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

By allowing players to select from a common set of operation targets with varying odds and rewards, the device addresses bias in target selection, improving game enjoyment and variety.

JP2026070811APending Publication Date: 2026-04-28MIXI INC
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
MIXI INC
Filing Date
2024-10-16
Publication Date
2026-04-28

AI Technical Summary

Technical Problem

Players in games tend to select operation targets based on popularity or familiarity, leading to bias and reducing game variety and enjoyment.

Method used

An information processing device that allows multiple players to select from a common set of operation targets with varying odds, controlled by a control unit to ensure different rewards based on game results and target parameters, preventing bias and encouraging variety.

Benefits of technology

This approach enhances game enjoyment by promoting the selection of diverse operation targets and motivating players to play repeatedly, reducing bias in target selection.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide technology that enables an improvement in the enjoyment of games. [Solution] An information processing device comprising: an execution unit that causes multiple players to select from a plurality of operation targets common to the plurality of players and associated with a predetermined game, and to play the predetermined game; and a control unit that controls the rewards to be given to the plurality of players based on the results of playing the predetermined game and the parameters set for the selected operation targets, wherein the control unit controls the parameters set for the operation targets to be different for at least two or more players.
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Description

Technical Field

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

Background Art

[0002] There is known a game in which a quest is cleared using an operation target (hereinafter also referred to as a deck) composed of a plurality of characters. For example, Patent Document 1 discloses a game in which a player executes a quest using a deck possessed by the player.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] There has been consideration of providing a game in which a plurality of operation targets are presented to a player, the player is allowed to select various operation targets, and the game is advanced using the selected operation target. However, depending on the specifications of a plurality of operation targets (for example, the levels, ability values, etc. of each character constituting the operation target), (for example, when the specifications are similar), the player tends to select an operation target including a popular character or an operation target with which the player is familiar. Therefore, there may be a bias in the selected operation target.

[0005] Therefore, an object of the present invention is to provide a technology that enables improvement of the taste of a game.

Means for Solving the Problems

[0006] An information processing device according to one aspect of the present invention includes an execution unit that causes a plurality of players to select from a plurality of operation targets common to the plurality of players and associated with a predetermined game, and to play the predetermined game; and a control unit that controls the rewards to be given to the plurality of players based on the results of playing the predetermined game and the parameters set for the selected operation targets, wherein the control unit controls the parameters set for the operation targets to be different for at least two or more players. [Effects of the Invention]

[0007] According to the present invention, by controlling the parameters (hereinafter also referred to as odds) set for the target of manipulation, it is possible to provide a technology that prevents bias in the target of manipulation selected by the player. This can improve the enjoyment of the game. [Brief explanation of the drawing]

[0008] [Figure 1] This figure shows an example of the system configuration of the game system according to this embodiment. [Figure 2] This is a diagram illustrating an example of a screen display. [Figure 3] This figure shows an example of the hardware configuration for game servers and terminals. [Figure 4] This figure shows an example of the functional block structure of a game server. [Figure 5] This figure shows an example of a player management database. [Figure 6] This figure shows an example of a deck management database. [Figure 7] This figure shows an example of a deck usage history database. [Figure 8] This figure shows an example of the processes that a game server performs. [Figure 9] This figure shows a concrete example of game data. [Figure 10] This figure shows an example of the functional block configuration of a terminal. [Figure 11]It is a flowchart showing an example of the processing procedure executed by the game server. [Figure 12] It is a diagram showing an example of the processing executed by the game server. [Figure 13] It is a diagram showing an example of the processing executed by the game server. [Figure 14] It is a diagram showing an example of the processing executed by the game server. [Figure 15] It is a diagram showing an example of the processing executed by the game server. [Figure 16] It is a diagram showing an example of the screen display. [Figure 17] It is a diagram showing an example of the processing executed by the game server. [Figure 18] It is a diagram showing an example of the screen display.

Embodiments for Carrying Out the Invention

[0009] Embodiments of the present invention will be described with reference to the accompanying drawings. In each figure, those denoted by the same reference numerals have the same or similar configurations.

[0010] <System Configuration> FIG. 1 is a diagram showing an example of the system configuration of a game system 1 according to the present embodiment. The game system 1 shown in FIG. 1 includes a game server 10 and one or more terminals 20. The game server 10 and the terminals 20 are communicably connected via a communication network N such as the Internet, an intranet, a wireless LAN, or mobile communication.

[0011] The game server 10 is an information processing device that performs some of the functions for providing the game to the terminal 20, such as managing various information related to players and executing some of the game processes. The game server 10 may be composed of one or more information processing devices, or may be configured using a virtual server (such as a cloud server). The game server 10 may be called a computer.

[0012] The terminal 20 is an information processing device that provides games to players. The player plays the game according to the present disclosure by operating the terminal 20. The terminal 20 is, for example, a computer such as a mobile phone (including a smartphone), a tablet, a personal computer, an arcade game device, or a consumer game device. The terminal 20 may notify the game server 10 of its own position detected using GPS (Global Positioning System) or the like. The terminal 20 may be referred to as a computer.

[0013] <Game Overview> Next, an overview of the game provided by the game system 1 according to the present embodiment (hereinafter also referred to as "this game") will be described. In the present disclosure, playing a game composed of one or more quests may be expressed as playing a quest. A quest may mean a task that can be cleared by satisfying a predetermined certain condition. Quests are generally sometimes called exploration, tasks, and missions. Note that a quest is an example of a "predetermined game".

