Programs and Information Processing Systems

The system addresses the issue of duplicate objects in games by automatically changing parameters and providing items to enhance user engagement and interest.

JP2026069528APending Publication Date: 2026-04-23COLOPL
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
COLOPL
Filing Date
2026-01-21
Publication Date
2026-04-23

AI Technical Summary

Technical Problem

Existing games fail to maintain user interest when players receive duplicate objects through lottery processes, leading to decreased engagement.

Method used

A program and information processing system that automatically varies the parameters of possessed objects when duplicate objects are acquired, and provides items to change these parameters or those of other objects.

Benefits of technology

Enhances user engagement by providing greater benefits and reducing the effort required to manually adjust parameters, offering a wider range of choices and maintaining interest through varied rewards.

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Abstract

To enhance user interest. [Solution] The program causes the computer to perform an automatic parameter change if the acquired object selected by lottery is the same as an object already owned by the user, and further provides the user with an item used to change the parameters of the acquired object or an object other than the acquired object.
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Description

Technical Field

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[0001] The present disclosure relates to programs and information processing systems.

Background Art

[0002] Conventionally, there is known a game in which a player can obtain an object available in the game by performing a lottery process. For example, Patent Document 1 discloses a game program that varies the parameters of an object when the object obtained by the lottery process is the same as an object already possessed.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] The present disclosure aims to improve the user's interest.

Means for Solving the Problems

[0005] A program according to an embodiment shown in the present disclosure causes a computer to perform an automatic variation that automatically varies the parameters of the possessed object when the acquired object selected by lottery is common with the possessed object already possessed by the user, and further functions as control means for giving the user an item used to vary the parameters of the possessed object or an object other than the possessed object.

[0006] An information processing system according to an embodiment shown in the present disclosure An information processing system comprising one or more information processing devices, If the acquired object selected by lottery is the same as an object already owned by the user, an automatic change is performed to automatically change the parameters of the owned object. Furthermore, the user is granted items used to change the parameters of the possessed object or other objects. [Effects of the Invention]

[0007] According to this disclosure, it is possible to improve user interest. [Brief explanation of the drawing]

[0008] [Figure 1] Figure 1 is a diagram showing the configuration of an information processing system according to an embodiment of this disclosure. [Figure 2] Figure 2 is a block diagram showing the configuration of a server according to the first embodiment of this disclosure. [Figure 3] Figure 3 is a flowchart showing the operation flow of the control unit when game media are distributed after the lottery process. [Figure 4] Figure 4 shows an example of a game screen displayed when acquired objects are awarded by the awarding unit shown in Figure 2. [Figure 5] Figure 5 shows an example of a game screen displayed when a variable item is granted by the granting unit shown in Figure 2. [Figure 6] Figure 6 shows an example of a game screen displaying the results of a lottery process when the lottery process by the lottery unit shown in Figure 2 is executed consecutively. [Figure 7] Figure 7 is an example (part 1) of the operation screen when the parameters of the owned object are changed by the parameter change unit shown in Figure 2. [Figure 8] Figure 8 is an example (part 2) of the operation screen when the parameters of the owned object are changed by the parameter change unit shown in Figure 2. [Figure 9] FIG. 9 is a diagram showing an example of the relationship between the amount of change in parameters due to the parameter change section and the stages of the parameters. [Figure 10] FIG. 10 is a diagram showing an example of an operation screen for changing the attributes of an object. [Figure 11] FIG. 11 is a block diagram showing the configuration of a server according to a second embodiment of the present disclosure. [Figure 12] FIG. 12 is a flowchart showing the flow of operations of the granting unit when a game medium is granted after the lottery process according to the second embodiment. [Figure 13] FIG. 13 is a diagram showing a game screen showing the result of a lottery process when a unique variable item is granted by the granting unit according to the second embodiment. [Figure 14] FIG. 14 is a block diagram showing the configuration of a server according to a third embodiment of the present disclosure. [Figure 15] FIG. 15 is a flowchart showing the flow of operations of the granting unit when a game medium is granted after the lottery process according to the third embodiment. [Figure 16] FIG. 16 is a diagram for explaining a method of parameter change processing by the parameter change section shown in FIG. 14. Embodiments for Carrying Out the Invention

[0009] Hereinafter, embodiments of this technical idea will be described in detail with reference to the drawings. In the following description, the same components etc. are denoted by the same reference numerals. Their names and functions are also the same. Therefore, detailed descriptions thereof will not be repeated.

[0010] <First Embodiment> [Configuration of Information Processing System] FIG. 1 is a diagram showing the configuration of an information processing system 1 according to a first embodiment of the present disclosure. As shown in FIG. 1, the information processing system 1 includes a terminal 10 used by a user and a server (computer) 20, and these devices are communicably connected to each other via a network 13.

[0011] The terminal 10 is a smartphone, a tablet or a tablet computer, etc. The terminal 10 may be a portable terminal, or may be a wearable device worn on the body, an installed terminal such as a PC (Personal Computer) or a game console. When the terminal 10 is operated by the user, game-related data is transmitted and received between the server 20 and the terminal 10. Thereby, the user can play the game.

[0012] The server 20 manages various data related to the games of each user who plays the game, and transmits images, sounds, texts and other data to the terminal 10 according to the progress of the games of each user. Further, the server 20 can identify, for example, a plurality of users participating in multiplayer and communicate with the terminals 10 of each user, thereby providing an environment for playing the game in multiplayer to each user.

[0013] [Configuration of Server] FIG. 2 is a block diagram showing the configuration of the server 20 according to an embodiment of the present disclosure. The server 20 includes a communication unit 21, a control unit 22, a storage unit 23, and a memory 24.

