Information processing device, program, and information processing method
The information processing device manages and transfers game media among players to ensure smooth gameplay progression by enabling one player to cover the costs of others, addressing disparities in game media ownership.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- MIXI INC
- Filing Date
- 2026-03-03
- Publication Date
- 2026-05-01
AI Technical Summary
In cooperative games, disparities in the amount of game media owned by players can hinder smooth progression due to the requirement for consumption.
An information processing device with a game provisioning unit, event control unit, and game medium management unit allows players to use their own game media to cover the consideration of other players, ensuring smooth game progression by managing and transferring game media.
Enables smooth gameplay by allowing players to use their own game media to cover the costs of other players, addressing disparities and promoting solidarity among players.
Smart Images

Figure 2026074381000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to an information processing apparatus, a program, and an information processing method.
Background Art
[0002] Conventionally, games that can be played by multiple players and allow the transfer of game media necessary for play between players have been developed. For example, Patent Document 1 discloses a server that provides a game in which an event (friend bomb) that can be executed only in a raid battle (co-op battle) can be executed using points, which are game media received from a friend before play.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] On the other hand, in a game in which players cooperate and proceed, when consumption of game media is required, smooth progress may be hindered due to differences in the amounts of game media owned by each player.
[0005] The present invention provides an information processing apparatus, a program, and an information processing method that enable smooth progress of a game in which multiple players jointly proceed while consuming game media.
Means for Solving the Problems
[0006] In one aspect of the present invention, an information processing device is provided comprising a game provisioning unit, an event control unit, and a game medium management unit, wherein the game provisioning unit provides a game that progresses when a plurality of players jointly execute predetermined events including a first event, the event control unit controls the execution of the first event so that each of the plurality of players pays game medium equivalent to a predetermined value as consideration, the game medium management unit manages the game medium owned by each of the plurality of players, and enables one player to use the game medium owned by themselves to cover at least a portion of the consideration that other players are to pay.
[0007] By incorporating this configuration, in games where multiple players cooperate and consume game media, if there is a disparity in the amount of game media owned by the players, it becomes possible to proceed with the game using the game media owned by one player, thus ensuring smooth game progression. [Brief explanation of the drawing]
[0008] [Figure 1] This diagram shows an overview of the game provision system 1 according to the first embodiment. [Figure 2] This is a block diagram showing the hardware configuration of the server 10 according to the first embodiment. [Figure 3] This is a block diagram showing the hardware configuration of the user terminal 20 according to the first embodiment. [Figure 4] This is a block diagram showing the functional configuration of the server 10 according to the first embodiment. [Figure 5] This is a diagram showing the options display screen 30. [Figure 6] This is a diagram showing the gift suggestion screen 40. [Figure 7] This is a diagram showing the screen for determining the number of gifts, screen number 50. [Figure 8] This is a diagram showing the gift completion screen 60. [Figure 9] This is a sequence diagram illustrating the processing flow of game provisioning system 1. [Figure 10] This is a sequence diagram illustrating the processing flow of the ticket transfer process (step S200). [Figure 11] This figure shows the gift suggestion screen 40 in modified example 1. [Figure 12] This figure shows the gift request screen 45 in modified example 2. [Figure 13] This figure shows the reimbursement proposal screen 70 in the second embodiment. [Figure 14] This is a sequence diagram illustrating the processing flow of the game provisioning system 1 in the second embodiment. [Figure 15] This is a sequence diagram illustrating the processing flow of the ticket reimbursement process (step S300). [Modes for carrying out the invention]
[0009] Several embodiments of the present invention will be described below with reference to the drawings. The various features shown in the embodiments below can be combined with each other. Furthermore, each feature constitutes an independent invention.
[0010] <1. First Embodiment> (1-1. Overview of Game Provisioning System 1) An information processing device according to one embodiment of the present invention is a server 10 that constitutes part of a game provision system 1 as shown in Figure 1. The game provision system 1 includes the server 10 and user terminals 20 (for example, user terminals 20a and user terminals 20b).
[0011] Server 10 is configured to communicate with user terminal 20 via communication line 5 and provides game G to user terminal 20. Game G progresses through the joint operation of players P1 and P2 in response to various events provided as content.