[0014] This game is, for example, a game in which players compete in the speed at which they clear quests. This game may be, for example, a competitive game in which multiple players play a quest in a race format and compete for the ranking in the race and the time taken to reach the goal.

[0015] In this game, multiple players (for example, eight players) are grouped into one group, and the players who make up the group play a quest. For example, players can obtain rewards by clearing quests. Also, for example, by using items obtained during a quest, players can strengthen the selected deck or increase the amount of rewards given. Also, the options for decks available to multiple players are the same. Note that a deck is an example of an "operation target".

[0016] In this game, a quest may begin once multiple players have matched and formed a group. If a predetermined amount of time has elapsed and multiple players have not matched and a group cannot be formed, NPCs (Non-Player Characters) may be used in place of some of the players. If NPCs are used in a group, their levels may be adjusted based on the player rank.

[0017] Players who play quests can complete them by fulfilling certain conditions, and upon completion, players are rewarded. Rewards may include, for example, points needed to improve user rank, points needed to exchange for items to progress through quests more easily, or game media. Game media may include, for example, characters or game cards. Completing quests may also advance the game's storyline. Completing a quest may include, for example, achieving predetermined conditions associated with the player, or reaching the goal in a predetermined rank or higher.

[0018] In this game, multiple decks are used, each consisting of multiple pre-set characters that are pre-associated with quests. Multiple players may select a deck from among the multiple pre-set decks and use the selected deck to complete one or more quests (for example, six quests). A deck consists of one or more game media, which include, for example, characters, game cards, etc. Decks may be pre-set and associated with quests by, for example, the game operator. Furthermore, the specifications of each deck may be set so that there is no significant difference between them, and no advantage or disadvantage for any particular deck in a quest.

[0019] Figure 2 illustrates an example of a screen A100 displayed on the player's terminal 20 for selecting a deck. In the example shown in Figure 2, screen A100 displayed on the player's terminal 20 shows a deck list D101 containing several preset selectable decks A to E. The player selects a deck to use for the quest from among the displayed decks A to E. Note that a deck may consist of one or more characters C101.

[0020] Furthermore, the deck list D101, which includes decks A through E, does not differ for each player; all players in a group may choose the same deck from decks A through E to use for the quest.

[0021] Each deck selected by the player has odds C200 set, which represents the multiplier of the reward that will be awarded if that deck is eligible for a reward. The odds value set for each deck (hereinafter simply referred to as "odds") may also be set differently for each player. The odds set for each deck may also be set randomly. Players can select a deck from the displayed deck list D101 based on the odds. When a player completes a quest, rewards are awarded based on the quest results and the odds set for the selected deck. Note that odds are an example of a "parameter".

[0022] Furthermore, the odds may be automatically and randomly changed over time. For example, in the example shown in Figure 2, after a predetermined amount of time has elapsed, the screen displayed on the player's terminal 20 may transition from screen A100 to screen A200. For example, deck D, which had the highest odds (2.0x) on screen A100, has its odds changed to the lowest (1.1x) on screen A200. Also, the odds may have upper and / or lower limits set according to the player's rank, for example.

[0023] Players can, for example, select a deck based on odds that fluctuate over a set period of time. If there is no significant difference in the specs of each deck, players are likely to choose the deck with the highest odds. Therefore, players are more likely to choose a variety of decks, not just familiar, frequently used decks or decks containing popular characters. This also motivates players to play the game repeatedly.

[0024] In this game, players may earn rewards if their quest results (for example, race ranking) are higher than a predetermined rank. Conversely, if their ranking falls below the predetermined rank, players may have all previously earned rewards forfeited. A player's rank may be determined based on the amount of rewards they have earned. Players can aim for a higher rank by earning rewards that are awarded according to their rank. It may also be possible to set it so that higher rank players have larger rewards forfeited if they achieve a lower rank.

[0025] Furthermore, in this game, players who participate in quests can earn item points by fulfilling certain conditions. The higher a player's rank, the more item points they may receive. Players can exchange their earned item points for items. These exchanged items can be used, for example, when selecting a deck, providing an advantage in the game.

[0026] <Hardware Configuration> Figure 3 shows an example of the hardware configuration of a game server 10 and a terminal 20. The game server 10 and terminal 20 have a processor 11 such as a CPU (Central Processing Unit) and a GPU (Graphics Processing Unit), a storage device 12 such as memory (e.g., RAM (Random Access Memory) or ROM (Read Only Memory)), an HDD (Hard Disk Drive) and / or an SSD (Solid State Drive), a network interface 13 for wired or wireless communication, an input device 14 for receiving input operations, and an output device 15 for outputting information. The input device 14 is, for example, a keyboard, a touch panel, a mouse and / or a microphone. The output device 15 is, for example, a display, a touch panel and / or a speaker.

[0027] <Functional Block Configuration> (Game Server 10) Figure 4 shows an example of the functional block configuration of the game server 10. The game server 10 comprises a storage unit 100, an execution unit 101, and a control unit 102. The storage unit 100 can be implemented using a storage device 12 provided by the game server 10. The execution unit 101 and the control unit 102 can be implemented by the processor 11 of the game server 10 executing a program stored in the storage device 12. The program can be stored in a storage medium. The storage medium storing the program may be a non-transitory computer-readable medium. The non-transitory storage medium is not particularly limited, but may be a storage medium such as a USB (Universal Serial Bus) memory or a CD-ROM (Compact Disc Read-Only Memory). The game server 10 may further include a display control unit 102.