[0014] The communication unit 21 functions as an interface for the server 20 to communicate with external communication devices such as the terminal 10. For example, when the control unit 22 generates screen data of a game play screen, the communication unit 21 transmits the screen data to the terminal 10. Further, when the communication unit 21 receives operation information indicating the operation content of the user with respect to the terminal 10 from the terminal 10, the communication unit 21 outputs the operation information to the control unit 22.

[0015] The storage unit 23 includes a storage device such as an HDD (Hard Disk Drive) or flash memory. Specifically, the storage unit 23 stores programs 41, game information 42, and user information 43, etc.

[0016] Program 41 is a program for server 20 to execute various processes. Game information 42 includes information used to generate the play screen, and object information such as characters that can be used in the game. User information 43 includes information about users who play the game, such as identification information for each terminal 10 and identification information for each user.

[0017] Memory 24 includes a storage device such as ROM (Read Only Memory) or RAM (Random Access Memory). Various data generated in conjunction with the operation of the control unit 22 are temporarily stored in Memory 24. For example, Memory 24 stores game media information related to various game media, such as the one or more characters owned by each user, the accessories equipped to each character, and the virtual currency owned by the user.

[0018] The control unit 22 is a processor, for example, including a CPU (Central Processing Unit), an MPU (Micro Processing Unit), or a GPU (Graphics Processing Unit). The control unit 22 operates according to the program 41, performing the functions of a game progression unit 31, a lottery unit 32, a granting unit 33, and a parameter variation unit 34. The details of the control unit 22 will be described below.

[0019] [Details of the control unit] (Composition of game progression section, lottery section, and prize distribution section) The game progress unit 31 performs various processes related to the progress of the game based on operation information received from the terminal 10 via the communication unit 21. For example, the game progress unit 31 moves the character controlled by the user, progresses events in the game, generates and controls other characters and objects such as buildings that appear in the game, and generates screen data for the play screen.

[0020] The lottery unit 32 performs a lottery process to award game media to a user, for example, when the game progress meets predetermined conditions. These predetermined conditions include, for example, reaching a predetermined stage in the game, or the user viewing an advertisement. In such cases, the lottery unit 32 automatically starts the lottery process.

[0021] Furthermore, suppose a user performs an operation on terminal 10 to perform a lottery process using a predetermined game medium that they own. In this case, the lottery unit 32 can start the lottery process in exchange for consuming a predetermined number of the game mediums.

[0022] The lottery unit 32, as part of the lottery process, selects one object from among multiple objects such as characters and notifies the assignment unit 33 of the selected object. The assignment unit 33 assigns the object selected by the lottery unit 32 to the user.

[0023] Here, a user can possess multiple objects that can be used in the game. However, a user cannot possess multiple objects that are the same. Multiple objects that are the same refer to multiple objects that have the same name, the same ID, or the same image representing the object. Note that the same image includes cases where some parts of the appearance are slightly different. Furthermore, cases where some parts of the appearance are slightly different include cases where the character is the same but the color of a part of the character's body is different, or where the character is the same but the equipment the character is wearing is different.

[0024] Therefore, if the object selected by the lottery process is the same as an object already possessed by the user, the granting unit 33 grants the user a different game medium instead of the object selected by the lottery process. Hereinafter, the object selected by the lottery process will be referred to as the "acquired object," and the object already possessed by the user will be referred to as the "possessed object."

[0025] Figure 3 is a flowchart showing the operation flow of the control unit 22 when game media are distributed after the lottery process. Referring to Figure 3, first, when the distribution unit 33 receives notification of the acquired object selected by the lottery unit 32, it refers to the game media information stored in memory 24 to determine whether the acquired object and the owned object are the same (step S11).

[0026] Then, if the granting unit 33 determines that the acquired object and the possessed object are not the same (NO in step S11), it grants the acquired object to the user (step S12).

[0027] Figure 4 shows an example of a game screen displayed when an acquired object is awarded by the awarding unit 33 shown in Figure 2. When an acquired object is awarded to a user, the game progress unit 31 generates screen data for the first result screen G11 as shown in Figure 4. The game progress unit 31 then sends this screen data to the user's terminal 10, thereby displaying the first result screen G11 on the terminal 10.

[0028] Furthermore, each object usable in the game may have a rarity level assigned to it. For example, the rarity levels of objects may be divided from lowest to highest as rarity 1, rarity 2, rarity 3, and so on. In such a case, the rarity level of the acquired object will be displayed on the first results screen G11. In the first results screen G11 in Figure 4, as an example, two star marks are displayed, indicating that object C1, which has a rarity level of "2", has been assigned to the user as an acquired object.

[0029] Referring again to Figure 3, if the granting unit 33 determines that the acquired object and the possessed object are the same (YES in step S11), it grants the variable item T to the user (step S13). The variable item T is an item used to change the parameters of the possessed object.

[0030] Figure 5 shows an example of a game screen displayed when a variable item T is awarded by the awarding unit 33 shown in Figure 2. When the awarding unit 33 awards a variable item T to the user, the game progress unit 31 generates a second result screen G12 as shown in Figure 5 as the game screen. The game progress unit 31 then sends this screen data to the user's terminal 10, thereby displaying the second result screen G12 on the terminal 10.

[0031] The second results screen, G12, shows, as an example, that instead of being awarded the acquired object C2, the user is awarded the variable item T.

[0032] Furthermore, the variable item T may be configured to have different types depending on the rarity of the acquired object. For example, the granting unit 33 grants the first variable item T1 if the rarity of the acquired object is "1", the second variable item T2 if the rarity is "2", and the third variable item T3 if the rarity is "3".

[0033] The first variable item T1, the second variable item T2, and the third variable item T3, for example, have different shapes from each other. In the second result screen G12 shown in Figure 5, as an example, it is shown that the second variable item T2 is assigned to the user as variable item T.