[0012] For the execution of an event, it may be required to pay a game medium corresponding to a predetermined value as a consideration for each of the players P1 and P2. In the game providing system 1, it is possible for one player to allocate at least a part of the game medium he owns to the consideration that the other player should pay. Hereinafter, each configuration will be described in detail.
[0013] (1-2. Hardware Configuration of Game Providing System 1) Referring to FIGS. 2 and 3, the hardware configuration of the game providing system 1 will be described.
[0014] (1-2-1. Hardware Configuration of Server 10) FIG. 2 is a block diagram showing the hardware configuration of the server 10 according to the present embodiment. The server 10 includes a control unit 11, a storage unit 12, and a communication unit 13. Further, the server 10 may include an operation input unit 14 configured by a keyboard and a mouse or the like to receive inputs of various operations, and a monitor 15 such as a liquid crystal display device for displaying various images.
[0015] The control unit 11 is, for example, a CPU (Central Processing Unit), a microprocessor, a DSP (Digital Signal Processor), or the like, and controls the overall operation of the server 10.
[0016] A part of the storage unit 12 is configured by, for example, a RAM (Random Access Memory) or a DRAM (Dynamic Random Access Memory), and is used as a work area or the like when executing processing based on various programs by the control unit 11. Further, a part of the storage unit 12 is, for example, a non-volatile memory such as a ROM (Read Only Memory) or an HDD (Hard Disk Drive), and stores various data and programs used for the processing of the control unit 11.
[0017] The programs stored in the memory unit 12 include, for example, an OS (Operating System) for realizing the basic functions of the server 10, drivers for controlling various hardware, and programs for realizing various functions, and include the computer programs according to this embodiment.
[0018] The communication unit 13 is, for example, a NIC (Network Interface Controller) and has the function of connecting to the communication line 5. Alternatively, the communication unit 13 may have functions to connect to a wireless LAN (Local Area Network), a wireless WAN (Wide Area Network), short-range wireless communication such as Bluetooth®, and infrared communication, either in place of or in conjunction with the NIC. The server 10 is connected to other information processing devices such as user terminals 20 via the communication line 5 and can send and receive various types of data with these other information processing devices.
[0019] These control unit 11, storage unit 12, communication unit 13, operation input unit 14, and monitor 15 are electrically connected to each other via a system bus 16. Therefore, the control unit 11 can access the storage unit 12, display images on the monitor 15, understand the operation status of the operation input unit 14 by the user (player), and access various communication networks and other information processing devices via the communication unit 13.
[0020] (1-2-2. Hardware configuration of user terminal 20) Figure 3 is a block diagram showing the hardware configuration of the user terminal 20 according to this embodiment. The user terminal 20 is, for example, an information processing terminal such as a smartphone or tablet, and comprises a control unit 21, a storage unit 22, and a communication unit 23. The user terminal 20 may also include a display unit 24 such as a touch panel display that can display images and accept operations, a speaker 25 that outputs sound, a microphone 26 that receives sound input, a camera 27 that captures images of subjects, and operation buttons 28. The following explanation will focus on the differences from the server 10.
[0021] The operation buttons 28 are located on the side of the user terminal 20 and include a power button for starting or stopping the user terminal 20, and a volume control button for the sound output by the speaker 25.
[0022] These components—the control unit 21, memory unit 22, communication unit 23, display unit 24, speaker 25, microphone 26, camera 27, and operation buttons 28—are electrically connected to each other via a system bus 29. Therefore, the control unit 21 can access the memory unit 22, display images on the display unit 24, understand the user's operation status on the touch panel display (display unit 24) and operation buttons 28, input sound to the microphone 26, output sound from the speaker 25, control the camera 27, and access various communication networks and other information processing devices via the communication unit 23.
[0023] (1-3. Functional configuration of Server 10) As shown in Figure 4, the control unit 11 of the server 10 includes a game provisioning unit 11a, an event control unit 11b, and a game media management unit 11c.
[0024] The game provider unit 11a provides a game that progresses when multiple players (for example, player P1 and player P2) jointly execute predetermined events. An "event" is an action that players take to advance the game, such as selecting an option or playing a mini-game, and includes a first event that each player must pay a fee to perform, and a second event that does not require payment to perform.