[0028] The memory unit 100 stores game data necessary for the game server 10 to run the game. The game data includes player management DB 100a, deck management DB 100b, and deck usage history DB 100c, etc.

[0029] Figure 5 shows an example of the player management DB 100a. The player management DB 100a manages game data owned by each player. For example, the player management DB 100a stores information such as a player ID that uniquely identifies the player (hereinafter also referred to as the player ID), player rank, owned items representing the items the player possesses, and play history including play date and time.

[0030] Player ranks may be determined based on the total amount of rewards each player has earned. For example, rank A may be the highest rank and rank E the lowest. Players may advance to the next rank when they have earned a predetermined total amount of rewards. Rewards may also be earned when a player rank increases. Player ranks may also be determined based on experience points, proficiency, play time, etc. in this game. Furthermore, by referring to the items a player possesses, information about items obtained by playing quests and items they currently own can be obtained.

[0031] Furthermore, by referring to the play history, you can obtain information such as the date and time a quest was played, whether or not the quest was completed, the performance during the quest, the progress of the quest (whether it was completed to the end, stopped midway, etc.), whether the quest is completed or not, the number of times each quest was played, the number of times each quest was successfully completed, the number of times each quest was not successfully completed, the success rate of each quest, the failure rate of each quest, the date and time each quest was successfully completed, and the date and time each quest was not successfully completed.

[0032] Furthermore, the items stored in the player management DB 100a are not limited to these; information indicating other players with a predetermined relationship to the player (friend relationship information), the location of the terminal 20 used by the player (location information), etc., may also be stored.

[0033] Figure 6 shows an example of the deck management DB 100b. The deck management DB 100b manages the characters that make up each deck, the odds set for each deck, etc. The deck management DB 100b stores, for example, the player ID, an ID that uniquely identifies each player's deck (hereinafter also referred to as the deck ID), an ID that uniquely identifies the characters that make up each deck (hereinafter also referred to as the character ID), the odds set for each deck, and the deck rank set for each deck, all associated with each other. Note that the deck rank and / or odds set for each deck are not mandatory items.

[0034] Deck rank may be a display of decks ranked according to their advantage in playing quests. For example, rank 5 may be the highest rank, and rank 1 may be the lowest rank. Deck rank may also be determined by the strength of the characters included in the deck. For example, a high-rank deck (deck rank 4, 5) may consist of multiple powerful characters. A normal-rank deck (deck rank 3) may consist of multiple characters, including both powerful and weak characters. A low-rank deck (deck rank 1, 2) may consist of multiple weak characters.

[0035] Furthermore, deck rank is not limited to this, and difficulty may be determined by other means. Deck rank may be determined, for example, based on the compatibility between the deck and the stage on which the quest is played.

[0036] Figure 7 shows an example of the deck usage history DB100c. The deck usage history DB100c manages information about the decks used by each player in each quest. For example, it stores the player ID, deck ID, quest ID, and the date and time the quest was played in association with each other. By referring to the deck usage history DB100c, information about the deck usage history, such as the type and number of times a deck was used in quests played by each player over a certain period, can be obtained. In addition, the deck usage history DB100c may also store, for example, the odds set for the deck when the player played the quest in association with each other.

[0037] The execution unit 101 prompts multiple players to select a deck from multiple decks common to multiple players and associated with a quest. The execution unit 101 then has the user play the quest using the selected deck.

[0038] The control unit 102 controls the odds set in the deck so that they differ for at least two or more players. For example, the control unit 102 may control the odds set in the deck so that they differ for each player. The control unit 102 may also control the odds set in the deck to change, for example, after a predetermined amount of time has elapsed. The predetermined time can be set to be arbitrarily changed.

[0039] Figure 8 shows an example of odds set for a deck. In Figure 8, the group consists of 5 players (3 NPCs), and decks A to E displayed to the players are described as having no clear differences in specifications. The control unit 102 may control the odds set for a deck so that only deck A has different odds for each player, as shown in odds setting pattern 300a. The control unit 102 may also control the odds set for the other decks B to E so that the odds are the same for each player. Furthermore, the control unit 102 may control the odds set for a deck so that the odds for decks A to E are the same for players 2 to 5, who are a predetermined group (for example, 4 out of 5), as shown in odds setting pattern 300b. Furthermore, the control unit 102 may control the odds set for a deck so that the odds for player 1, who is another predetermined group (for example, 1 out of 5), are different from those for the predetermined group. Furthermore, the control unit 102 may control the odds so that the odds set for each deck are random. Also, the control unit 102 may control the odds so that the odds set for each player for each deck are different from those of other players.

[0040] Furthermore, the control unit 102 controls the rewards awarded to multiple players based on the quest play results and the odds set for the selected deck. For example, the control unit 102 controls the rewards awarded based on the quest play results ranking and the odds set for the selected deck.

[0041] For example, suppose that as a result of Player 1's quest play, the race rank is 1st place, and the player who ranks 1st in the race is awarded a reward of 100 points. Also, suppose that the odds set for the deck selected by Player 1 were 2.0. In this case, the control unit 102 controls the system to award Player 1 200 points based on the fact that the quest play result was 100 points and the odds set for the selected deck were 2.0.

[0042] Furthermore, the control unit 102 may control the rewards given to multiple players based on the quest play results, the odds set for the selected deck, and the player rank.