[0034] The granting unit 33 may be configured to grant the same variable item T regardless of the rarity of the acquired object. Alternatively, the granting unit 33 may be configured to change the number of variable items T granted depending on the rarity of the acquired object.

[0035] Furthermore, the lottery unit 32 shown in Figure 2 is capable of executing multiple lottery processes consecutively. In such cases, the terminal 10 displays, for example, the results of multiple lottery processes all at once. Figure 6 is a diagram showing an example of a game screen displaying the results of a lottery process when the lottery process by the lottery unit 32 shown in Figure 2 is executed consecutively.

[0036] Figure 6 shows, as an example, the third result screen G13 when 11 consecutive lottery processes are performed. The third result screen G13 shows that 11 types of objects, C11 to C21, were selected as acquired objects through the 11 lottery processes. The third result screen G13 also shows that objects C12, C13, C16, C18, and C20 are not common to any of the one or more objects the user possessed before the lottery process, and are newly assigned objects to the user.

[0037] Furthermore, the third results screen G13 indicates that objects C11, C14, C15, C17, C19, and C21 are common to one or more objects owned by the user before the lottery process, and that instead of being given an object, the user will be given a variable item T. The third results screen G13 also shows, for example, the total number of acquired objects and the total number of variable items T of each type that will be given to the user.

[0038] Referring again to Figure 3, if the acquired object and the possessed object are the same (YES in step S11), in addition to the granting of variable item T (step S13), the parameter change unit 34 will also perform automatic parameter change (step S14). The details of the configuration of the parameter change unit 34 will be described below.

[0039] (Configuration of the parameter variation section) (a) Parameter change processing by using variable item T The parameter variation unit 34 shown in Figure 2 changes the parameters of the possessed object in response to a predetermined operation by the user. Here, we will explain the case in which the parameter variation unit 34 changes the Hit Points (HP) value and the Skill Points (SP) value for using special moves as parameters of the possessed object.

[0040] Figures 7 and 8 show examples of operation screens when the parameters of owned objects are changed by the parameter change unit 34 shown in Figure 2. For example, suppose a user operates terminal 10 to select object C21 from the list of owned objects. In this case, as shown in Figure 7, the details screen G21 of object C21 is displayed on terminal 10.

[0041] Then, when the user selects the parameter change button B1 included in the details screen G21, the parameter change screen G22 is displayed on the terminal 10, as shown in Figure 8. The parameter change screen G22 includes, for example, regions R1, R2, and R3.

[0042] The parameters are divided into multiple stages, and the current stage of the parameter is displayed in area R1. In the example shown in Figure 8, the current stage of the parameter for the owned object selected by the user is shown to be stage 5 out of 8 stages.

[0043] In area R2, the current values ​​of various parameters for the user-selected owned object, as well as the values ​​of various parameters after parameter adjustment processing, are displayed. More specifically, the game information 42 shown in Figure 2 records the parameter values ​​for each object at each stage. The game progress unit 31 refers to the game information 42 and displays the values ​​of various parameters after parameter adjustment processing in area R2.

[0044] In the example shown in Figure 8, it is shown that one of the parameters, "HP," is currently "92601" and will increase to "92940" after the change, and another parameter, "SP," is currently "147" and will increase to "171" after the change. Also in the example shown in Figure 8, it is shown that one of the parameters, "Attack," is currently "6308" and will increase to "6450" after the change, and another parameter, "Defense," is currently "1465" and will increase to "1508" after the change. Furthermore, in the example shown in Figure 8, it is shown that one of the parameters, "Critical Hit," is currently "239" and will increase to "281" after the change.

[0045] In area R3, the number of variable items T consumed when raising a parameter by one level is displayed for each type of variable item T. In the example shown in Figure 8, it is shown that when raising a parameter by one level, 50 variable items T1 are consumed when using the first variable item T1, 25 variable items T2 are consumed when using the second variable item T2, and 1 variable item T3 is consumed when using the third variable item T3.

[0046] Suppose a user, for example, operates terminal 10 to select one of several types of variable items T displayed on parameter variation screen G22, and then selects the execute button B2. In this case, the parameter variation unit 34 consumes the number of variable items T of the type selected by the user required to raise the parameter level by one step, thereby raising the parameter of the user-owned object by one step.

[0047] (b) Automatic parameter variation processing As shown in step S14 of Figure 3, if the acquired object and the possessed object are the same, in addition to the granting of variable item T by the granting unit 33, the parameter change unit 34 performs automatic parameter change. At this time, the parameter change unit 34 changes the parameters of the possessed object without setting an upper limit on the parameter levels. That is, even if the current level of the parameters of the possessed object is the upper limit of level 8, the parameter change unit 34 will change the parameters of the possessed object to level 9 or higher.

[0048] The amount of parameter change per cycle due to automatic variation processing is greater than the amount of parameter change per cycle due to the consumption of variation item T. For example, while the amount of parameter change per cycle due to the consumption of variation item T is one step, the amount of parameter change per cycle due to automatic variation processing is 10 steps.

[0049] In other words, in order for the automatic variation process to change the parameters by a predetermined amount (for example, by 10 levels), the acquired object and the possessed object must be common to each other once (N times).

[0050] In contrast, if 50 variable items T are needed to change a parameter by one level, then 500 variable items T are needed to change the parameter by a predetermined amount (for example, 10 levels). That is, if one variable item T is awarded each time an acquired object and a possessed object are common, then 500 (K) times are needed for the acquired object and the possessed object to be common to change the parameter by a predetermined amount (for example, 10 levels).

[0051] As mentioned above, if the upper limit of the parameter stages is set to stage 8, even if the user possesses more than 500 variable item T, the parameter changes will be capped at stage 8.

