Program and Information Processing Device

The program and information processing apparatus addresses the issue of player motivation in single-drawing lottery games by implementing distinct item consumption and reward mechanisms for single and consecutive draws, enhancing game engagement through fair and strategic reward distribution.

JP2026074126APending Publication Date: 2026-05-01SEGA CORP
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SEGA CORP
Filing Date
2026-02-03
Publication Date
2026-05-01

AI Technical Summary

Technical Problem

Players tend to hoard items to perform continuous lottery, reducing motivation for single-drawing lottery games due to the higher item consumption required and the potential for higher rewards in continuous draws.

Method used

A program and information processing apparatus that allows players to perform single and consecutive draws with different item consumption and reward mechanisms, including a predetermined probability for single draws and guaranteed rewards for consecutive draws, with adjustable probabilities and incentives for high-rarity content.

Benefits of technology

Motivates players to perform single draws by offering fair and strategic reward distribution, balancing the appeal of both single and consecutive draws, thereby enhancing game engagement.

✦ Generated by Eureka AI based on patent content.

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Abstract

This motivates players to perform single-draw lotteries. [Solution] The program causes the computer to function as a lottery means 56 that, when a first instruction is received from the player, consumes a first predetermined number of items to draw one content from a group of content to be drawn as a single draw, and when a second instruction is received from the player, consumes a second predetermined number of items, which is greater than the first predetermined number, to draw two or more contents from the group of content to be drawn as a consecutive draw; and a granting means 58 that, when a first instruction is received, grants the player a reward according to a predetermined probability, and when a second instruction is received, grants the reward to the player.
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Description

Technical Field

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

[0002] Conventionally, there has been known a lottery game in which a player consumes an item owned by the player and acquires a content selected with a predetermined lottery probability from a plurality of contents to be lottery targets (lottery target content group).

[0003] Regarding this, Patent Document 1 discloses techniques related to a lottery game for single-drawing one content from a lottery target content group and a lottery game for continuously drawing a plurality of contents from the lottery target content group.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] In such a lottery game, since the number of items consumed in continuous lottery for selecting a plurality of contents is larger than that in single-drawing lottery for selecting one content, a privilege (for example, a high-reality content is determined in one frame in continuous lottery, etc.) is often given when performing continuous lottery. For this reason, players tend to store items until the number of items they own reaches a number that enables continuous lottery (for example, 50), and often hesitate to execute the lottery game by single-drawing lottery.

[0006] The present invention has been made in view of such problems, and an object thereof is to provide a program and an information processing apparatus that can give a player a motivation to execute single-drawing lottery.

Means for Solving the Problems

[0007] To solve the above problems, the program according to the first aspect of the present invention causes the computer to function as a lottery means that, when a first instruction is received from a player, consumes a first predetermined number of items to draw one content from a group of content to be drawn as a single draw, and when a second instruction is received from the player, consumes a second predetermined number of items, which is greater than the first predetermined number, to draw two or more contents from the group of content to be drawn as a consecutive draw; and a granting means that, when the first instruction is received, grants the player a reward according to a predetermined probability, and when the second instruction is received, grants the reward to the player.

[0008] Furthermore, in a second aspect of the present invention, the predetermined probability is the value obtained by dividing the first predetermined number by the second predetermined number.

[0009] Furthermore, in a third aspect of the present invention, the predetermined probability is lower than the value obtained by dividing the first predetermined number by the second predetermined number.

[0010] Furthermore, in a fourth aspect of the present invention, the predetermined probability increases in accordance with the first instruction.

[0011] Furthermore, in a fifth aspect of the present invention, the predetermined probability increases when content with a rarity below a certain value is drawn in the single draw.

[0012] Furthermore, in the sixth aspect of the present invention, the predetermined probability is initialized when the benefit is granted in accordance with the first instruction.

[0013] Furthermore, in the seventh aspect of the present invention, the predetermined probability is reset when content with a rarity of a certain value or higher is drawn in the single draw.

[0014] Furthermore, in the eighth aspect of the present invention, the prize is that in the lottery game, content with a rarity of a certain value or higher is drawn.

[0015] Furthermore, the program according to the ninth aspect of the present invention causes the computer to function as a lottery means that, when a first instruction is received from a player, consumes a first predetermined number of items to draw one content from a group of content to be drawn as a single draw, and when a second instruction is received from the player, consumes a second predetermined number of items, which is greater than the first predetermined number, to draw two or more contents from the group of content to be drawn as a consecutive draw; and a granting means that, when the first instruction is received, grants the player a first reward according to a predetermined probability, and when the second instruction is received, grants the player a second reward different from the first reward.

[0016] Furthermore, an information processing device according to the tenth aspect of the present invention includes a lottery means that, when a first instruction is received from a player, consumes a first predetermined number of items to draw one content from a group of content to be drawn as a single draw, and when a second instruction is received from the player, consumes a second predetermined number of items greater than the first predetermined number to draw two or more contents from the group of content to be drawn as a consecutive draw; and a granting means that, when the first instruction is received, grants the player a reward according to a predetermined probability, and when the second instruction is received, grants the reward to the player.

[0017] Furthermore, an information processing device according to an eleventh aspect of the present invention includes a lottery means that, when a first instruction is received from a player, consumes a first predetermined number of items to draw one content from a group of content to be drawn as a single draw, and when a second instruction is received from the player, consumes a second predetermined number of items greater than the first predetermined number to draw two or more contents from the group of content to be drawn as a consecutive draw; and a granting means that, when the first instruction is received, grants the player a first reward according to a predetermined probability, and when the second instruction is received, grants the player a second reward different from the first reward. [Effects of the Invention]

[0018] According to the present invention, it is possible to give players the motivation to perform a single draw. [Brief explanation of the drawing]

[0019] [Figure 1] It is a block diagram showing an example of the overall configuration of a game system according to the first embodiment. [Figure 2] It is a diagram schematically showing an example of the hardware configuration of a server device. [Figure 3] It is a diagram showing an example of the hardware configuration of a smartphone as the terminal device shown in FIG. 1. [Figure 4] It is a block diagram showing an example of the functional configuration of a server device. [Figure 5] In the game system according to the first embodiment, it is a flowchart showing an example of the processing flow performed by each functional means shown in FIG. 4. [Figure 6] It is a diagram showing an example of a lottery game execution screen according to the first embodiment. [Figure 7] It is a diagram showing an example of a single-shot lottery game result screen according to the first embodiment. [Figure 8] It is a diagram showing an example of a continuous lottery game result screen according to the first embodiment. [Figure 9] In the game system according to the second embodiment, it is a flowchart showing an example of the processing flow performed by each functional means shown in FIG. 4. [Figure 10] It is a diagram showing an example of a lottery game execution screen according to the second embodiment. [Figure 11] It is a diagram showing an example of a single-shot lottery game result screen according to the second embodiment. [Figure 12] It is a diagram showing an example of a continuous lottery game result screen according to the second embodiment.

