruption of the game, the player is allowed to play from a stage prior to the stage at which the interruption occurred. 2. The information processing device according to claim 1. According to the information processing device described above, it is possible to give players freedom in playing the game and to prevent them from quitting the game.

[0139] Issues corresponding to [Appendix 9] One of the purposes of the present invention is to allow the player to grasp not only the current item collection status but also what items have been acquired at which stage. [Appendix 9] The game control unit When the player returns from the interruption of the game, a stage selection screen that allows the player to select a stage to return to displays, for each stage, the game contents acquired for each stage in game play before the return. 2. The information processing device according to claim 1. According to the information processing device, the player can grasp not only the current item collection status but also what items he has acquired in which stage.

[0140] Issues corresponding to [Appendix 10] One of the objects of the present invention is to enhance the game's appeal and increase player satisfaction by allowing game objects to be raised under more restrictive conditions for raising. [Appendix 10] The game control unit If the player fails to clear the game, the game contents held by the game object are lost. 2. The information processing device according to claim 1. According to the information processing device described above, by raising game objects under further restricted raising conditions, it is possible to enhance the playability of the game and increase the satisfaction of the player.

[0141] Issues corresponding to [Appendix 11] One of the objectives of the present invention is to provide a first player with information regarding the stage at which the game will be paused, based on the play history of other player characters who are in a similar development status to the first player's own player character, from the standpoint of player convenience and user friendliness. [Appendix 11] The game control unit Based on the game play history of a first player or a second player and the development state of the game object operated by the first player, information regarding the stage at which the game will be interrupted is provided to the first player. 2. The information processing device according to claim 1. According to the above-mentioned information processing device, from the standpoint of player convenience and user friendliness, the first player can be provided with information regarding the stage at which the game will be paused, by referring to the play history of other player characters who are in a similar development status to the development status of the first player's character.

[0142] Issues corresponding to [Appendix 12] One of the objectives of the present invention is to provide a first player with information regarding the stage at which the game will be paused, based on the play history of other player characters who are in a similar development status to the first player's own player character, from the standpoint of player convenience and user friendliness. [Appendix 12] The game control unit Refer to play history information between a first player and one or more second players other than the first player, and, depending on the number of failures in clearing a stage by a second game object operated by the second player in a development state corresponding to a development state of a first game object operated by the first player, recommend to the first player a stage before the stage that was failed to be cleared as a stage at which to interrupt the game. 12. The information processing device according to claim 11. According to the above-mentioned information processing device, from the standpoint of player convenience and user friendliness, the first player can be provided with information regarding the stage at which the game will be paused, by referring to the play history of other player characters who are in a similar development status to the development status of the first player's character.

[0143] Issues corresponding to [Appendix 13] One of the objects of the present invention is to enhance the game's appeal and increase player satisfaction by allowing game objects to be raised under restricted conditions for raising. [Appendix 13] a processor for controlling a game in which a plurality of stages are cleared in order using a game object operated by a player; when the player selects to interrupt the game, the processor enables the game object to be raised using game media acquired in the game, and limits the raising of the game object based on conditions including the number of times it can be raised; a processor to make the developed game object available in the game resumed from the interruption; A program that executes a process. According to the above program, by raising a game object under restricted raising conditions, it is possible to enhance the playability of the game and increase the satisfaction of the player.

[0144] Issues corresponding to [Appendix 14] One of the objects of the present invention is to enhance the game's appeal and increase player satisfaction by allowing game objects to be raised under restricted conditions for raising. [Appendix 14] a processor controls a game in which a player uses a game object operated by the player to clear a plurality of stages in order; a processor, when the player selects to interrupt the game, enabling the game object to be developed using game media acquired in the game, and limiting the development of the game object based on conditions including the number of times the game object can be developed; The processor makes the developed game object available in the game resumed from the interruption. Information processing methods. According to the above information processing method, by raising a game object under restricted raising conditions, it is possible to enhance the playability of the game and increase the satisfaction of the player.