[0052] Furthermore, an upper limit may be set for the parameter stages in the automatic parameter change process. In this case, the parameter change unit 34 performs automatic parameter change of the possessed object only if the parameter stage of the possessed object, which is common to the acquired object, has not reached the upper limit.

[0053] Furthermore, the parameter variation unit 34 may be configured to change the amount of variation as the parameter level increases in at least one of the parameter variation processing due to the consumption of variation item T and the automatic parameter variation processing.

[0054] Figure 9 shows an example of the relationship between the amount of parameter variation by the parameter variation unit 34 and the parameter stage. As shown in Figure 9, for example, the parameter variation unit 34 can reduce the amount of parameter variation by one stage as the parameter stage increases.

[0055] By the way, if the acquired object and the possessed object are the same, and the value of the reward granted to the user is low, the user's interest may decrease. In contrast, in the first embodiment, when the acquired object and the possessed object are the same, the variable item T is granted to the user, and furthermore, the parameters of the possessed object are automatically changed.

[0056] Thus, since users can receive greater benefits when acquired objects and owned objects are common, user engagement can be increased. Furthermore, users who own many objects, i.e., users who play the game frequently, will receive greater benefits.

[0057] Furthermore, the automatic parameter changes reduce the effort required from the user to manually adjust parameters. Additionally, users have a wider range of choices when using the variable item T: whether to change the parameters of owned objects shared with the acquired object, or to change the parameters of owned objects other than the acquired object. This further enhances user engagement.

[0058] <Second Embodiment> Next, a second embodiment of this disclosure will be described. The configuration of the server (computer) 120 according to the second embodiment is the same as that of the server 20 according to the first embodiment shown in Figure 2, except for the contents described later, so a detailed explanation of the same configuration will not be repeated.

[0059] In the first embodiment, if the object acquired through the lottery process is the same as an object already owned by the user, a variable item T is granted to the user, and the parameters of the owned object are automatically changed. In contrast, in the second embodiment, if the acquired object and the owned object are the same, the game medium granted to the user changes depending on whether the owned object meets certain conditions.

[0060] [Object Attributes] Here, each object usable in the game is associated with an attribute. Attributes include things like the object's class (such as warrior or mage) or its appearance (skin), and they define the skills the object can use. Attributes do not include the object's rarity or the superiority or inferiority of its abilities.

[0061] Furthermore, a single object may have multiple attributes. In such cases, the user can select which attributes to apply to the object from among the multiple attributes. For example, the user can change the profession of a character object from "warrior" to "mage."

[0062] Figure 10 shows an example of an operation screen for changing the attributes of an object. Specifically, suppose the user selects the area R21 where object C21 is displayed, while the detail screen G21 shown in Figure 7 is displayed on terminal 10. In this case, the attribute selection screen G31 for object C21, as shown in Figure 10, is displayed on terminal 10.

[0063] On the attribute selection screen G31, two selection buttons are displayed for object C21: one for setting the occupation to "Swordsman" (B21) and another for setting the occupation to "Wizard" (B22). In this state, if the user selects button B21, the occupation of object C21 will be set to "Swordsman". If the user selects button B22, the occupation of object C21 will be set to "Wizard".

[0064] When an object's attributes, such as its profession, are changed, the object's operability, actions, and motions in the game will change, for example. However, even if an object's attributes are changed, its name and parameters will not change.

[0065] Furthermore, object attributes are classified into a first attribute and a second attribute. The object selection by the parameter variation unit 34 includes both objects with the first attribute and objects with the second attribute. For example, objects that appear in the game after a certain point in time have the first attribute, while objects that have appeared in the game before that point in time have the second attribute.

[0066] More specifically, suppose that, prior to a certain point in time, an object with a second attribute appears in the game, and the user possesses that object. In this situation, suppose that after that point in time, an object with a first attribute appears in the game. In this case, the user can switch the attribute of the object they possess between the first and second attributes.

[0067] Furthermore, suppose, for example, that an object with the second attribute appeared in the game before a certain point in time, and the user did not possess that object. In this situation, suppose that after that point in time, the object with the first attribute appears in the game. In this case, if the user acquires the object with the first attribute through a lottery process, they can switch the attribute of that object between the first attribute and the second attribute and use it.

[0068] [Lottery process] Figure 11 is a block diagram showing the configuration of a server 120 according to a second embodiment of this disclosure. The server 120 according to the second embodiment includes a control unit 122 instead of the control unit 22 shown in Figure 2. The control unit 122 includes a game progress unit 31, a lottery unit 32, an assignment unit 133, and a parameter variation unit 134. The configurations of the game progress unit 31 and the lottery unit 32 are the same as those of the game progress unit 31 and lottery unit 32 shown in Figure 2, respectively.

[0069] Figure 12 is a flowchart showing the operation flow of the granting unit 133 when game media are granted after the lottery process according to the second embodiment. Referring to Figure 12, first, when the granting unit 133 receives notification of the acquired object selected by the lottery unit 32, it refers to the game media information stored in memory 24 to determine whether the acquired object and the owned object are the same (step S21).

[0070] Then, if the granting unit 33 determines that the acquired object and the possessed object are not the same (NO in step S21), it grants the acquired object to the user (step S22).

[0071] On the other hand, if the granting unit 33 determines that the acquired object and the possessed object are common (YES in step S21), it determines whether the possessed object is an object that satisfies certain conditions (the first object) (step S23). Here, as an example, the granting unit 33 determines that if the possessed object has the first attribute, the possessed object is an object that satisfies certain conditions.