[0025] The event control unit 11b controls the execution of the first event by enabling each of the multiple players to pay game media equivalent to a predetermined value as consideration. Here, "game media" is a general term for electronic data used by the user to advance the game, and specifically includes characters, items, cards, avatars, etc.
[0026] In this embodiment, an item called a "ticket" is used as a game medium for payment and is set to correspond to a predetermined value. Here, "value" may be exchangeable for real money such as cash, electronic money, or cryptocurrency coins, or it may be points usable within a specific game. Users can obtain tickets corresponding to the predetermined value at any time by paying the predetermined value.
[0027] The game media management unit 11c manages the game media owned by each of the multiple players (corresponding to "tickets" in this embodiment, as described above). The number of tickets owned by a player (hereinafter also simply referred to as the number of tickets) can be stored, for example, in the storage unit 12 by creating a ticket number management table (not shown).
[0028] The game media management unit 11c further enables one player to use their tickets to cover at least a portion of the price that other players are required to pay. In this embodiment, as an example of "coverage," one player can transfer a portion of their tickets to another player, who can then use the transferred tickets as payment. Since payment of the price is required for the execution of the first event, the above coverage does not occur during the execution of the second event, for which payment of the price is not required. Details of each function will be described later.
[0029] The functional configuration described above may be implemented by software (including so-called applications) appropriately installed on the server 10, or by hardware. When implemented by software, the control unit 11 can implement various functions by executing programs that constitute the software.
[0030] If implemented by executing a program, the program may be stored in the storage unit 12 built into the server 10, or in a non-temporary recording medium readable by a computer. Alternatively, the program may be read from an external storage device and implemented through so-called cloud computing. Or, if implemented by hardware, it can be implemented by various circuits such as ASICs, SOCs, FPGAs, or DRPs. Furthermore, some of the functional configurations described above may be processed by software or hardware on a user terminal 20 or the like.
[0031] (1-4. Game Flow) Referring to Figures 5 to 8, the flow of the game in this embodiment will be explained. Game G in this embodiment is a so-called visual novel game in which the scenario branches and progresses based on the choices made by the player. In Game G, before the start of play, two players match up via the communication unit 23 of the user terminal 20, and the two players who have matched up will proceed with the game together.
[0032] Figure 5 shows an example of the options display screen 30. The options display screen 30 includes a mission icon 31, an owned ticket display icon 32, an options icon 33, and a required ticket display icon 34.
[0033] The mission icon 31 displays the mission that players P1 and P2 must complete. In the example shown in Figure 5, the mission requires both players to select the same option. The owned ticket display icon 32 displays the number of tickets owned by each player. Specifically, the display unit 24 of player P1's user terminal 20a displays the number of tickets owned by player P1, and the display unit 24 of player P2's user terminal 20b displays the number of tickets owned by player P2.
[0034] Multiple option icons 33 are displayed as choices that the player should select. Some of the option icons 33 have a required ticket display icon 34 attached to them. Option icons 33 with the required ticket display icon 34 attached are called premium options 33a, and selecting them requires payment of the number of tickets indicated by the required ticket display icon 34 (hereinafter also referred to as the number of tickets required). The number of tickets required is set for each premium option, and in this embodiment, the number of tickets required to select a particular premium option is the same for both player P1 and player P2. Here, a premium option is also referred to as the first option selected by each player to perform the first event for which payment is required.
[0035] In contrast, option icons 33 that do not have the required ticket display icon 34 attached are called normal options 33b, and do not require the payment of a ticket to select them. Here, a normal option is also called a second option that is selected to perform a second event that does not require payment from the player. In game G, the game branches into different scenarios depending on whether the player chooses premium option 33a or normal option 33b. Here, choosing premium option 33a may bring about a more advantageous effect for the player in progressing through the game.
[0036] Figure 6 shows an example of the gift suggestion screen 40. The gift suggestion screen 40 is displayed on the display unit 24 of the user terminal 20 of one player when one player selects a premium option 33a and the other player is unable to pay the price for the premium option 33a. The gift suggestion screen 40 includes a suggestion content display icon 41, an accept button 42, and a reject button 43.