Embodiments for Carrying Out the Invention

[0020] Hereinafter, a plurality of embodiments of the present invention will be described with reference to the accompanying drawings. For ease of understanding of the description, the same reference numerals are given to the same components and steps in each drawing as much as possible, and duplicate descriptions are omitted.

[0021] ---First Embodiment--- First, let me describe the first embodiment.

[0022] <Overall Structure> Figure 1 is a block diagram showing an example of the overall configuration of the game system 1 according to the first embodiment.

[0023] As shown in Figure 1, the game system 1 comprises a server device 10 and one or more terminal devices 12. The server device 10 and the terminal devices 12 are connected to each other via a communication network NT, such as an intranet, the internet, or a telephone line.

[0024] The server device 10 is an information processing device that provides the game execution results obtained by executing the game program 14, or the game program 14 itself, to the players of each terminal device 12 via the communication network NT. In the first embodiment, the server device 10 provides the game program 14 itself to the players of the terminal devices 12.

[0025] Each terminal device 12 is an information processing device owned by each player, which provides the game to each player by installing and executing the game program 14 received from the server device 10. Examples of these terminal devices 12 include various devices such as video game machines, arcade game machines, mobile phones, smartphones, tablets, and personal computers.

[0026] <Hardware Configuration> Figure 2 is a schematic diagram showing an example of the hardware configuration of server device 10.

[0027] As shown in Figure 2, the server device 10 comprises a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly composed of a CPU (Central Processing Unit) 22 and memory 24.

[0028] In the control device 20, the CPU 22 executes a predetermined program stored in the memory 24 or storage device 28, thereby functioning as various functional means. Details of these functional means will be described later.

[0029] The communication device 26 consists of a communication interface and the like for communicating with external devices. The communication device 26, for example, sends and receives various types of information with the terminal device 12.

[0030] The storage device 28 is composed of a hard disk or the like. This storage device 28 stores various programs and information necessary for executing processing in the control device 20, including the game program 14, as well as information on the processing results.

[0031] The server device 10 can be implemented using an information processing device such as a dedicated or general-purpose server computer. Furthermore, the server device 10 may consist of a single information processing device or multiple information processing devices distributed across the communication network NT. Also, Figure 2 only shows a portion of the main hardware configuration of the server device 10; the server device 10 may have other configurations that are generally found in servers. Similarly, the hardware configuration of the multiple terminal devices 12 may be similar to that of the server device 10, except for the inclusion of, for example, operating means, display devices, and sound output devices.

[0032] Figure 3 shows an example of the hardware configuration of a smartphone, which is the terminal device 12 shown in Figure 1.

[0033] As shown in Figure 3, the terminal device 12 includes a main control unit 30, a touch panel (touchscreen) 32, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42.

[0034] The main control unit 30 is comprised of a CPU, memory, and other components. This main control unit 30 is connected to a touch panel 32 (which serves as a display input device), a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42. The main control unit 30 also has the function of controlling these connected devices.

[0035] The touch panel 32 has both display and input functions, and is composed of a display 32A that handles the display function and a touch sensor 32B that handles the input function. In the first embodiment, the display 32A can display game images including button images, directional key images, joystick images, and other operation input images. The touch sensor 32B can detect the player's input position relative to the game image.

[0036] The camera 34 has the function of capturing still images and / or videos and saving them to the memory unit 40.

[0037] The mobile communication unit 36 ​​has the function of connecting to a mobile communication network via the antenna 36A and communicating with other communication devices connected to the mobile communication network.

[0038] The wireless LAN communication unit 38 connects to the communication network NT via the antenna 38A and has the function of communicating with other devices such as the server device 10 that are connected to the communication network NT.

[0039] The memory unit 40 stores various programs and data, such as the game program 14 and play data indicating the game's progress and player information. The play data may also be stored in the server device 10.

[0040] Speaker 42 has the function of outputting game sounds, etc.

[0041] <Game Overview> The game according to the first embodiment includes a lottery game in which players can acquire characters as an example of content, and quests. This lottery game may be referred to as gacha, lottery, summoning, etc. This quest may be referred to as a battle game, dungeon, exploration, mission, etc.

[0042] In the first embodiment, there are one or more types of lottery games, each with a different name (title). The lottery games can be selected by the player from the lottery game menu screen, etc. In the first embodiment, when a player selects a lottery game from among the one or more types of lottery games, a screen is displayed that allows the player to select either a single lottery to run the game once or a series lottery to run it 10 times consecutively. This single lottery may be called a single gacha, a single draw, a single summon, etc. This series lottery may be called a 10-draw gacha, a 10-draw gacha, a 10-summon, etc. Based on the player's instruction (request) to run a single lottery or a series lottery, a character is randomly selected from the group of target characters (group of target content) corresponding to the lottery game and provided to the player. This lottery game is executed based on the consumption of a price. For example, a single draw consumes a predetermined number of items (e.g., 5), while a series draw consumes a second predetermined number of items (e.g., 50), which is more than the first predetermined number. The compensation for this can be paid items (in-app purchase items) or free items (non-in-app purchase items). Paid items are items that players can obtain through purchase procedures (cash or electronic money payments, credit card payments, etc.). Examples of paid items include paid gems, paid gacha tickets, and paid coins. Free items are items that players can obtain through gameplay (playing various games). For example, free items can be obtained as rewards for logging in, completing quests, achieving missions, and interacting with friends. Examples of free items include free gems, free gacha tickets, stamina recovery items, game coins, and friend points. Furthermore, both paid and free items can be used not only for playing the draw game, but also for various purposes such as stamina recovery and continuing quests. Paid items are generally more valuable than free items. For example, in a lottery game that can only be played by consuming paid items, it is easier to obtain characters with higher rarity (scarcity value) than in a lottery game that can be played by consuming free items.Note that both paid and free in-game currency are sometimes simply referred to as "stones."