[0072] The granting unit 33 then determines that the possessed object is an object that does not meet certain conditions (a second object), that is, an object that has a second attribute (NO in step S23). In this case, the granting unit 33 grants the user a variable item T (hereinafter referred to as "general variable item Tb") that can be used for the possessed object and other objects (step S24).

[0073] On the other hand, the granting unit 33 determines that the possessed object is an object that satisfies specific conditions, that is, an object that has the first attribute (YES in step S23). In this case, the granting unit 33 grants the user a variable item T (hereinafter referred to as "unique variable item Ta") that can be used on the possessed object but whose use on objects other than the possessed object is restricted (step S25).

[0074] Figure 13 is a diagram showing the game screen that displays the result of the lottery process when the unique variable item Ta is granted by the granting unit 33 according to the second embodiment. When the unique variable item (first item) Ta is granted to the user by the granting unit 33, the game progress unit 31 generates screen data for the result screen G32 as shown in Figure 13 as the game screen. The game progress unit 31 then transmits the generated screen data to the user's terminal 10, thereby displaying the result screen G32 on the terminal 10.

[0075] The results screen G32 shown in Figure 13 indicates that instead of acquiring object C3, the user is given a unique variable item Ta, which can be used with acquired object C3 but is restricted to use with objects other than acquired object C3.

[0076] If multiple draw processes are performed consecutively, the user will be notified of, for example, the total number of acquired objects, the total number of unique variable items Ta, and the total number of general variable items (second items) Tb that will be awarded to the user.

[0077] Incidentally, during the long-term operation of a game, objects with new attributes (for example, a first attribute) may appear. When objects acquired through a lottery process and owned objects are the same, the behavior of granting them to game media may differ from the conventional behavior used for objects with existing attributes (for example, a second attribute). However, if this new behavior for granting rewards is implemented, there is a possibility that game media accumulated by users up to that point may become unusable and wasted.

[0078] In contrast, the server 120 according to the second embodiment of this disclosure changes the behavior in granting game media depending on whether the possessed object, which is common to the acquired object, has a first attribute or whether the possessed object has a second attribute, as described above.

[0079] In other words, both the existing behavior when an object possesses a second attribute (e.g., granting the general variable item Tb) and the new behavior when an object possesses a first attribute (e.g., granting the unique variable item Ta) are used in combination. This enhances the enjoyment of the game through multiple behaviors and ensures that players have opportunities to use the game currency they have accumulated so far.

[0080] (modified version) If the acquired object and the possessed object are objects that satisfy certain conditions (YES in step S23 shown in Figure 12), the configuration may be such that at least one of the unique variable item Ta and the general variable item Tb is granted. For example, the granting unit 33 may grant both the unique variable item Ta and the general variable item Tb to the user, or it may grant the user one of the unique variable item Ta and the general variable item Tb selected by the user.

[0081] Furthermore, the granting unit 33 may be configured to determine, in addition to determining whether the possessed object, which is common to the acquired object, satisfies certain conditions (step S23 shown in Figure 12), whether the attributes of the acquired object and the attributes of the possessed object match.

[0082] In this configuration, for example, the granting unit 33 grants the user a unique variable item Ta if the possessed object, which is common to the acquired object, satisfies certain conditions (YES in step S23 shown in Figure 12), and the attributes of the acquired object and the attributes of the possessed object match. Furthermore, even if the possessed object, which is common to the acquired object, satisfies certain conditions (YES in step S23 shown in Figure 12), if the attributes of the acquired object and the attributes of the possessed object do not match, the granting unit 33 grants the user a general variable item Tb, for example.

[0083] Furthermore, the granting unit 33 may be configured to grant the user a general-purpose variable item Tb if the possessed object, which is common to the acquired object, does not meet certain conditions (NO in step S23 shown in Figure 12), and the attributes of the acquired object and the attributes of the possessed object match. In such a configuration, the granting unit 33 will not grant the general-purpose variable item Tb if the possessed object, which is common to the acquired object, does not meet certain conditions (NO in step S23 shown in Figure 12), and the attributes of the acquired object and the attributes of the possessed object do not match.

[0084] [Parameter variation processing] Referring again to Figure 11, the parameter variation unit 134 has a first variation unit 134a and a second variation unit 134b. The first variation unit 134a changes the parameters of one or more possessed objects owned by the user that are associated with the unique variation item Ta as an object that can use that item, in exchange for consuming a predetermined number of unique variation items Ta.

[0085] As shown in step S25 of Figure 12, the unique variable item Ta is granted, for example, when the acquired object and the possessed object are common, and the possessed object satisfies certain conditions. Therefore, the possessed object to which the unique variable item Ta is associated as an object that can use the item is an object that satisfies certain conditions.

[0086] In the parameter change process using the unique variable item Ta, the parameter change unit 134 can change the parameters of the possessed object without setting an upper limit on the parameter levels. For example, the parameter change unit 34 can change the parameters of the possessed object so that they increase by 10 levels.

[0087] The second variable unit 134b, in exchange for the consumption of a predetermined number of general-purpose variable items Tb owned by the user, changes the parameters of one or more owned objects selected by the user, for example, by increasing them by one level. Objects whose parameters can be changed by the consumption of general-purpose variable items Tb include both objects that meet certain conditions and objects that do not meet those conditions.

[0088] Therefore, when a user modifies the parameters of an object they possess that meets certain conditions, they can choose to use either the unique modifier item Ta corresponding to that object or the general-purpose modifier item Tb. This broadens the range of choices available to the user and enhances the game's appeal.

[0089] Furthermore, the general-purpose variable item Tb may be configured to be usable on objects that do not meet certain conditions, but not on objects that do. In this case, when a user modifies the parameters of a possessed object that meets certain conditions, they will choose to use the unique variable item Ta corresponding to that possessed object.