[0043] Figure 9 shows a specific example of game data. Figure 9 shows an example of rewards awarded based on the quest play results and player rank. First, the control unit 102 obtains points, which are the rewards to be awarded to player 1, from the reward awarding pattern 400, based on the quest play results, namely the race ranking and player rank. Next, the control unit 102 obtains the odds set for the deck selected by each player. The control unit 102 may then control the awarding of points obtained from the reward awarding pattern 400 to each player by multiplying them by the obtained odds. The reward awarding pattern 400 may be stored in the memory unit 100.

[0044] Through the above process, the information processing device 10 allows multiple players to select from multiple decks, each with different odds for at least two common players. The information processing device 10 then controls the rewards awarded based on the game's results and the odds set for the selected decks, thereby preventing bias in the decks chosen by players. This improves the game's appeal.

[0045] (terminal) Figure 10 shows an example of the functional block configuration of terminal 20. Terminal 20 includes a storage unit 200, a UI (User Interface) unit 201, and a control unit 202. The storage unit 200 can be implemented using a storage device 12 provided by terminal 20. The UI unit 201 and the control unit 202 can be implemented by the processor 11 of terminal 20 executing a program stored in the storage device 12. This program can be stored in a storage medium. The storage medium on which the program is stored may be a computer-readable non-temporary storage medium. The non-temporary storage medium is not particularly limited, but may be, for example, a USB memory or a CD-ROM.

[0046] The memory unit 200 stores the game data necessary for the control unit 202 to execute the game. The game data includes various image data, game scenarios, and the like.

[0047] The UI unit 201 has the function of receiving various inputs from the player and displaying various game screens on the display. In addition, the UI unit 201 displays the game screen on the display (display unit) of the terminal 20 according to the instructions of the game server 10.

[0048] The control unit 202 works in conjunction with the game server 10 to provide various functions necessary to run this game.

[0049] Regarding the functional block configuration described above, it is also possible to configure the terminal 20 to have all or part of the storage unit 100, execution unit 101, and control unit 102 included in the game server 10. In other words, the various processes according to this embodiment may be executed by the processor of the game server 10, by the processor of the terminal 20, or by the processors of the game server 10 and the terminal 20 working together.

[0050] <Processing Procedure> Figure 11 is a flowchart illustrating an example of the processing steps performed by the game server 10. Using Figure 11, we will explain the processing steps from the selection of a deck with set odds, the execution of a quest, and the distribution of rewards to the player according to the execution results.

[0051] In step S10, the control unit 102 controls the odds set in the deck so that they differ for at least two players. For example, if there are players A, B, and C, the control unit 102 controls the odds for at least two of the players—player A, player B, and player C—so that they differ. The control unit 102 may also control the odds to change for each quest, or it may control the odds to change after a predetermined amount of time has elapsed.

[0052] In step S11, the execution unit 101 accepts from multiple players the selection of a deck to be used in the quest from among multiple decks common to multiple players that are associated with the quest. The execution unit 101 can accept a deck by, for example, having the player select a deck from a displayed list of decks.

[0053] In step S12, the execution unit 101 plays a quest using the received deck. The execution unit 101 may also store each player's play result in the play history of the player management DB 100a.

[0054] In step S13, the control unit 102 controls the rewards to be given to multiple players based on the quest play results and the odds set for the selected deck. The control unit 102 may, for example, control the rewards to be given based on the race ranking, which is the result of playing the quest.

[0055] Furthermore, the control unit 102 may reflect the rewards given to each player in the total reward amount of the player management DB 100a and store it there.

[0056] The processing procedure described above controls the rewards given to the player based on the quest play results and the odds set for the selected deck, but this embodiment is not limited to this. For example, the rewards given to the player may be further controlled based on the player rank.

[0057] <Variation> Next, we will describe several variations of the processes executed by the game server 10. The variations described below can be combined in any way.

[0058] (Variation 1) In the following explanation, the value calculated by dividing the number of times each player selected a deck during a predetermined period of time played this game by the predetermined period is called, for example, "usage frequency." For example, if a player selected deck A 70 times and deck B 14 times in the past 7 days, the usage frequency of deck A for that player is calculated to be 10 times per day, and the usage frequency of deck B is calculated to be 2 times per day. Furthermore, the usage frequency of the deck with the lowest usage frequency among the decks selected by each player is called, for example, "first predetermined value." Furthermore, the usage frequency of the deck with the highest usage frequency among the decks selected by each player is called, for example, "second predetermined value."

[0059] The control unit 102 may control the odds of multiple decks based on the frequency of use of each deck used in past quests for each of the multiple players. The control unit 102 may also control the odds of a deck when its frequency of use is a first predetermined value to be higher than the odds of a deck when its frequency of use is a second predetermined value which is higher than the first predetermined value.

[0060] Figure 12 shows an example of processing performed by the game server 10. The processing in Modification 1 will be explained using Figure 12. The control unit 102 may, for example, control the odds of the decks displayed on the terminal 20 operated by each player based on the frequency of use over a predetermined period, which is stored in the deck usage history of the player management DB 100a. In the following explanation, player 1 will be used as an example. The control unit 102 may control the odds of deck A, which has a usage frequency of a first predetermined value (3 times), to be set higher than the odds of deck C, which has a usage frequency of a second predetermined value (80 times), to be set higher than the odds of deck C, to be set higher than the first predetermined value, to be set higher than the odds of deck C, to be set higher than the odds of deck C, to, for example, 2.0 times. This can motivate the player to select a deck with a low usage frequency.