[0043] Furthermore, in the first embodiment, there are one or more types of quests, each with a different name (title). Quests can be selected by the player from the quest menu screen, etc. In the first embodiment, a quest is executed based on an instruction (request) by the player to select one of the one or more types of quests. This quest is executed by consuming the stamina value associated with the quest from the player's current stamina value. If the stamina associated with the quest is greater than the stamina associated with the player, the player cannot execute (play) the quest. This stamina may also be referred to as life, action points (AP), battle points (BP), etc. Note that the player's current stamina value may also be consumed at the end of the quest (when cleared or when retired).

[0044] In the first embodiment, a quest is executed in which a team composed of one or more characters owned by the player (owned characters) battles against an enemy character. In this quest, for example, the player gives instructions to the characters that make up the team (characters within the team) to attack, etc. Also in this quest, the player aims to reduce the hit points of the enemy character to 0 or less by using the ability parameters and skills that each character within the team possesses. If the quest is cleared, the player receives clear rewards such as free gems, game coins, characters, items, experience points, etc. Note that if the player has already cleared a quest, they may not receive free gems. If the quest is not cleared, the player can choose to continue the quest by consuming paid gems or free gems, continue items, etc., or retire from the quest. Continuing means granting the player the right to continue playing the quest if they were unable to clear it.

[0045] <Functional means> Figure 4 is a block diagram showing an example of the functional configuration of the server device 10.

[0046] As shown in Figure 4, the server device 10 has a functional configuration comprising a storage means 50, a first receiving means 52, a second receiving means 54, a lottery means 56, and an assignment means 58. The storage means 50 is implemented by one or more storage devices 28. The functional means other than the storage means 50 are implemented by the control device 20 executing a game program 14 stored in the storage devices 28, etc.

[0047] The memory means 50 is a functional means for storing player information 50A, character information 50B, lottery game information 50C, etc.

[0048] Player information 50A is stored for each player, associated with that player's player ID. This player information 50A includes, for example, the player's name, age, owned character information, owned item information, lottery game execution information, and stamina information. Owned character information includes the character ID and ability parameters of each character owned by the player. Ability parameters include, for example, character level, hit points, attack power, and defense power. Level increases when a character gains character experience points. As a character's level increases, their hit points, attack power, defense power, etc., also increase. The item ownership information includes the number of each item the player owns. These items include paid gems, paid gacha tickets, free gems, free gacha tickets, etc. The lottery game execution information is associated with a lottery game ID for each lottery game and includes an accumulated value (e.g., points) that is accumulated according to the first instruction for executing a single lottery. For example, the accumulated value associated with a certain lottery game is accumulated (added) by a first predetermined value (e.g., 1) when a player performs a single lottery in that lottery game according to the first instruction, when a character with a rarity less than a certain value (e.g., 5) is drawn in the single lottery, or when a character with a rarity of a certain value or higher is drawn in the single lottery. Furthermore, this accumulated value is initialized when, for example, a bonus (first bonus) is granted according to the first instruction, or when a character with a rarity of a certain value or higher is drawn in the single lottery, or when the accumulated value reaches a second predetermined value (e.g., 10) that is higher than the first predetermined value. Examples of initialization include setting the accumulated value to 0 (zero) or subtracting the second predetermined value from the accumulated value. Note that this accumulated value may be a value that is accumulated in common for some or all lottery games. Stamina information includes the player's current stamina value and stamina limit. The current stamina value is the value consumed when the player performs various quests. This current stamina value increases by a predetermined amount (e.g., 1) over time (e.g., 3 minutes) until it recovers to the stamina limit. Furthermore, this current stamina value can recover beyond the stamina limit by the player consuming paid or free gems, stamina recovery items, etc. This stamina limit increases as the player's player rank increases. The player rank increases, for example, when the player gains player experience points by playing the game (e.g., quests and missions).

[0049] Character information 50B is stored for each character, associated with that character's character ID. This character information 50B includes, for example, the character's name, image (design), rarity, initial values ​​of ability parameters (e.g., hit points, attack power, defense power at level 1, etc.) and maximum values ​​(e.g., hit points, attack power, defense power at level 100, etc.), skills, etc. Rarity includes numerical values, such as 1 to 6. This value may be represented, for example, by the number of stars. Characters with higher rarity have ability parameters and skills that are advantageous in the game (for example, in quests and missions).