[0090] <Third Embodiment> Next, a third embodiment of this disclosure will be described. The configuration of the server (computer) 220 according to the third embodiment is the same as that of the server 120 according to the second embodiment shown in Figure 11, except for the contents described later, so a detailed explanation of the same configuration will not be repeated.

[0091] [Lottery process] Figure 14 is a block diagram showing the configuration of a server 220 according to a third embodiment of this disclosure. The server 220 according to the third embodiment includes a control unit 222 instead of the control unit 122 shown in Figure 11. The control unit 222 includes a game progress unit 31, a lottery unit 32, an assignment unit 233, and a parameter variation unit 234. The configurations of the game progress unit 31 and the lottery unit 32 are the same as those shown in Figure 2.

[0092] Figure 15 is a flowchart showing the operation flow of the distribution unit 233 when game media are distributed after the lottery process, according to the third embodiment. The operations from step S31 to step S34 shown in Figure 15 are the same as the operations from step S21 to step S24 shown in Figure 12, so a detailed explanation will not be repeated here.

[0093] The granting unit 133 determines in step S33 that the possessed object, which is common to the acquired object, is an object that satisfies certain conditions (YES in step S33). In this case, the granting unit 133 determines whether the possessed object is in the first situation or the second situation which is more advantageous than the first situation (step S35).

[0094] An object being in a first state includes, for example, the object's parameters being in a first specific state, specifically, a state where the parameter's level is below a predetermined level. An object being in a second state includes, for example, the object's parameters being in a second specific state, specifically, a state where the parameter's level is above a predetermined level.

[0095] Here, if the upper limit of the parameter levels is set to level 8, and the parameter levels of an object are divided from level 0 to level 8, the object is judged to be in state 1. Also, if the upper limit of the parameter levels is set to level 9 or higher, and the parameter levels of an object are level 9 or higher, the object is judged to be in state 2.

[0096] If the granting unit 233 determines in step S35 that the possessed object is in the first state (the "first state" in step S35), it grants the user a general variable item Tb (step S34).

[0097] On the other hand, the granting unit 233 determines that the possessed object is in a second state (referred to as "second state" in step S35). In this case, specific control is performed by at least one of the granting unit 233 and the parameter variation unit 234 (step S36). For example, as a specific control, the granting unit 233 grants the user a unique variation item Ta that can be used for the possessed object.

[0098] Furthermore, the parameter adjustment unit 234 may automatically adjust the parameters of the possessed object as a specific control. Specifically, the parameter adjustment unit 234 may automatically adjust the parameters of the possessed object so that they increase by 10 levels.

[0099] Furthermore, the granting unit 233 may grant the user a general-purpose variable item Tb as a specific control. In this configuration, the granting unit 33 does not need to determine whether the possessed object is an object that satisfies specific conditions (step S33), and whether the possessed object is in the first situation or the second situation (step S35). That is, if the granting unit 33 determines that the acquired object and the possessed object are common (YES in step S31), it may grant the user a general-purpose variable item Tb without performing the determination processes in steps S33 and S35.

[0100] In addition, parameters may be set for the acquired object. In this case, the assignment unit 233 may, in addition to the judgment process described above, determine whether the acquired object is in the first situation or the second situation, specifically whether the parameters of the acquired object are higher than a predetermined level.

[0101] For example, the granting unit 233 may be configured to perform different control actions depending on whether the acquired object is in the first state or not, when the possessed object that is common to the acquired object is in the first state (referred to as "first state" in step S35).

[0102] Furthermore, the granting unit 233 may also be configured to perform different control actions depending on whether the acquired object is in the second state or not, even if the possessed object, which is common to the acquired object, is in the second state (the "second state" in step S35).

[0103] [Parameter variation processing] Referring again to Figure 14, the parameter variation unit 234 has a first variation unit 234a and a second variation unit 234b.

[0104] The first variable unit 234a changes the parameters of one or more possessed objects owned by the user that are associated with the unique variable item Ta, in exchange for consuming a predetermined number of unique variable items Ta. For example, the first variable unit 234a changes the parameters of the possessed object so that they increase by 10 levels.

[0105] Furthermore, the second variable unit 234b, in exchange for consuming a predetermined number of general-purpose variable items Tb, changes the parameters of one or more possessed objects selected by the user. For example, the second variable unit 234b changes the parameters of a possessed object so that they increase by one level.

[0106] Furthermore, the number of general-purpose variable items Tb consumed when raising a parameter by a predetermined amount may differ from the number of specific variable items Ta consumed when raising a parameter by the same predetermined amount. For example, when raising a parameter by one level, 50 general-purpose variable items Tb are consumed if general-purpose variable items Tb are used, while 1 specific variable item Ta is consumed if specific variable items Ta are used.

[0107] The user can change the parameters of an owned object that meets certain conditions using one of several methods described later. Figure 16 is a diagram illustrating the parameter change processing method by the parameter change unit 234 shown in Figure 14. Here, as an example of an owned object that meets certain conditions, a method for changing the parameters of an owned object having a first attribute will be described.

[0108] (a) Method 1 As shown in Figure 16, a user can change the parameters of an object possessed by an object having a first attribute by using a general variable item Tb, if the parameter level of the object is between level 0 and level 8, i.e., the possessed object is in the first state.

[0109] Furthermore, suppose the parameter level of the possessed object having the first attribute reaches level 9 or higher. In other words, suppose the possessed object reaches the second state. In this case, the user can change the parameters of the possessed object by using the unique variable item Ta.

[0110] (b) Method 2 Furthermore, if the parameter level of a possessed object having the first attribute reaches level 9 or higher, that is, if the possessed object reaches the second state, and an object common to that possessed object is acquired through a lottery process, then the parameters of the possessed object can be changed through automatic parameter changes.