[0145] Issues corresponding to [Appendix 15] One of the objects of the present invention is to enhance the game's appeal and increase player satisfaction by allowing game objects to be raised under restricted conditions for raising. [Appendix 15] A server and a terminal device are provided, The server controlling a game in which a plurality of stages are cleared in order using a game object operated by a player via the terminal device; when the player selects to interrupt the game via the terminal device, the game object is made nurturingable using game media acquired in the game, and the nurturing of the game object is limited based on conditions including the number of times it can be nurturing; The developed game object is made available for use in the game resumed from the interruption. Information processing system. According to the information processing system described above, by raising a game object under restricted raising conditions, it is possible to enhance the playability of the game and increase the satisfaction of the player. [Explanation of symbols]

[0146] 1. Information processing equipment 2 Game control unit 3. Development Control Section 4 Lottery Section 11 Game System 12 Terminal Equipment 13 Operation display section 14 screens 15 servers 16. Communication Networks 21 Communications Department 22 Control Unit 23 Game control unit 24 Development Control Section 25 Lottery Section 26 Memory section 31 Communications Department 32 Control Unit 33 Operation reception section 34 Transmission and reception control section 35 Operation control section 36 Display control unit 37 Memory section 38 Game Media Data

Claims

1. A game control unit and a training control unit are provided, the game control unit controls a game in which a plurality of stages are cleared in order using a game object operated by a player, the breeding control unit, when the player selects to interrupt the game, enables the game object to be bred using game media acquired in the game, and limits the breeding of the game object based on conditions including the number of times the game object can be bred; the game control unit makes the developed game object available in the game resumed from the interruption. Information processing device.

2. Equipped with a lottery section, the lottery unit, when the game is interrupted, selects game media to be awarded to the player from a set including a plurality of game media; the breeding control unit enables the game object to be bred using the game content provided to the player by the lottery unit; The information processing device according to claim 1 .

3. the game control unit switches the mode of the game object to one of a plurality of modes in response to an operation by the player while playing the game; The lottery unit controls the set based on history information related to the mode. The information processing device according to claim 2 .

4. The lottery unit At least one of the range of the number of game contents that can be acquired and the probability of drawing the game contents is changed based on the stage at which the interruption of the game is selected. The information processing device according to claim 2 .

5. the development control unit changes the performance of the game object for each of a plurality of parts of the game object using a corresponding game content; the lottery unit varies the lottery probability for the game media corresponding to each of the plurality of body parts based on the type of first game item acquired by the player in the game until the game is interrupted by the player; The information processing device according to claim 2 .

6. the game contents corresponding to each of the body parts include a main part and an optional part that changes the decoration of the main part; The lottery unit changing the lottery probability for each of the game media for the main part and the optional part for each of the plurality of body parts based on the type of second game item acquired by the player in the game until the game is interrupted by the player; The information processing device according to claim 5 .

7. a type of game content is associated with each type of enemy object appearing in the game; The lottery unit The lottery probability of the game contents included in the set is changed based on the type of enemy object defeated by the player in the game until the game is interrupted by the player. The information processing device according to claim 2 .

8. The game control unit When the player returns from an interruption of the game, the player is allowed to play from a stage prior to the stage at which the interruption occurred. The information processing device according to claim 1 .

9. The game control unit When the player returns from the interruption of the game, a stage selection screen that allows the player to select a stage to return to displays, for each stage, the game contents acquired for each stage in game play before the return. The information processing device according to claim 1 .

10. The game control unit If the player fails to clear the game, the game contents held by the game object are lost. The information processing device according to claim 1 .

11. The game control unit Based on the game play history of a first player or a second player and the development state of the game object operated by the first player, information about a stage at which the game is to be interrupted is provided to the first player. The information processing device according to claim 1 .

12. The game control unit Refer to play history information between a first player and one or more second players other than the first player, and, depending on the number of failures in clearing a stage by a second game object operated by the second player in a development state corresponding to a development state of a first game object operated by the first player, recommend to the first player a stage before the stage that was failed to be cleared as a stage for interrupting the game. The information processing device according to claim 11.

13. a processor for controlling a game in which a plurality of stages are cleared in order using a game object operated by a player; when the player selects to interrupt the game, the processor enables the game object to be raised using game media acquired in the game, and limits the raising of the game object based on conditions including the number of times it can be raised; a processor to make the developed game object available in the game resumed from the interruption; A program that executes a process.

14. a processor controls a game in which a player uses a game object operated by the player to clear a plurality of stages in order; a processor, when the player selects to interrupt the game, enabling the game object to be developed using game media acquired in the game, and limiting the development of the game object based on conditions including the number of times the game object can be developed; The processor makes the developed game object available in the game resumed from the interruption. Information processing methods.

15. A server and a terminal device are provided, The server controlling a game in which a plurality of stages are cleared in order using a game object operated by a player via the terminal device; when the player selects to interrupt the game via the terminal device, the game object is made nurturingable using game media acquired in the game, and the nurturing of the game object is limited based on conditions including the number of times it can be nurturing; The developed game object is made available for use in the game resumed from the interruption. Information processing system.

Citation Information

Patent Citations

  • Game program and recording medium

    JP2016049129A