[0050] The lottery game information 50C is stored for each lottery game, associated with the lottery game ID of that game. This lottery game information 50C includes, for example, the name (title), lottery target information, number of consecutive draws, compensation information, and bonus information. The information for the characters to be drawn includes the character ID of each character that makes up the group of characters that are the target of the draw in the draw game, and the appearance frequency (weight) associated with that character ID. The group of characters that make up the target of the draw consists of, for example, 100 different characters. The appearance frequency includes a number ranging from 1 to 10, for example. Lower appearance frequencies are assigned to characters of higher rarity, and higher appearance frequencies are assigned to characters of lower rarity. Within the same rarity, there may be characters that appear more frequently than other characters (featured characters). Here, the probability of a character being drawn is the value obtained by dividing the appearance frequency set for that character by the sum of the appearance frequencies set for all the characters that are the target of the draw. Specifically, if the appearance frequency set for a character is 2, and the sum of the appearance frequencies set for all the characters that are the target of the draw is 400, then the probability of that character being drawn is 2 / 400 (0.5%). The number of consecutive draws includes the number of times a character is drawn consecutively when a second instruction (request) is received from the player. This number of consecutive draws is an integer of 2 or more, including, for example, 3, 5, or 10. The compensation information includes the first predetermined number, which is the number of items required to perform one draw (single draw), and the method of consumption. For example, if the player gives the first instruction, the first predetermined number (e.g., 5 items) will be consumed. Also, if the player gives the second instruction, for example, the second predetermined number (e.g., 50 items), which is the number obtained by multiplying the first predetermined number (e.g., 5 items) by the number of consecutive draws (e.g., 10), will be consumed. In other words, the second predetermined number is greater than the first predetermined number. Examples of consumption methods include consuming only paid items, consuming only free items, prioritizing the consumption of paid items, prioritizing the consumption of free items, consuming items in order of oldest acquisition date, and consuming items in order of newest acquisition date. Prioritizing the consumption of paid items means that if the player possesses both paid and free items, the paid items will be consumed first. Similarly, prioritizing the consumption of free items means that if the player possesses both paid and free items, the free items will be consumed first. The bonus information includes the bonuses to be given to the player and predetermined probabilities. These bonuses include a first bonus given based on the first instruction and a second bonus given based on the second instruction. The first and second bonuses may be the same or different. Examples of bonuses include, in a lottery game (single draw or consecutive draw), drawing a character with a rarity of a certain value (e.g., 5) or higher (e.g., a featured character), drawing a character that the player has never obtained before, increasing the probability (frequency of appearance) of drawing a character with a rarity of a certain value or higher, increasing the number of draws, and obtaining additional content (bonuses) along with the drawn character. The predetermined probabilities include the probability of giving the first bonus when the first instruction is given. These predetermined probabilities may be, for example, the value obtained by dividing the first predetermined number (e.g., 5) by the second predetermined number (e.g., 50) (e.g., 0.1 = 10%), or a value lower than that (e.g., 0.09 = 9%). In other words, the predetermined probability is the value obtained by dividing 1 by the number of consecutive draws (e.g., 10), or a value lower than that. Furthermore, the predetermined probability may increase in response to the first instruction. For example, the predetermined probability increases as the accumulated value increases in response to the first instruction. Specifically, the predetermined probability increases by 2% for every increase of the accumulated value by the first predetermined value (e.g., 1) from the initial value (e.g., 0%). Note that the predetermined probability is reset (becomes the initial value) when the accumulated value is reset.

[0051] The first receiving means 52 has the function of receiving a first instruction from the player to draw one character (one character) in a single draw. In the first embodiment, the first receiving means 52 receives the first instruction on the execution screen of the draw game selected by the player.

[0052] The second receiving means 54 has the function of receiving a second instruction from the player to consecutively draw two or more characters (multiple characters). In the first embodiment, the second receiving means 54 receives the second instruction on the execution screen of the drawing game selected by the player.

[0053] The lottery means 56 is a functional means that executes a lottery game to select one or more characters and allows the player to acquire the selected characters. In the first embodiment, when the player gives a first instruction, the lottery means 56 consumes a first predetermined number (for example, 5 items) of items to execute a lottery game to select one character from the group of characters to be selected. Furthermore, when the player gives a second instruction, the lottery means 56 consumes a second predetermined number (for example, 50 items) of items to execute a lottery game to select two or more characters consecutively from the group of characters to be selected.

[0054] The granting means 58 is a functional means for granting a reward to the player. In the first embodiment, when a first instruction is given, the granting means 58 grants the player a first reward according to a predetermined probability. Specifically, the granting means 58 conducts a reward lottery with the predetermined probability as the winning probability, and if the reward lottery is won, it grants the first reward. On the other hand, if the reward lottery is lost, the granting means 58 does not grant the first reward. Furthermore, when a second instruction is given, the granting means 58 grants the player a second reward. In other words, when a second instruction is given, the granting means 58 reliably grants a reward.

[0055] The following describes specific examples of how granting means 58 grants various benefits. These examples may be combined from one another.

[0056] (1) Confirmation of high rarity characters For example, if a first instruction is given, the granting means 58 conducts a prize draw according to a predetermined probability (e.g., 10%) before the lottery means 56 conducts a single draw. If the prize draw is successful, the granting means 58 grants a first prize, which is a character with a rarity of a certain value (e.g., 5) or higher, in the single draw. Also, if a second instruction is given, the granting means 58 grants a second prize, which is a character with a rarity of a certain value or higher, in one of the consecutive draws conducted by the lottery means 56.

[0057] (2) Confirmation of characters not yet acquired For example, if a first instruction is given, the granting means 58 conducts a bonus lottery according to a predetermined probability before the lottery means 56 conducts a single lottery. If the bonus lottery is successful, the granting means 58 grants a first bonus, which is a character that the player has never acquired before and whose rarity is above a certain value, in the single lottery. Furthermore, if a second instruction is given, the granting means 58 grants a second bonus, which is a character that the player has never acquired before and whose rarity is above a certain value, in one of the consecutive lotteries conducted by the lottery means 56. This character may be a character that the player has never acquired in the game, or a character that the player has acquired but does not currently own.

[0058] (3) Increased probability of drawing high-rarity characters For example, if a first instruction is given, the granting means 58 conducts a bonus lottery according to a predetermined probability before the lottery means 56 conducts a single lottery. If the bonus lottery is won, the granting means 58 grants a first bonus in the single lottery that increases the lottery probability (frequency of appearance) associated with characters whose rarity is above a certain value. Also, for example, if a second instruction is given, the granting means 58 grants a second bonus in one of the consecutive lotteries conducted by the lottery means 56 that increases the lottery probability (frequency of appearance) associated with characters whose rarity is above a certain value.

[0059] (4) Increase in the number of draws For example, if a first instruction is given, the granting means 58 conducts a prize draw according to a predetermined probability before or after the lottery means 56 conducts a single draw. If the prize draw is successful, the granting means 58 grants a first prize that increases the number of draws in the single draw. That is, if a first instruction is given, the granting means 58 grants a first prize that increases the number of characters drawn (to be acquired) in the lottery game (single draw). Also, if a second instruction is given, the granting means 58 grants a second prize that increases the number of draws (for example, 10) in the continuous draw conducted by the lottery means 56. That is, if a second instruction is given, the granting means 58 grants a second prize that increases the number of characters drawn (to be acquired) in the lottery game (continuous draw). The increase in the number of draws is, for example, 1 or 2.