[0111] (c) Method 3 Furthermore, suppose the parameter level of the possessed object having the first attribute is level 9 or higher. That is, suppose the possessed object is in the second state. In this case, the user can change the parameters of the possessed object by using the general variable item Tb, just as when the parameter level of the possessed object was between level 0 and level 8, i.e., when the possessed object was in the first state.

[0112] (d) Method 4 Furthermore, regardless of the parameter level of the possessed object having the first attribute, the user can change the parameters of the possessed object by using the unique variable item Ta or the general variable item Tb.

[0113] Furthermore, the condition in which an object is in the first or second state is not limited to cases where the object's parameters are in a specific state, but may also include cases such as when the number of skins of the object owned by the user is greater than a predetermined number. In this case, the number of skins of the object owned by the user is greater when the object is in the second state than when the object is in the first state.

[0114] As described above, in the third embodiment of this disclosure, when the object acquired through the lottery process and the object already possessed are the same, the behavior changes depending on the parameter level of the possessed object. Therefore, users are motivated to further enhance the possessed object with higher parameters, thereby improving the level of interest.

[0115] The elements included in each of the first to third embodiments of this disclosure can be combined with each other, and the resulting combinations also constitute a part of the embodiments shown in this disclosure. Furthermore, within the scope of the invention, the components can be freely combined, any component can be modified, any component can be replaced, any component can be omitted, or other components can be added. Also, the processing flow described herein is merely an example, and the order and configuration of each process may differ. In addition, some processes described herein may not exist. In other words, the processing flow and specific decision processes may differ from those exemplified herein.

[0116] [Additional Notes] The contents of the embodiments of this disclosure are listed below. [assignment] The aim is to further improve convenience.

[0117] [Solution] (Item 1) Computers, If the acquired object selected by lottery is the same as an object already owned by the user, the system will perform an automatic change that automatically alters the parameters of the owned object, and will also function as a control means to grant the user an item used to alter the parameters of the owned object or other objects.

[0118] Thus, when acquired objects and owned objects are the same, the benefits a user can receive are greater, and user engagement can be increased. Furthermore, users who own many objects, i.e., users who play the game frequently, can receive greater benefits.

[0119] Furthermore, the automatic parameter changes reduce the effort required from the user to manually adjust parameters. Additionally, users have a wider range of choices when using items: whether to change the parameters of owned objects shared with the acquired object, or to change the parameters of other owned objects. This further enhances user engagement.

[0120] Furthermore, if the acquired object and the possessed object are the same, the parameters will automatically change and items will be assigned regardless of the attributes or status of the possessed object, making it simple and easy for the user to understand.

[0121] (Item 2) The program described in item 1, wherein the amount of change in the parameter due to the automatic change is different from the amount of change in the parameter due to the use of the item. This configuration allows, for example, the amount of parameter change due to automatic fluctuations to be greater than the amount of parameter change due to item usage. This, in turn, increases the benefit received by the user when an object common to an object already owned is selected through the lottery process.

[0122] (Item 3) In order for the parameters to be changed by a predetermined amount through the automatic variation described above, the number of times the acquired object and the possessed object are common to each other must be N (a natural number) or more. The program described in item 1 or item 2, wherein the number of times required to change the parameter by a predetermined amount using only the items granted by the fact that the acquired object and the possessed object are common is K (a natural number different from N).

[0123] With this configuration, for example, if K is a number greater than N, the amount of parameter change due to automatic variation is greater than the amount of parameter change due to item use. In such cases, the user can receive a greater benefit when an object common to an object already owned is selected through the lottery process.

[0124] (Item 4) A program described in any one of items 1 to 3, wherein there is no upper limit on the variation of the aforementioned parameters.

[0125] This configuration allows players to continuously enhance their owned objects, further increasing user engagement.

[0126] (Item 5) The aforementioned parameters are divided into multiple stages, A program according to any one of items 1 to 4, wherein at least one of the amount of change in the parameter due to the automatic change and the amount of change in the parameter due to the use of the item decreases as the parameter level increases.

[0127] This configuration prevents the game's difficulty from becoming too low due to over-strengthening of possessed objects.

[0128] (Item 6) Computers, If the object selected by lottery is the same as a first object already possessed by the user and that meets certain conditions, the first item is granted to the user. If the acquired object is common to a second object already possessed by the user and which does not meet certain conditions, the system functions as a means for granting the second item to the user. The first item is usable on the first object, but its use is restricted to objects other than the first object. The second item is a program that is usable for the second object and for objects other than the second object.

[0129] For example, during the long-term operation of a game, objects with new attributes may appear. In such cases, the behavior of granting game currency to objects acquired through a lottery process and those already possessed may differ from the conventional behavior used for objects with existing attributes. However, if this new behavior for granting rewards is implemented, there is a possibility that game currency accumulated by users up to that point may become unusable and wasted.

[0130] In contrast, the information processing system 1 according to the second embodiment of this disclosure changes the behavior in granting game media after the lottery process depending on whether the possessed object, which is common to the acquired object, satisfies certain conditions, as described above. Furthermore, both the existing behavior of granting a second item and the new behavior of granting a first item are used in combination. This enhances the level of interest through multiple behaviors and ensures that users have opportunities to use the game media they have accumulated so far.

[0131] (Item 7) The program described in item 6, which includes the first attribute being assigned to the first object if the aforementioned specific conditions are met.

[0132] This configuration allows for changing the behavior of granting game media after the lottery process, depending on the attributes of the acquired object and the possessed object.

[0133] (Item 8) The first item is a program according to item 6 or item 7, which is consumed a predetermined number of times to vary the parameters of the first object.

[0134] In this way, the new behavior of assigning a first item that is unique to the first object can improve user preference.