[0037] When one player accepts the gift proposal displayed on the proposal icon 41, the gift quantity determination screen 50 is displayed. If one player rejects the proposal, the ticket will not be transferred to the other player. In this case, the other player cannot select the premium option 33a and therefore cannot proceed with the game. Consequently, the option display screen 30 is displayed again on the display unit 24 of the user terminal 20 of the first player.
[0038] Figure 7 shows an example of the gift number determination screen 50. The gift number determination screen 50 includes an owned ticket display icon 32, a gift number input area 51, and a confirmation button 52. The gift number input area 51 is where one player inputs the number of tickets to transfer to the other player. At this time, the owned ticket display icon 32 can be checked to consider the number of tickets to transfer.
[0039] Furthermore, the gift quantity input area 51 displays the other player's shortfall (i.e., the difference between the number of tickets the other player owns and the number of tickets required for the premium option) as an initial value, and it is not possible to enter a number less than this initial value. This ensures that one player can reliably transfer the minimum number of tickets required. After entering the number of tickets to be gifted in the gift quantity input area 51, pressing the confirm button 52 transfers the entered number of tickets to the other player, and the gift completion screen is displayed. However, the system is not limited to this configuration; for example, the gift quantity input area 51 may be designed to allow one player to enter any number of tickets.
[0040] Figure 8 shows an example of the gift completion screen 60. The gift completion screen 60 includes a completion icon 61 and a confirmation button 62. When one player who has confirmed the completion icon 61 presses the confirmation button 62, the selection display screen 30 is displayed again. This allows both players to select the premium option 33a.
[0041] In this embodiment, the game media management unit 11c is configured to allow a player with a large number of tickets to transfer their tickets to another player only when it is able to accept an event execution request (more specifically, when it is possible to select the premium option 33a from among multiple options). However, the system is not limited to this configuration, and for example, it may be configured to allow one player to transfer tickets to another player at any time while playing the game.
[0042] (1-5. Processing flow by game provision system 1) Referring to Figures 9 and 10, an example of the processing flow by the game provisioning system 1 will be explained.
[0043] In step S100, the game provision unit 11a of the server 10 provides the choice display screen 30 to user terminals 20a and 20b. In step S105, user terminals 20a and 20b display the choice display screen 30 on the display unit 24.
[0044] In step S110, player P1 selects premium option 33a on the option display screen 30. In step S115, the event control unit 11b of server 10 accepts player P1's selection of premium option 33a.
[0045] In step S120, the game media management unit 11c of the server 10 determines whether player P2 can pay the number of tickets required for the premium option selected by player P1. Specifically, the game media management unit 11c refers to the ticket quantity management table stored in the memory unit 12 and makes a determination by comparing the number of tickets required for the premium option selected by player P1 with the number of tickets owned by player P2.
[0046] If the game media management unit 11c determines that player P2 is able to pay the amount of consideration (YES in step S120), the process proceeds to step S130. On the other hand, if player P2 determines that they are unable to pay the amount of consideration (NO in step S120), the process proceeds to the ticket transfer process (step S200).
[0047] In step S130, the user terminal 20b notifies the server 10 of the selection made by player P1 on the selection display screen 30. In step S135, the server 10 accepts the selection.
[0048] In step S140, the game provision unit 11a of the server 10 determines whether player P2's selection is a premium option. If it is a premium option (YES in step S140), the system proceeds to step S150. If it is not a premium option (NO in step S140), the system proceeds to step S160.
[0049] In step S150, the event control unit 11b of the server 10 provides the scenario associated with the premium option 33a to the user terminals 20a and 20b. In step S155, the user terminals 20a and 20b display the scenario on the display unit 24.
[0050] In step S160, the event control unit 11b of the server 10 notifies user terminals 20a and 20b that the selections of player P1 and player P2 do not match. In step S165, user terminals 20a and 20b display the notification on the display unit 24 and then display the selection display screen 30 again.