[0061] Furthermore, the control unit 102 may set the odds of a deck whose usage frequency over a predetermined period is a first predetermined value to be higher than the odds of a deck whose usage frequency is a second predetermined value, among the decks that each player can select, until that deck is selected. In addition, the control unit 102 may control the odds based on the total number of times a deck has been used in past quests, so that the odds are higher the fewer times a deck has been used.

[0062] Through the above processing, the control unit 102 can prevent bias in the target of play selected by the player by controlling the odds of less frequently used decks to be set higher than the odds of more frequently used decks.

[0063] (Modification 2) In the following explanation, in this game, for example, there is a designated quest that can only be played for one month, and this playable period is referred to as the "designated period." Also, for example, the last 10 days of a month, or any period until the designated period ends, is referred to as the "first period." Furthermore, for example, any player is referred to as the "first player," and any player different from the first player is referred to as the "second player."

[0064] Furthermore, "not reaching the predetermined reward amount" means that, because there is a limit to the rewards given per quest, even if a player selects a deck with odds indicating the maximum possible reward, they may not be able to obtain the items they want or reach the player rank they desire.

[0065] The control unit 102 may, during the first period until the end of the predetermined period, if the first player plays quests at all possible opportunities, for example, if they can play quests twice a day and play twice a day for the remaining period, but the reward does not reach a predetermined amount, then control the system to set the odds of some of the decks among the multiple decks higher than the predetermined value.

[0066] Figure 13 shows an example of processing performed by the game server 10. The processing in Modification 2 will be explained using Figure 13. In the following explanation, the first player will be referred to as Player 1. For example, in a predetermined quest that can only be played for one month, if the reward that Player 1 could obtain by playing the quest at all possible opportunities during the first period from the present to the end of the period does not reach a predetermined amount, the control unit 102 may control the odds of one of the decks, Deck A (1.0x), to be set higher than a predetermined value (e.g., 3.0x). The control unit 102 may set the odds of Deck A to be higher than a predetermined value (5.0x), for example, as shown in the example in Figure 13. This can motivate the player to select a deck with controlled odds.

[0067] The control unit 102 may, based on the deck usage history corresponding to each player, treat the deck with the lowest usage frequency as one of several decks and control the odds of that deck to be set higher than a predetermined value. Alternatively, the control unit 102 may set the odds so that the reward reaches a predetermined amount.

[0068] The control unit 102 may also control the system so that a given quest can only be played for a predetermined period of time. Furthermore, the control unit 102 may control the system so that rewards given to the player for completing a given quest expire at the end of the predetermined period. Additionally, the control unit 102 may control the system so that if the player fails to acquire a predetermined amount of rewards within the predetermined period, the rewards acquired so far are reset. Finally, the control unit 102 may also control the system so that the player has limited opportunities to play quests, for example, by limiting the number of times they can play a quest to 10 times per day.

[0069] Through the above process, the control unit 102 can prevent bias in the decks selected by players by controlling the odds of some decks to be set higher than the predetermined value for players for whom it is unclear whether or not they will reach a predetermined reward amount.

[0070] Furthermore, if the second player plays a predetermined game on all possible occasions during the first period but does not reach a predetermined reward amount, the control unit 102 may control the odds of at least one deck among the multiple decks, which is different from the deck for which the odds for the first player are set higher than the predetermined value, to be set higher than the predetermined value.

[0071] Figure 14 shows an example of the processing performed by the game server 10. Using Figure 14, we will explain the processing in another example of Modification 2. In the following explanation, we will use Player 1 and Player 2, who make up the group, as examples.

[0072] For example, in a first period from the present to the end of a predetermined quest that can only be played for one month, if the reward does not reach a predetermined amount even if both Player 1 and Player 2 play the quest at all possible opportunities, the control unit 102 may control at least one deck among multiple decks for both Player 1 and Player 2, different from deck A which is controlled to set the odds for Player 1 higher than a predetermined value (3.0 times), to set the odds of deck B to a higher value (for example, 4.0 times).

[0073] The control unit 102 may, based on the deck usage history of each player, select the deck with the lowest usage frequency from among the multiple decks that can be selected by Player 1 and Player 2. The control unit 102 may then control the odds of that deck to be set higher than a predetermined value.

[0074] The control unit 102 may, for example, control the odds of the least frequently used deck to be set higher than a predetermined value if the least frequently used deck is different from the deck selected by Player 1, based on the deck usage history corresponding to Player 2. If the least frequently used deck is the same as the deck selected by Player 1, based on the deck usage history corresponding to Player 2, the control unit 102 may control the odds of the second least frequently used deck to be set higher than a predetermined value.

[0075] Through the above process, the control unit 102 can prevent bias in the decks selected by players by controlling the odds so that the decks with odds set higher than a predetermined value differ for each player. Player 2 may be a player who has been awarded a predetermined reward amount. This makes it possible to motivate players who have been awarded a predetermined reward amount to select decks with odds set higher than a predetermined value.

[0076] (Variation 3) The control unit 102 may, in a given quest, control the odds of the selected decks for multiple players to be set higher than a predetermined value if multiple players select more than a predetermined number of decks.

[0077] Figure 15 shows an example of the processing performed by the game server 10. The processing in Modification 3 will be explained using Figure 15. In the following explanation, players 1 to 5 and decks A to E that constitute a group will be used as examples. Furthermore, "a predetermined number of decks or more" will be explained as five or more types of decks. For example, if player 1 selects deck A, player 2 selects deck B, player 3 selects deck C, player 4 selects deck D, and player 5 selects deck D, the control unit 102 may control the odds of the selected decks A to E for players 1 to 5 to be set higher than a predetermined value (for example, 2.0). The control unit 102 can motivate players to select decks with higher odds by controlling the odds of each player to be set higher than a predetermined value when the selected decks are distributed among the players. The control unit 102 may also increase the parameter of the operation target selected by each player if the number of duplicates of the selected decks is less than or equal to a predetermined number. "A specified number of deck types or more" is not limited to five or more types of decks; for example, it could also refer to two or more types of decks.