[0135] (Item 9) The program described in any one of items 6 to 8, wherein the multiple objects subject to the aforementioned lottery include both the first object and the second object.

[0136] This configuration allows players to enjoy multiple patterns of behavior when awarding game tokens after a lottery, even if the same type of lottery is being held.

[0137] (Item 10) Computers, If the acquired object selected by lottery is the same as a first object already possessed by the user and meeting certain conditions, the granting means grants the user at least one of a first item that can be used with the first object but whose use is restricted to objects other than the first object, and a second item that can be used with both the first object and objects other than the first object. A first variation means for changing the parameters of the first object by using the first item, A program that functions as a second variable means for varying the parameters of the first object by using the second item.

[0138] Thus, when changing the parameters of possessed objects that meet specific conditions, there are two types of parameter changes: those caused by using a first item and those caused by using a second item. This broadens the range of choices available to the user and enhances the overall enjoyment.

[0139] (Item 11) The granting means grants both the first item and the second item to the user if the acquired object is common to the first object, according to the program described in item 10.

[0140] In this way, when the acquired object and the first object are common, a configuration in which the benefits the user can receive are set to be large can improve user interest.

[0141] (Item 12) The granting means, if the acquired object is common to the first object, grants the user the item selected by the user from among the first item and the second item, according to the program described in item 10.

[0142] This configuration allows us to reflect user preferences, thereby further enhancing user interest.

[0143] (Item 13) The granting means, if the acquired object is common to the first object, does not grant the second item, but grants the first item to the user, as described in item 10.

[0144] This configuration ensures an opportunity to vary the parameters of the first object.

[0145] (Item 14) The granting means, if the acquired object is common to a second object already possessed by the user and does not meet certain conditions, grants the second item to the user instead of the first item, according to any one of items 10 to 13.

[0146] In this way, by changing the behavior in the distribution of game media after the lottery process depending on whether the acquired object and the possessed object meet specific conditions, it is possible to improve user preference.

[0147] (Item 15) Computers, If the object selected by lottery is the same as the first object already possessed by the user and in the first situation, the second item is granted to the user. A program that functions as a control means to perform specific control when the acquired object is already possessed by the user and is common to a second object in a second situation.

[0148] In this way, the behavior after the lottery process differs depending on the status of the acquired object and the owned object, thereby improving user engagement.

[0149] (Item 16) The program described in item 15, wherein the first situation includes a parameter indicating the strength of an object being in the first specific situation.

[0150] This configuration allows for different behavior after the lottery process depending on the parameters of the acquired object and the possessed object, which are common to both.

[0151] (Item 17) The program described in item 16, wherein the second situation includes the parameter being in a second specific situation that is different from the first specific situation.

[0152] Thus, since the behavior after the lottery process differs depending on the parameters of the acquired object and the owned object, it encourages players to further strengthen the owned object with high parameters, thereby increasing the level of interest in the game.

[0153] (Item 18) The control means is a program described in any one of items 15 to 17, which grants a first item to the user as the specific control.

[0154] This configuration allows users to benefit even if acquired objects and possessed objects are the same.

[0155] (Item 19) The control means is a program according to any one of items 15 to 18, which, as the specific control, automatically varies a parameter indicating the strength of the first object.

[0156] This configuration reduces the effort required from the user to change parameters.

[0157] (Item 20) The first item is usable on the second object, but its use is restricted on objects other than the second object. The second item is the program described in item 18, which is available for use with the second object and objects other than the second object.

[0158] In this way, the configuration, where different items are granted depending on the status of the acquired object and the possessed object, allows players to obtain opportunities to strengthen, for example, the second object and other objects.

[0159] Furthermore, the solutions constructed in the above program may be adapted to the fields of devices, systems, methods, and media as appropriate.

[0160] Furthermore, each operation performed by the control unit 22 in the server 20 of the above embodiment may be performed by one processor or by multiple processors. For example, some or all of the operations performed by the control unit 22 may be performed by the terminal 10 shown in Figure 1.

[0161] Furthermore, the above embodiments are merely illustrative examples to facilitate understanding of the present invention and are not intended to limit its interpretation. The present invention may be modified, improved, or have parts of its embodiments deleted without departing from its spirit, and it goes without saying that the present invention includes equivalents thereof. [Explanation of Symbols]

[0162] 1: Information processing system, 10: Terminal, 13: Network, 20: Server, 21: Communication unit, 22, 122, 222: Control unit, 23: Storage unit, 24: Memory, 31: Game progress unit, 32: Lottery unit, 33, 133, 233: Assignment unit, 34, 134, 234: Parameter change unit, 41: Program, 42: Game information, 43: User information

Claims

1. Computers, If the acquired object selected by lottery is the same as an object already owned by the user, the system will perform an automatic change that automatically alters the parameters of the owned object, and further, it will function as a control means to grant the user an item used to alter the parameters of the owned object or other objects. There are multiple types of items that can be granted to the user when the acquired object and the possessed object are the same. A program in which the number of items used to vary the parameter in a predetermined step differs for each type of item.

2. The program according to claim 1, wherein if the acquired object and the possessed object are the same, the control means grants the user an item of a type corresponding to the rarity of the possessed object, or a number corresponding to the rarity of the possessed object.

3. An information processing system comprising one or more information processing devices, If the acquired object selected by lottery is the same as an object already owned by the user, an automatic change is performed to automatically change the parameters of the owned object. Furthermore, the user is given an item used to change the parameters of the possessed object or an object other than the possessed object. There are multiple types of items that can be granted to the user when the acquired object and the possessed object are the same. An information processing system in which the number of items used to vary the parameter in a predetermined step differs for each type of item.

Citation Information

Patent Citations

  • Game machine

    JP2019088989A