[0051] Next, the ticket transfer process (step S200) will be explained with reference to Figure 10. In step S210, the game media management unit 11c of the server 10 provides a gift suggestion screen 40, suggesting to player P1 that a ticket be given as a gift to player P2. In step S215, the display unit 24 of player P1's user terminal 20a displays the gift suggestion.
[0052] In step S220, player P2 operates the gift number determination screen 50 to determine the number of tickets to be given as gifts (hereinafter also referred to as the gift number). In step S225, the game media management unit 11c accepts the gift number.
[0053] In step S230, the game media management unit 11c grants the gifted ticket to player P2. Specifically, the game media management unit 11c updates the ticket count management table stored in the memory unit 12 to show the number of tickets owned by player P2. The game media management unit 11c then notifies the user terminal 20b about the ticket grant. In step S235, the display unit 24 of the user terminal 20b displays that the ticket has been transferred as a gift.
[0054] In step S240, the user terminal 20b notifies the server 10 of the selection made by player P1 on the selection display screen 30. In step S245, the server 10 accepts the selection.
[0055] In step S250, the game provision unit 11a of the server 10 determines whether player P2's selection is a premium option. If it is a premium option (YES in step S250), the process proceeds to step S260. If it is not a premium option (NO in step S250), the process proceeds to step S270.
[0056] In step S260, the event control unit 11b of the server 10 provides the scenario associated with the premium option 33a to the user terminals 20a and 20b. In step S265, the user terminals 20a and 20b display the scenario on the display unit 24.
[0057] In step S270, the event control unit 11b of the server 10 notifies user terminals 20a and 20b that the selections of player P1 and player P2 do not match. In step S275, user terminals 20a and 20b display the notification on the display unit 24 and then display the selection display screen 30 again.
[0058] <2. Variant> The following describes various modifications of the game provision system 1 according to the first embodiment described above. The modifications described below can be combined with each other.
[0059] (2.1. Variation 1) In Modification 1, when the game media management unit 11c receives a selection of premium option 33a from one player, if the player who selected the premium option does not possess tickets equivalent to the price, it provides the other player with a gift suggestion screen 40. However, if the player who selected premium option 33a possesses tickets equivalent to the price, it does not provide the other player with a gift suggestion screen 40.
[0060] As shown in Figure 11, in the gift suggestion screen 40 of Modification 1, the number of tickets for the player who selected the premium option is insufficient. Even in this configuration, players who possess a large number of tickets can use their tickets to cover at least a portion of the price that other players must pay, thus achieving the same effect as in the above embodiment.
[0061] (2.2. Variation 2) In variation 2, the game media management unit 11c notifies one player who does not possess tickets equivalent to the number of tickets for premium option 33a, requesting that they transfer the tickets to the other player. In other words, the game media management unit 11c notifies one player to encourage them to request the other player to give the tickets as a gift.
[0062] As shown in Figure 12, in the modified example 2, if a player who does not possess tickets equivalent to the number of tickets required for premium option 33a selects premium option 33a, the game media management unit 11c provides the player with a gift request screen 45.
[0063] The gift request screen 45 includes a request content display icon 46, an accept button 42, and a reject button 43. As shown in Figure 12, the request content display icon 46 proposes requesting a ticket gift from another player. When the player presses the accept button 42, the game media management unit 11c of the server 10 notifies the other player of the request to gift the ticket. In this configuration as well, a player who possesses a large number of tickets can use their tickets to cover at least a portion of the price that other players must pay, thus achieving the same effect as in the above embodiment.
[0064] <3. Second Embodiment> A second embodiment of the present invention will be described using Figures 13 to 15. This embodiment differs from the above embodiment in that, instead of transferring tickets, one player advances the payment for tickets, thereby covering the consideration that other players should pay. The differences will be explained below.
[0065] As shown in Figure 13, in the second embodiment, when one player uses their ticket to pay part of the price that another player is to pay, the game media management unit 11c provides a reimbursement suggestion screen 70 instead of a gift suggestion screen 40.
[0066] The advance payment proposal screen 70 includes an advance payment details display icon 71, an accept button 72, and a reject button 73. When a player presses the accept button 72, that player will also pay the amount of consideration that the other player is owed, and the game provider unit 11a will provide a scenario linked to the premium option 33a.