[0078] Figure 16 shows an example of a screen display. Screen A300 is an example of a screen that accepts deck selection. A player can select one deck from the decks displayed on the deck selection screen A300. Screen A300 may also display a list D100 of decks selected by other players. A player may select a deck after checking the decks selected by other players. In addition, if a predetermined number of decks or more are selected, screen A300 may display odds D200 controlled by the control unit 102. A player may select a deck after checking the odds D200 controlled by the control unit 102. This allows a player to select a deck after checking how the odds of a deck change when selecting a deck different from other players.

[0079] Through the above process, if a player selects a different target from other players, the system controls the parameters of that target to be set higher, thereby preventing bias in the targets selected by players.

[0080] (Modification 4) In the following explanation, any player will be referred to as "Player 1," and any player different from Player 1 will be referred to as "Player 2." Furthermore, it will be assumed that multiple decks have deck ranks assigned to them, and multiple players have player ranks assigned to them.

[0081] Figure 17 shows an example of processing performed by the game server 10. The processing in Modification 4 will be explained using Figure 17. In the following explanation, the first player constituting the group will be referred to as Player 1, and the second player as Player 2. The control unit 102 may, if Player 1's Player Rank (A) is higher than Player 2's Player Rank (B), control the odds of Player 2's decks (Deck B and Deck E) with a deck rank higher than a predetermined deck rank (Deck Rank 3) to be set higher than a predetermined value (2.0x). Alternatively, the control unit 102 may, if Player 1's Player Rank (A) is higher than Player 2's Player Rank (B), control the odds of Player 1's decks (Deck A and Deck D) with a deck rank lower than a predetermined deck rank (Deck Rank 3) to be set higher than a predetermined value (2.0x).

[0082] The control unit 102 may, for example, control the odds to be set higher for players with a high player rank, by selecting a deck with a low deck rank, and for players with a low player rank, by selecting a deck with a high deck rank.

[0083] Through the above process, it is possible to prevent bias in the deck ranks selected by players by controlling the odds so that players with higher player ranks have higher odds for decks with lower deck ranks, and players with lower player ranks have higher odds for decks with higher deck ranks. In addition, by controlling the odds to balance player rank and deck rank, players can enjoy a more evenly matched game.

[0084] (Variation 5) The control unit 102 may control the odds of multiple decks selected by the player to be set higher than a predetermined value (for example, 2.0 times) when the player uses an item.

[0085] Figure 18 shows an example of a screen that accepts deck selection. The process in Modification 5 will be explained using Figure 18. For example, when selecting a deck, the player can choose whether or not to use an item. By using an item, for example, the odds can be set higher than a predetermined value (for example, 2.0 times). This has the effect of increasing the reward given to the player when the quest is completed. On the deck selection screen A400, for example, a list of selectable decks is displayed, and a button B100 used when using an item is displayed. When the button B100 that accepts the use of an item is pressed, the effect of the item is activated. When the effect of the item is activated, the screen transitions from the selection screen A400 to the deck selection screen A500. On the deck selection screen A500, a list of selectable decks is displayed, reflecting the result of the item's effect being activated. The button B100 used when using the item may be controlled to be deactivated.

[0086] Through the above process, the control unit 102 can control the odds of multiple decks selected by the player to be set higher than a predetermined value when the player uses an item. This makes it possible to change the amount of rewards granted. In addition, there may be one or more other items that have an effect that allows the player to progress through the quest more easily. Furthermore, the items that the player can use may be predetermined for each quest.

[0087] (Other processing) The execution unit 101 may perform a matching process when players form a group and match players. The method of matching players is arbitrary, but matching may be based on player rank or the player's current location, or the matching process may be started based on the timing of pressing the button to start a quest. Alternatively, the execution unit may perform a process to form a group that matches players with similar player ranks.

[0088] The execution unit 101 may, for example, make the player wait on the matching screen after pressing the quest start button, and then start the quest when a predetermined number of people have been matched and a group has been formed.

[0089] The execution unit 101 may, if a player is not matched after a predetermined waiting time has elapsed since the quest start button was pressed, initiate a group of a predetermined number of players, including NPCs, and start the quest. Furthermore, if the number of players required to form a group is insufficient, the execution unit 101 may also initiate a group including NPCs. The predetermined waiting time can be changed as desired.

[0090] The execution unit 101 may have the player execute the quest using the stages provided for the quest. The stages may differ for each quest, and the difficulty levels may also differ. The control unit 102 may, for example, adjust the upper and lower limits of the odds for each stage.

[0091] <Summary> According to the embodiment described above, the game server 10 controlled the odds set for each deck to be different for at least two or more players. The game server 10 also allowed multiple players to select from multiple decks common to all players and controlled the rewards given to players based on the quest play results and the odds set for the selected deck. This allows players to select a deck, for example, based on the high odds set for that deck. Therefore, it increases the likelihood that players will select a variety of decks, not just familiar, frequently used decks or decks containing popular characters, thus preventing bias in the decks selected by players. Furthermore, it can motivate players to play the game repeatedly.