[0060] (5) Acquisition of additional content For example, if a first instruction is received, the granting means 58 will perform a special prize lottery according to a predetermined probability after the lottery means 56 has performed a single lottery. If the special prize lottery is successful, the granting means 58 will grant the first special prize, additional content (bonus), along with one character drawn in the single lottery. Also, for example, if a second instruction is received, the granting means 58 will grant the second special prize, additional content (bonus), along with two or more characters drawn in the consecutive lotteries.

[0061] <Processing flow> Figure 5 is a flowchart showing an example of the processing flow performed by each functional means shown in Figure 4 in the game system according to the first embodiment. Furthermore, the processing in the following steps begins, for example, when the player gives an instruction to select a certain lottery game (lottery game A) from the lottery game menu screen. Note that the order and content of the following steps can be changed as appropriate.

[0062] (Step SP10) The lottery method 56 displays the lottery game execution screen 60 on the touch panel 32.

[0063] Figure 6 shows an example of a lottery game execution screen 60 according to the first embodiment.

[0064] As shown in Figure 6, the lottery game execution screen 60 is equipped with a probability distribution button 62, a lottery target information area 64, a first instruction button 66, and a second instruction button 68. The probability distribution button 62 is a button that transitions to a screen showing the name, rarity, and probability of each character that makes up the group of characters to be drawn. The lottery target information area 64 displays characters with high rarity and featured characters from the group of characters to be drawn. The first instruction button 66 is a button that instructs the execution of a single draw. The first instruction button 66 displays a first predetermined number (for example, 5 items), which is the number of items consumed in a single draw. The second instruction button 68 is a button that instructs the execution of a series of draws. The second instruction button 68 displays a second predetermined number (for example, 50 items), which is the number of items consumed in a series of draws. The lottery game execution screen 60 also shows that in the first instruction (single draw), the first prize will be awarded according to a predetermined probability, and in the second instruction (consecutive draws), the second prize will always be awarded.

[0065] Returning to Figure 5, the process moves on to step SP12.

[0066] (Step SP12) The first receiving means 52 and the second receiving means 54 receive the press of the first instruction button or the second button from the player. Then, the process proceeds to step SP14.

[0067] (Step SP14) The first receiving means 52 determines whether or not it has received confirmation from the player that the first instruction button has been pressed in step SP12. If the determination is positive, the process proceeds to step SP16. On the other hand, if the determination is negative, that is, if the second receiving means 54 has received confirmation that the second instruction button has been pressed in step SP12, the process proceeds to step SP28.

[0068] (Step SP16) The lottery means 56 refers to the consideration information in the lottery game information 50C and consumes a first predetermined number (for example, 5 items) from the items owned by the player information 50A, which is the number of items (consideration) necessary to perform a single lottery. At this time, the lottery means 56 consumes items based on the method of consumption of consideration, for example, prioritizing the consumption of paid items. Then, the process moves on to the process of step SP18.

[0069] (Step SP18) The awarding means 58 refers to the prize information of a certain lottery game (lottery game A) in the lottery game information 50C and performs a prize draw according to a predetermined probability of awarding the first prize. Specifically, the awarding means 58 uses the value obtained by dividing a first predetermined number (e.g., 5) by a second predetermined number (e.g., 50) (e.g., 0.1 = 10%) as the predetermined probability (winning probability) and performs the prize draw. Then, the process moves on to the process of step SP20.

[0070] (Step SP20) The awarding means 58 determines in step SP18 whether or not the prize lottery has been won. If the determination is positive, the process proceeds to step SP22. On the other hand, if the determination is negative, that is, if the prize lottery has been lost in step SP18, the process proceeds to step SP24.

[0071] (Step SP22) The granting means 58 grants the player the first bonus. Specifically, the granting means 58 grants the first bonus, which is that in the single draw instructed to be executed in step SP12, a character with a rarity of a certain value or higher is drawn. Then, the process moves on to the process in step SP24.

[0072] (Step SP24) The lottery means 56 refers to the lottery target information of a certain lottery game (lottery game A) in the lottery game information 50C and performs a lottery process to select one character based on the lottery probability of each character that makes up the group of target characters. Here, if the first bonus has been awarded in the bonus lottery in step SP20, the lottery means 56 repeats the lottery until a character with a rarity of a certain value or higher is selected. Subsequently, the lottery means 56 allows the player to acquire the selected character. Specifically, the lottery means 56 adds the selected character to the owned character information in the player information 50A. Then, the process moves on to the process in step SP26.

[0073] (Step SP26) The lottery method 56 displays the single-draw lottery game result screen 70 on the touch panel 32.

[0074] Figure 7 shows an example of a single-draw lottery game result screen 70 according to the first embodiment.

[0075] As shown in Figure 7, the single-draw lottery game result screen 70 is provided with a lottery result display area 72. The lottery result display area 72 displays the character that was drawn. This lottery result display area 72 indicates whether or not the first prize has been won, and the character drawn based on the awarding of the first prize is displayed in a different manner than usual.

[0076] Then, the process concludes with the series of steps shown in Figure 5.

[0077] (Step SP28) The lottery means 56 refers to the number of consecutive draws and the price information of a certain lottery game (lottery game A) in the lottery game information 50C, and consumes a second predetermined number (for example, 50 items) from the items owned by the player information 50A, which is the number of items (price) necessary to perform consecutive draws. At this time, the lottery means 56 consumes items based on the method of consuming the price, for example, prioritizing the consumption of paid items. Then, the process moves on to the process of step SP30.

[0078] (Step SP30) The granting means 58 grants the player a second benefit. Specifically, the granting means 58 grants a second benefit in which a character with a rarity of a certain value or higher is drawn once in the consecutive draws instructed to be executed in step SP12. Then, the process moves on to the process in step SP32.