[0067] Referring to Figures 14 and 15, the processing flow of the second embodiment will be explained, focusing on the differences from the first embodiment.
[0068] As shown in Figure 14, in the second embodiment, if player P2 determines in step S120 that it is unable to pay the number of tickets (NO in step S120), the process proceeds to the ticket advance payment process (step S300).
[0069] Referring to Figure 15, the ticket reimbursement process (step S300) will be explained. In step S310, the game media management unit 11c of the server 10 provides a reimbursement proposal screen 70, proposing to one player P1 that it reimburse the other player P2 for the number of tickets. In step S315, the display unit 24 of the user terminal 20a displays the reimbursement proposal.
[0070] In step S320, player P1 operates the advance payment proposal screen 70 and decides to advance the number of tickets that player P2 should pay. In step S325, the game media management unit 11c accepts the advance payment. Specifically, the game media management unit 11c subtracts the number of tickets for both player P1 and player P2 from the number of tickets owned by player P1 in the ticket quantity management table stored in the memory unit 12.
[0071] In step S330, the game media management unit 11c notifies the user terminal 20b of the advance payment made by player P1. In step S335, the display unit 24 of the user terminal 20b displays that the payment for the premium option 33a has been advanced.
[0072] In step S340, the event control unit 11b of the server 10 provides the scenario associated with the premium option 33a to the user terminals 20a and 20b. In step S345, the user terminals 20a and 20b display the scenario on the display unit 24.
[0073] Even in this form, players who possess a large number of tickets can use their tickets to cover at least a portion of the price that other players are required to pay, thereby achieving the same effect as in the above embodiment.
[0074] <4. Other Embodiments> While embodiments and modifications thereof of the present invention have been described above, the application of this disclosure is not limited to the above.
[0075] The game media management unit 11c may, when providing a gift suggestion screen 40 or a reimbursement suggestion screen 70 to one player to notify them of a transfer, provide the screen and notify them of the transfer only if the player possesses tickets equivalent to the sum of the number of tickets they are obligated to pay and the remaining amount the other player is short to pay. In this way, a transfer notification will only be given when a transfer is possible, ensuring smooth game progression.
[0076] Furthermore, in the above embodiment, the number of premium options 33a was the same for all players, but the system is not limited to this configuration. For example, the game media management unit 11c may set a predetermined distribution ratio for the number of premium options 33a for each player.
[0077] For example, Player P1 and Player P2 may each pay for each premium option 33a in a fixed ratio (for example, 3:7; hereafter referred to as the distribution ratio). This distribution ratio may be set based on the ratio of the number of tickets each player owns, or conversely, the distribution ratio may be set so that the more tickets a player owns, the less they pay.
[0078] Furthermore, the distribution ratio may be configured to be set by the players as appropriate. For example, the distribution ratio may be set through negotiation between players during matchmaking at the start of game G.
[0079] Furthermore, various types of content can be considered as event options. For example, it could be hints for a code-breaking game, or it could be the destination for continuing (restarting) after a game over.
[0080] Furthermore, the game provider unit 11a may provide a function that allows the player who receives the ticket to send a thank-you message or similar to the player who transferred it.
[0081] Furthermore, although the above embodiment was set to have two players, the system is not limited to this configuration, and it may be designed for three or more players to play together.
[0082] Furthermore, in the above embodiment, the transfer of tickets was performed when the premium option was selected, but the system is not limited to this form. For example, after matching players to start game G and once the game has started, the system may be configured to allow one player to transfer a ticket to the other at any time.
[0083] Alternatively, the system may be designed to allow ticket transfers before matchmaking takes place at the start of the game. In this case, for example, there may be a function to register known players as friends, and the system may be designed to allow ticket transfers to registered friends at a predetermined time. This predetermined time could be, for example, the birthday of a pre-registered friend, or the anniversary of a certain number of years since the friend was registered.
[0084] Furthermore, although the above embodiment primarily describes a configuration in which the server 10 provides each function, it is also possible to configure the system so that some functions are provided by the user terminal 20, or by both the server 10 and the user terminal 20.