[0092] The embodiments described above are provided to facilitate understanding of the present invention and are not intended to limit its interpretation. The flowcharts, sequences, elements, and their arrangement, materials, conditions, shapes, and sizes described in the embodiments are not limited to those exemplified and can be modified as appropriate. Furthermore, configurations shown in different embodiments can be partially substituted or combined.

[0093] <Note> <General Issues> One of the objectives of this invention is to improve the user experience of the game.

[0094] <Issues related to Appendix 1> One of the objectives of the present invention is to prevent bias in the selection of control targets by the player by controlling the parameters set for the control targets.

[0095] <Note 1> An execution unit that allows multiple players to select from a plurality of operation targets common to the plurality of players and associated with a predetermined game, and to play the predetermined game; The system includes a control unit that controls the rewards to be given to the plurality of players based on the results of playing the predetermined game and the parameters set for the selected target of operation, The control unit controls the parameters set for the target of the operation so that they differ for at least two or more players. Information processing device.

[0096] According to Appendix 1, by controlling the parameters set for the target of operation, it is possible to prevent bias in the targets selected by the player.

[0097] <Issues related to Appendix 2> One of the objectives of the present invention is to prevent bias in the selection of control targets by the player by controlling the parameters of less frequently used control targets to be set higher than the parameters of more frequently used control targets.

[0098] <Note 2> The control unit controls the parameters of the plurality of operation targets based on the frequency of use of each operation target used in the predetermined game in the past for each of the plurality of players. The value of the parameter to be operated on when the frequency of use is a first predetermined value is set to be higher than the value of the parameter to be operated on when the frequency of use is a second predetermined value which is higher than the first predetermined value. The information processing device described in Appendix 1.

[0099] According to Appendix 2, by controlling the parameters of less frequently used control targets to be set higher than those of more frequently used control targets, it is possible to prevent bias in the control targets selected by the player.

[0100] <Issues related to Appendix 3> One of the objectives of the present invention is to prevent bias in the selection of control targets by players by controlling the parameters of some control targets to be set higher than predetermined values ​​for players who are unsure whether or not they will reach a predetermined reward amount.

[0101] <Note 3> The control unit, during the first period until the end of the predetermined period, If the first player plays the predetermined game on all possible occasions but does not reach the predetermined reward amount, the parameters of some of the multiple targets are set higher than the predetermined value. The information processing device described in Appendix 1.

[0102] According to Appendix 3, for players where it is unclear whether or not they will reach a predetermined reward amount, it is possible to prevent bias in the targets selected by players by controlling the parameters of some of the targets to be set higher than predetermined values.

[0103] <Issues related to Appendix 4> One of the objectives of the present invention is to prevent bias in the selection of control targets by players by controlling the parameters such that the control targets for which parameters are set to be set higher than a predetermined value differ for each player.

[0104] <Note 4> The control unit, during the first period, If the second player plays the predetermined game on all possible occasions but does not reach the predetermined reward amount, then the parameters of at least one of the multiple target objects, which is different from the target object whose parameters are set higher than the predetermined value for the first player, are set higher than the predetermined value. The information processing device described in Appendix 3.

[0105] According to Appendix 4, by controlling the parameters so that the target of operation for which the parameter is set to be set higher than a predetermined value differs for each player, it is possible to prevent bias in the target of operation selected by players.

[0106] <Issues related to Appendix 5> One of the objectives of the present invention is to prevent bias in the selection of control targets by players by controlling the parameters of the control target to be set higher than a predetermined value when a player selects a control target different from that of other players.

[0107] <Note 5> The control unit, in the predetermined game, If the multiple players select more than a predetermined number of operation targets, the parameters of the selected operation targets are set to a value higher than the predetermined value for each of the multiple players. The information processing device described in Appendix 1.

[0108] According to Appendix 5, if a player selects a different target from other players, the system can prevent bias in the targets selected by players by controlling the parameters of that target to be set higher than predetermined values.

[0109] <Issues related to Appendix 6> One of the objectives of the present invention is to prevent bias in the control targets selected by players by controlling the parameters of control targets with lower control target ranks to be set higher than predetermined values ​​for players with higher player ranks, and for control targets with higher control target ranks to be set higher than predetermined values ​​for players with lower player ranks.

[0110] <Note 6> Each of the aforementioned multiple targets for operation is assigned an operation target rank. Each of the aforementioned players is assigned a player rank, The control unit, if the player rank of the first player is higher than the player rank of the second player, The parameters of the target of the second player whose target rank is higher than a predetermined target rank are set to a value higher than a predetermined value. The parameters of the first player's target with a target rank lower than the predetermined target rank are set to a value higher than the predetermined value. The information processing device described in Appendix 1.

[0111] According to Appendix 6, by controlling the system so that players with a high player rank set the parameters of lower-ranked targets higher than predetermined values, and players with a low player rank set the parameters of higher-ranked targets higher than predetermined values, it is possible to prevent bias in the targets selected by players.

[0112] <Issues related to Appendix 7> One of the objectives of the present invention is to control the parameters of multiple selected control targets to be set higher than predetermined values ​​by the player using an item.

[0113] <Note 7> The control unit, by using an item, sets the parameters of the multiple targets selected by the first player to a value higher than a predetermined value. The information processing device described in Appendix 1.

[0114] According to Appendix 7, by using an item, the player can control the parameters of multiple selected targets to be set higher than predetermined values.

[0115] <Issues related to Appendix 8> One of the objectives of the present invention is to prevent bias in the selection of control targets by the player by controlling the parameters set for the control targets.