[0079] (Step SP32) The lottery means 56 refers to the lottery target information and the number of consecutive draws for a certain lottery game (lottery game A) in the lottery game information 50C, and performs a lottery process to draw the same number of characters as the number of consecutive draws (for example, 10) based on the draw probability of each character that makes up the group of target characters. Here, based on the fact that the second bonus was granted in step SP30, the lottery means 56 repeats the lottery in one of the consecutive draws until a character with a rarity of a certain value or higher is drawn. Subsequently, the lottery means 56 allows the player to acquire the drawn character. Specifically, the lottery means 56 adds the drawn character to the owned character information in the player information 50A. Then, the process moves on to the process in step SP34.

[0080] (Step SP34) The lottery method 56 displays the continuous lottery game result screen 80 on the touch panel 32.

[0081] Figure 8 shows an example of the continuous lottery game result screen 80 according to the first embodiment.

[0082] As shown in Figure 8, the continuous lottery game result screen 80 is provided with a lottery result display area 82. The lottery result display area 82 displays the character that was drawn. In this lottery result display area 82, the character drawn based on the granting of the second bonus is displayed in a different manner than usual.

[0083] Then, the process concludes with the series of steps shown in Figure 5.

[0084] <Effects> In the first embodiment described above, the computer functions as a lottery means 56 that, when a first instruction is received from the player, consumes a first predetermined number of items to draw one content from the group of content to be drawn as a single draw, and when a second instruction is received from the player, consumes a second predetermined number of items, which is greater than the first predetermined number, to draw two or more contents from the group of content to be drawn as a consecutive draw; and a granting means 58 that, when a first instruction is received, grants a reward to the player according to a predetermined probability, and when a second instruction is received, grants the reward to the player.

[0085] This configuration ensures fairness in reward distribution between single and consecutive draws, as rewards are guaranteed in consecutive draws while rewards are awarded according to a predetermined probability in single draws. This motivates players to perform single draws, thereby revitalizing the game. Furthermore, it allows for strategic decision-making regarding whether to choose single draws, where rewards are awarded according to a predetermined probability, or consecutive draws, where rewards are guaranteed.

[0086] Furthermore, in the first embodiment, the predetermined probability is the value obtained by dividing the first predetermined number by the second predetermined number.

[0087] With this configuration, in a single draw, the prize is awarded according to the value (probability) obtained by dividing the first predetermined number by the second predetermined number, thus ensuring fairness in the awarding of prizes between single and consecutive draws.

[0088] Furthermore, in the first embodiment, the predetermined probability is lower than the value obtained by dividing the first predetermined number by the second predetermined number.

[0089] With this configuration, in a single draw, rewards are awarded based on a value (probability) lower than the value obtained by dividing the first predetermined number by the second predetermined number. This allows for preferential treatment of rewards awarded through consecutive draws, which consume a large amount of money at once, while also allowing for rewards to be awarded through single draws, thus ensuring fairness in the awarding of rewards between single and consecutive draws.

[0090] Furthermore, in the first embodiment, the predetermined probability increases in accordance with the first instruction.

[0091] This configuration makes it easier to receive rewards the more times a single draw is performed, thus motivating players to continue performing single draws.

[0092] Furthermore, in the first embodiment, the predetermined probability increases when content with a rarity below a certain value is drawn in a single draw.

[0093] This configuration allows players to continue performing single draws even if a low-rarity character is drawn in a single draw.

[0094] Furthermore, in the first embodiment, a predetermined probability is initialized when a reward is granted in accordance with the first instruction.

[0095] With this configuration, when a reward is awarded in accordance with the first instruction (single draw), a predetermined probability is reset, which suppresses the increase in the predetermined probability and ensures fairness between the awarding of rewards by the first instruction and the awarding of rewards by the second instruction (consecutive draws).

[0096] Furthermore, in the first embodiment, the predetermined probability is reset when content with a rarity of a certain value or higher is drawn in a single draw.

[0097] With this configuration, when a character with high rarity is drawn in a single draw, the predetermined probability is reset, which suppresses the increase in the predetermined probability and ensures fairness between the awarding of rewards in single draws and the awarding of rewards in consecutive draws.

[0098] Furthermore, in the first embodiment, the reward is that in the lottery game, content with a rarity of a certain value or higher is drawn.

[0099] This configuration provides players with the incentive to draw high-rarity characters in the lottery game, thus motivating them to perform single draws as well as consecutive draws.

[0100] Furthermore, in the first embodiment, the computer functions as a lottery means 56 that, when a first instruction is received from the player, consumes a first predetermined number of items to draw one content from the group of content to be drawn as a single draw, and when a second instruction is received from the player, consumes a second predetermined number of items, which is greater than the first predetermined number, to draw two or more contents from the group of content to be drawn as a consecutive draw; and a granting means 58 that, when a first instruction is received, grants the player a first reward according to a predetermined probability, and when a second instruction is received, grants the player a second reward different from the first reward.

[0101] This configuration ensures fairness in the awarding of rewards between single and consecutive draws, as consecutive draws guarantee the awarding of the second reward, while single draws award the first reward according to a predetermined probability. This motivates players to perform single draws, thereby revitalizing the game. Furthermore, it allows for strategic decision-making regarding whether to choose a single draw, where the first reward is awarded according to a predetermined probability, or a consecutive draw, where the second reward is guaranteed.

[0102] ---Second Embodiment--- Next, a second embodiment will be described.

[0103] The second embodiment differs from the first embodiment in that the granting means 58 grants a reward when the accumulated value reaches a second predetermined value. The configuration and functions of the game system according to the second embodiment, which are not described below, are the same as those of the game system according to the first embodiment.

[0104] In the second embodiment, the granting means 58 grants the first benefit to a player when the accumulated value associated with the player reaches a second predetermined value that is higher than the first predetermined value. Here, the value obtained by dividing the second predetermined value (e.g., 10) by the first predetermined value (e.g., 1) is the same as the value obtained by dividing the second predetermined number (e.g., 50) by the first predetermined number (e.g., 5). In other words, the value obtained by dividing this second predetermined value by the first predetermined value is the same as the number of consecutive draws. Note that the value obtained by dividing the second predetermined value by the first predetermined value may be higher than the value obtained by dividing the second predetermined number by the first predetermined number.