[0085] Furthermore, the information processing device such as server 10 may include not only a single physical unit, but also multiple units that are connected via wired or wireless communication and function as a single information processing device.
[0086] Furthermore, each step described in the above embodiment as being performed by the server 10 may be implemented in a manner in which it is performed by the user terminal 20.
[0087] Furthermore, the present invention can also be implemented as a program that enables the game provisioning system described above to function.
[0088] Furthermore, the present invention can also be implemented as a computer-readable, non-temporary recording medium for storing the above-mentioned program.
[0089] Although various embodiments of the present invention have been described above, these are presented as examples only and are not intended to limit the scope of the invention. These novel embodiments can be implemented in various other forms, and various omissions, substitutions, and modifications can be made without departing from the spirit of the invention. These embodiments and their variations are included in the scope and spirit of the invention, as well as in the claims of the invention and its equivalents.
[0090] <5. Features of the Embodiment> The features of embodiments of the present invention are summarized below.
[0091] In one aspect of the present invention, an information processing device is provided comprising a game provisioning unit 11a, an event control unit 11b, and a game medium management unit 11c, wherein the game provisioning unit 11a provides a game that progresses when multiple players jointly execute predetermined events, including a first event; the event control unit 11b controls the execution of the first event by enabling each of the multiple players to pay a ticket, which serves as game medium equivalent to a predetermined value, as consideration; and the game medium management unit 11c manages the game medium owned by each of the multiple players, enabling one player to use their own game medium to cover at least a portion of the consideration that other players are to pay.
[0092] This configuration allows for smoother game progression in games where multiple players collaborate and consume game media, even if there is a disparity in the amount of game media owned by each player. This is achieved by using the game media owned by one player.
[0093] Furthermore, the game media management unit 11c may allow one player to transfer the game media to another player so that the first event can be executed.
[0094] This configuration allows players to receive a game medium from one player and then pay for that medium in return, thereby strengthening the sense of solidarity among players and enabling them to play the game more smoothly together.
[0095] Furthermore, the game media management unit 11c may set a predetermined ratio for each of the multiple players regarding the amount of compensation for the first event.
[0096] This configuration allows for setting the ratio of payment among multiple players, enabling various distributions depending on the combination of players and resulting in smoother gameplay.
[0097] Furthermore, the game media management unit 11c may only enable allocation when it is able to accept event execution requests.
[0098] By adopting this configuration, the allocation of game media is limited to times when event execution requests can be accepted, thereby preventing the unnecessary transfer of game media and the resulting decrease in the value of the game media.
[0099] Furthermore, the game media management unit 11c may notify player 1 regarding payment if other players are unable to pay the consideration.
[0100] This configuration allows players who own many game media to be notified when other players are short on game media, thereby promoting the transfer of game media and ensuring smooth gameplay.
[0101] Furthermore, if another player is unable to pay the consideration, the game media management unit 11c may notify the other player of a request to player 1 to make the payment.
[0102] This configuration encourages players who lack game media to request transfers from other players, thereby facilitating the transfer of game media and ensuring smooth gameplay.
[0103] The game media management unit 11c may notify one player of the difference between the amount of game media other players need to perform the first event and the amount of game media owned by the other players, and allow one player to use the game media equivalent to the difference.
[0104] This configuration allows for the execution of the first event after the transfer by notifying each player of the minimum amount of game media they must transfer.
[0105] The event control unit 11b accepts an operation in which the player selects and executes any event from a plurality of events including the first event and the second event, and may control the system so that the second event can be executed without payment of consideration, and may allow payment when the player selects the first event, but not when the player selects the second event.
[0106] By adopting this configuration, when selecting the second event, which does not require payment for the game media, the transfer of the game media is prohibited, thereby preventing the game media from being unnecessarily transferred and thus preventing a decrease in its value.
[0107] The game provision unit 11a displays multiple options on terminals operated by each of the multiple players, and the multiple options include a first option for executing a first event. The event control unit 11b accepts the selection of the first option from each of the multiple players on the condition that each player pays a game medium equivalent to a predetermined value as consideration, and accepts input from each of the multiple players to select one option from the multiple options. If multiple players select the same option, the event corresponding to the option is executed. The game medium management unit 11c accepts a transfer instruction from one player to transfer a game medium that can be used to pay consideration to another player, and may transfer the game medium owned by one player to another player based on the transfer instruction.