[0116] <Note 8> The processor, Multiple players are instructed to play a predetermined game by selecting from a set of control objects common to all players that are associated with that predetermined game. The rewards to be given to the plurality of players are controlled based on the results of playing the predetermined game and the parameters set for the selected target of operation. The parameters set for the target of the operation are controlled to be different for at least two or more players. Information processing methods.

[0117] According to Appendix 8, by controlling the parameters set for the target of operation, it is possible to prevent bias in the targets selected by the player.

[0118] <Issues related to Appendix 9> One of the objectives of the present invention is to prevent bias in the selection of control targets by the player by controlling the parameters set for the control targets.

[0119] <Note 9> In the processor, Multiple players are instructed to play a predetermined game by selecting from a set of control objects common to all players that are associated with that predetermined game. The system controls the rewards to be given to the aforementioned multiple players based on the results of playing the predetermined game and the parameters set for the selected target of operation. The parameters set for the target of the operation are controlled differently for at least two or more players. program.

[0120] According to Appendix 9, by controlling the parameters set for the target of operation, it is possible to prevent bias in the targets selected by the player.

[0121] <Issues related to Appendix 10> One of the objectives of the present invention is to prevent bias in the selection of control targets by the player by controlling the parameters set for the control targets.

[0122] <Note 10> A game system including a terminal and an information processing device, The aforementioned information processing device is An execution unit that allows multiple players to select from a plurality of operation targets common to the plurality of players and associated with a predetermined game, and to play the predetermined game; The system includes a control unit that controls the rewards to be given to the plurality of players based on the results of playing the predetermined game and the parameters set for the selected target of operation, The control unit controls the parameters set for the target of the operation so that they differ for at least two or more players. Game system.

[0123] According to Appendix 10, by controlling the parameters set for the target of operation, it is possible to prevent bias in the targets selected by the player. [Explanation of Symbols]

[0124] 1...Game system, 10...Game server, 11...Processor, 12...Storage device, 13...Communication interface, 14...Input device, 15...Output device, 20...Terminal, 100...Storage unit, 101...Execution unit, 102...Control unit, 200...Storage unit, 201...UI unit, 202...Control unit

Claims

1. An execution unit that allows multiple players to select from a plurality of operation targets common to the plurality of players and associated with a predetermined game, and to play the predetermined game; The system includes a control unit that controls the rewards to be given to the plurality of players based on the results of playing the predetermined game and the parameters set for the selected target of operation, The control unit controls the parameters set for the target of operation so that they differ for at least two or more players. Information processing device.

2. The control unit controls the parameters of the plurality of operation targets based on the frequency of use of each operation target used in the predetermined game in the past for each of the plurality of players. The value of the parameter to be operated on when the frequency of use is a first predetermined value is set to be higher than the value of the parameter to be operated on when the frequency of use is a second predetermined value which is higher than the first predetermined value. The information processing apparatus according to claim 1.

3. The control unit, during the first period until the end of the predetermined period, If the first player plays the predetermined game on all possible occasions but does not reach the predetermined reward amount, the parameters of some of the multiple target objects are set higher than the predetermined value. The information processing apparatus according to claim 1.

4. The control unit, during the first period, If the second player plays the predetermined game on all possible occasions, but the reward does not reach the predetermined amount, then the parameters of at least one of the multiple target objects, which is different from the target object whose parameters are set higher than the predetermined value for the first player, are set higher than the predetermined value. The information processing apparatus according to claim 3.

5. The control unit, in the predetermined game, If the aforementioned multiple players select more than a predetermined number of operation targets, the parameters of the selected operation targets are set to a value higher than the predetermined value for the aforementioned multiple players. The information processing apparatus according to claim 1.

6. Each of the aforementioned multiple targets for operation is assigned an operation target rank. Each of the aforementioned players is assigned a player rank, The control unit, if the player rank of the first player is higher than the player rank of the second player, The parameters of the target of the second player, whose target rank is higher than a predetermined target rank, are set to a value higher than a predetermined value. The parameters of the first player's target with a target rank lower than the predetermined target rank are set to a value higher than the predetermined value. The information processing apparatus according to claim 1.

7. The control unit, by using an item, sets the parameters of the multiple targets selected by the first player to a value higher than a predetermined value. The information processing apparatus according to claim 1.

8. The processor, Multiple players are instructed to select from a set of control objects common to all players and associated with a predetermined game, and to play the predetermined game. The rewards to be given to the plurality of players are controlled based on the results of playing the predetermined game and the parameters set for the selected target of operation. The parameters set for the target of the operation are controlled to differ for at least two or more players. Information processing methods.

9. In the processor, Multiple players are instructed to select from a set of control objects common to all players and associated with a predetermined game, and to play the predetermined game. The system controls the rewards to be given to the aforementioned multiple players based on the results of playing the predetermined game and the parameters set for the selected target of operation. The parameters set for the target of the operation are controlled differently for at least two or more players. program.

10. A game system including a terminal and an information processing device, The aforementioned information processing device is An execution unit that allows multiple players to select from a plurality of operation targets common to the plurality of players and associated with a predetermined game, and to play the predetermined game; The system includes a control unit that controls the rewards to be given to the plurality of players based on the results of playing the predetermined game and the parameters set for the selected target of operation, The control unit controls the parameters set for the target of operation so that they differ for at least two or more players. Game system.

Citation Information

Patent Citations

  • Control program, game device, and control method

    JP2020044320A