[0105] <Processing flow> Figure 9 is a flowchart showing an example of the processing flow performed by each functional means shown in Figure 4 in the game system according to the second embodiment. Furthermore, the processing of the following steps begins, for example, when the player gives an instruction to select a certain lottery game (lottery game A) from the lottery game menu screen. Note that the order and content of the following steps can be changed as appropriate.

[0106] (Step SP40) The lottery method 56 displays the lottery game execution screen 90 on the touch panel 32.

[0107] Figure 10 shows an example of a lottery game execution screen 90 according to the second embodiment.

[0108] As shown in Figure 10, the lottery game execution screen 90 is equipped with a provision rate button 92, a lottery target information area 94, a first instruction button 96, and a second instruction button 98. The lottery game execution screen 90 also indicates that in the first instruction (single draw), the first prize is awarded when the accumulated value (points) reaches a second predetermined value (for example, 10), and in the second instruction (continuous draw), the second prize is always awarded.

[0109] Returning to Figure 9, the process moves on to step SP42.

[0110] (Steps SP42 to SP46) The processing in steps SP42 to SP46 is the same as the processing in steps SP12 to SP16 described above, so the explanation is omitted.

[0111] (Step SP48) The assigning means 58 stores an accumulated value (points) associated with a certain lottery game (lottery game A) in the lottery game execution information of the player information 50A. For example, the assigning means 58 adds a first predetermined value (for example, 1) to the accumulated value. Then, the process moves on to the process of step SP50.

[0112] (Step SP50) The granting means 58 determines whether the accumulated value accumulated in step SP48 has reached a second predetermined value (e.g., 10) that is higher than a first predetermined value (e.g., 1). If the determination is positive, the process proceeds to step SP52. On the other hand, if the determination is negative, the process proceeds to step SP54.

[0113] (Step SP52) The granting means 58 grants the player the first benefit. Specifically, the granting means 58 grants the first benefit, which increases the number of draws by one in the single draw instructed to be executed in step SP42. Next, the granting means 58 initializes the accumulated value associated with a certain draw game (draw game A) in the draw game execution information of the player information 50A. Specifically, the granting means 58 initializes the accumulated value to 0 (zero). Then, the process moves on to the process of step SP54.

[0114] (Step SP54) The lottery means 56 refers to the lottery target information of a certain lottery game (lottery game A) in the lottery game information 50C and performs a lottery process to select one character based on the lottery probability of each character that makes up the group of target characters. Here, if the first bonus is granted in step SP52, the lottery means 56 increases the number of lottery attempts by one. Subsequently, the lottery means 56 allows the player to acquire the selected character. Specifically, the lottery means 56 adds the selected character to the owned character information in the player information 50A. Then, the process moves on to the process in step SP56.

[0115] (Step SP56) The lottery method 56 displays the single-draw lottery game result screen 100 on the touch panel 32.

[0116] Figure 11 shows an example of the single-draw lottery game result screen 100 according to the second embodiment.

[0117] As shown in Figure 11, the single-draw game result screen 100 is provided with a draw result display area 102. The character that was drawn is displayed in the draw result display area 102. In this draw result display area 102, it is displayed whether or not the first reward has been granted because the accumulated value has reached a second predetermined value. In addition, in the draw result display area 102, the character that was drawn based on the granting of the first reward is displayed in a different manner than usual.

[0118] Then, the process concludes with the series of steps shown in Figure 9.

[0119] (Step SP58) The processing in step SP58 is the same as the processing in step SP28 described above, so the explanation is omitted.

[0120] (Step SP60) The granting means 58 grants the player a second benefit. Specifically, the granting means 58 grants a second benefit that increases the number of draws by one in the consecutive draws that were instructed to be executed in step SP42. Then, the process proceeds to the process in step SP62.

[0121] (Step SP62) The lottery means 56 refers to the lottery target information and the number of consecutive draws for a certain lottery game (lottery game A) in the lottery game information 50C, and performs a lottery process to draw the same number of characters as the number of consecutive draws (for example, 10) based on the draw probability of each character that makes up the group of target characters. Here, the lottery means 56 increases the number of draws by 1 based on the fact that the second bonus was granted in step SP60. Next, the lottery means 56 allows the player to acquire the drawn characters. Specifically, the lottery means 56 adds the drawn characters to the owned character information in the player information 50A. Then, the process moves on to the process in step SP64.

[0122] (Step SP64) The lottery method 56 displays the continuous lottery game result screen 110 on the touch panel 32.

[0123] Figure 12 shows an example of the continuous lottery game result screen 110 according to the second embodiment.

[0124] As shown in Figure 12, the continuous lottery game result screen 110 is provided with a lottery result display area 112. The lottery result display area 112 displays the character that was drawn. In this lottery result display area 112, the character drawn based on the granting of the second bonus is displayed in a different manner than usual.

[0125] Then, the process concludes with the series of steps shown in Figure 9.

[0126] <Effects> In the second embodiment described above, the computer functions as a storage means 50 that stores an accumulated value which is accumulated in response to a first instruction, associated with the player; a lottery means 56 that, when the player gives a first instruction, consumes a first predetermined number of items to draw one content from a group of content to be drawn as a single draw, and when the player gives a second instruction, consumes a second predetermined number of items which is greater than the first predetermined number to draw two or more contents from the group of content to be drawn as a draw game; and a granting means 58 that grants a reward to the player when the accumulated value reaches a second predetermined value which is higher than the first predetermined value, and grants the reward to the player when a second instruction is given.

[0127] This configuration ensures that rewards are guaranteed in consecutive draws, while in single draws, rewards are awarded based on whether the accumulated value reaches a second predetermined value. This allows for fairness in reward distribution between single and consecutive draws. As a result, players are motivated to perform single draws, thereby revitalizing the game.