[0108] This configuration allows for the transfer of the game medium when multiple players collaboratively select the same option, enabling smooth game progression.
[0109] The game media management unit 11c may be configured such that, when it receives a selection of the first option from one player, it notifies the first player about the transfer if no other player possesses the game media necessary to pay the price required for selecting the first option, but does not notify the first player about the transfer if no other player possesses the game media necessary to pay the price required for selecting the first option.
[0110] This configuration ensures smooth gameplay by only notifying other players about the transfer if a player selects the first option which requires payment.
[0111] The game media management unit 11c may be configured such that, when it receives a selection of the first option from another player, it notifies player 1 of the transfer if the other player does not possess the game media necessary to pay the price required for selecting the first option, but does not notify player 1 of the transfer if the other player possesses the game media necessary to pay the price required for selecting the first option.
[0112] This configuration ensures smooth gameplay by only notifying other players about the transfer if a transfer is necessary when another player selects the first option which requires payment.
[0113] The game media management unit 11c may be configured to notify a first player of a transfer if, in the event that another player does not possess game media necessary to pay the price required to select the first option, the first player possesses game media equivalent to the sum of the price they should pay and the shortfall the other player is lacking to pay the price, but does not notify a first player of a transfer if the first player does not possess game media equivalent to the sum of the two amounts.
[0114] This configuration ensures smooth game progression by only notifying other players of a transfer when the first option is available.
[0115] In another aspect of the present invention, a computer program is provided that causes a computer to perform a game provision step, an event control step, and a game medium management step, wherein the game provision step provides a game that progresses when multiple players jointly perform predetermined events including a first event; the event control step controls the first event to be executable when each of the multiple players pays game medium equivalent to a predetermined value as consideration; and the game medium management step manages the game medium owned by each of the multiple players, and enables one player to use their own game medium to pay at least one step of the consideration that other players are to pay.
[0116] In yet another aspect of the present invention, there is an information processing method provided in which a computer performs a game provision step, an event control step, and a game medium management step, wherein the game provision step provides a game that progresses by multiple players jointly performing predetermined events including a first event, the event control step controls the first event in an executable manner by each of the multiple players paying game mediums equivalent to a predetermined value as consideration, and the game medium management step manages the game mediums owned by each of the multiple players, and enables one player to use their own game mediums to pay at least one step of the consideration that other players are to pay. [Explanation of Symbols]
[0117] 1: Game delivery system 5: Communication lines 10: Server 11: Control Unit 11a: Game Provision Department 11b: Event Control Unit 11c: Game Media Management Department 12: Storage section 13: Communications Department 14: Operation Input Section 15: Monitor 16: System bus 20: User terminal 21: Control Unit 22: Storage section 23: Communications Department 24:Display section 25: Speaker 26: Mike 27: Camera 28: Operation Buttons 29: System bus 30: Selection display screen 31: Mission Icon 32: Owned Ticket Display Icon 33: Choice icon 33a: Premium Options 33b: Normal option 34: Required ticket display icon 40: Gift suggestion screen 41: Proposal display icon 42: Accept button 43: Reject button 45: Gift Request Screen 46: Request details display icon 50: Screen for determining the number of gifts 51: Input area for the number of gifts 52: Select button 60: Gift completion screen 61: Completion icon 62: Confirmation button 70: Advance payment proposal screen 71: Icon displaying details of reimbursement 72: Accept button 73: Reject button
Claims
[Claim 1] It comprises a game provision department, an event control department, and a game media management department. The aforementioned game provider provides a game that progresses when multiple players jointly execute predetermined events, including a first event. The event control unit controls the execution of the first event by enabling each of the multiple players to pay game media equivalent to a predetermined value as consideration. The aforementioned game media management department, An information processing device that manages the game media owned by each of the aforementioned multiple players, and enables one player to use the game media owned by themselves to pay at least a portion of the consideration that other players are required to pay.
Citation Information
Patent Citations
Program, method, and server device
JP2019081046A