[0128] Furthermore, in the second embodiment, the value obtained by dividing the second predetermined value by the first predetermined value is the same as the value obtained by dividing the second predetermined number by the first predetermined number.

[0129] With this configuration, for example, if the total number of items consumed in a single draw reaches the number of items consumed in a consecutive draw, a reward will be given, thus ensuring fairness in the reward distribution between single and consecutive draws.

[0130] Furthermore, in the second embodiment, the value obtained by dividing the second predetermined value by the first predetermined value is higher than the value obtained by dividing the second predetermined number by the first predetermined number.

[0131] With this configuration, for example, if the total number of items consumed in a single draw exceeds the number of items consumed in a series of draws, a bonus is awarded. This allows for preferential treatment of bonuses awarded in series of draws, which consume a large amount of money at once, while also allowing for bonuses to be awarded in single draws, thus ensuring fairness in the awarding of bonuses between single and series draws.

[0132] In the second embodiment, the accumulated value is accumulated when content with a rarity below a certain value is drawn in a single draw.

[0133] This configuration allows players to continue performing single draws even if a low-rarity character is drawn in a single draw.

[0134] In the second embodiment, the accumulated value is initialized when a benefit is granted due to reaching a second predetermined value.

[0135] With this configuration, the accumulated value is reset when a reward is awarded in accordance with the first instruction (single draw), thus ensuring fairness between the reward awarded by the first instruction and the reward awarded by the second instruction (consecutive draws).

[0136] In the second embodiment, the accumulated value is reset when a content item with a rarity of a certain value or higher is drawn in a single draw.

[0137] With this configuration, the accumulated value is reset when a high-rarity character is drawn in a single draw, thus adding a game-like element to the awarding of rewards in single draws. Therefore, it allows for strategic decision-making regarding whether to choose single draws or consecutive draws where rewards are guaranteed.

[0138] In the second embodiment, content with a rarity of a certain value or higher is drawn in the lottery game.

[0139] This configuration provides players with the incentive to draw high-rarity characters in the lottery game, thus motivating them to perform single draws as well as consecutive draws.

[0140] In the second embodiment, the computer functions as a storage means 50 that stores an accumulated value which is accumulated in response to a first instruction, associated with the player; a lottery means 56 that, when the player gives a first instruction, consumes a first predetermined number of items to draw one content from a group of content to be drawn as a single draw, and when the player gives a second instruction, consumes a second predetermined number of items which is greater than the first predetermined number to draw two or more contents from the group of content to be drawn as a draw game; and a granting means 58 that grants a first reward to the player when the accumulated value reaches a second predetermined value which is greater than the first predetermined value, and grants a second reward different from the first reward to the player when a second instruction is given.

[0141] This configuration ensures fairness in reward distribution between single and consecutive draws, as it guarantees the second reward in consecutive draws while awarding the first reward in single draws based on whether the accumulated value reaches a predetermined second value. This provides players with an incentive to perform single draws, thereby revitalizing the game.

[0142] ---Variations--- It should be noted that the present invention is not limited to the above-described examples. That is, designs modified by those skilled in the art to the above-described examples are also included within the scope of the present invention, as long as they retain the features of the present invention. Furthermore, the elements of the embodiments described above and the modifications described later can be combined to the extent that it is technically possible, and combinations thereof are also included within the scope of the present invention, as long as they retain the features of the present invention.

[0143] For example, in the first embodiment, the granting means 58 was described as reliably granting the second benefit when a second instruction is given, but it is not necessary to reliably grant the second benefit. For example, when a second instruction is given, the granting means 58 may grant the second benefit with a probability (e.g., 90%) that is higher than a predetermined probability (e.g., 10%) that the first benefit is granted in accordance with the first instruction.

[0144] Furthermore, the granting means 58 may change the benefit each time it grants a benefit. For example, after granting a benefit that increases the number of draws, the granting means 58 may grant a benefit in the draw game that ensures a character with a rarity of a certain value or higher is drawn. This change may be made in a predetermined order or randomly.

[0145] Furthermore, in the first and second embodiments, the granting means 58 described a case in which a first predetermined value (for example, 1) is accumulated in the accumulated value in response to the first instruction, but the first predetermined value may be variable. For example, the granting means 58 adds 2 to the accumulated value when a paid item (paid stone) is consumed in the first instruction, and adds 1 to the accumulated value when a free item (free stone) is consumed in the first instruction. Also, for example, the granting means 58 adds 1 to the accumulated value when a character with a rarity of a certain value or higher is drawn in the single draw by the first instruction, and adds 2 to the accumulated value when a character with a rarity of less than a certain value is drawn in the single draw.

[0146] Furthermore, in the second embodiment, the granting means 58 was described as granting the first benefit when the accumulated value reached a second predetermined value in response to a first instruction. However, the granting means 58 may also grant the first benefit based on a first instruction that involves the consumption of the accumulated value by the player. That is, even if the accumulated value has reached a second predetermined value, the granting means 58 may not grant the first benefit if the player gives a first instruction that does not involve the consumption of the accumulated value. The first receiving means 52 is capable of receiving a first instruction that involves the consumption of the accumulated value, provided that the accumulated value has reached a second predetermined value.

[0147] Furthermore, while the first and second embodiments described the case where the accumulated value is points, it may also be game items, fragments of such game items, coins, etc.

[0148] Furthermore, while the first and second embodiments primarily described cases where the content is a character, it may also be items such as weapons and armor, cards, avatars, coins, points, etc. [Explanation of symbols]

[0149] 10...Server device (computer), 12...Terminal device, 50...Storage means, 56...Lottery means, 58...Assignment means

Claims

[Claim 1] Computers, A lottery means that, upon receiving a first instruction from the player, consumes a first predetermined number of items to draw one content item from a group of content items for a single draw, and upon receiving a second instruction from the same player, consumes a second predetermined number of items (more than the first predetermined number) to draw two or more content items consecutively from the same group of content items for a draw. Granting means that grants a reward to the player according to a predetermined probability when the first instruction is given, and grants the reward to the player when the second instruction is given, A program that makes it function as such.

Citation Information

Patent Citations

  • Program and information processing device

    JP6677338B1