Programs and Information Processing Systems
By dynamically pricing items based on gameplay conditions and progress, the game system maintains user engagement and prevents stagnation, enhancing interest through progressive challenges.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- COLOPL
- Filing Date
- 2026-04-16
- Publication Date
- 2026-06-18
AI Technical Summary
There is a risk of decreasing user interest in a game service when players log in solely to purchase paid items at a low price immediately after starting a new game, leading to a situation where game progression stalls.
The game system sets item prices based on gameplay conditions, increasing prices when predetermined conditions are met and game progress reaches a standard, considering individual and collective game progress, and varying item availability based on difficulty.
This approach enhances user interest by maintaining engagement through dynamic pricing and progression-based item acquisition, preventing stagnation and encouraging meaningful gameplay.
Smart Images

Figure 2026100124000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a program and an information processing system.
Background Art
[0002] Conventionally, for example, as a program that provides a game service, when there are a predetermined number of consecutive days in which a user (player) has logged in to the game at least once or more, control is performed so that paid items can be purchased at a price lower than usual (see Patent Document 1). According to this, it is possible to enhance the motivation to log in to the game, and ultimately, it is possible to improve the user's interest in the game service.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in the program as described above, immediately after starting a new game, only logging in to the game is performed in order to purchase paid items at a low price, and there is a possibility that a situation where the game does not progress occurs, and there has been a risk of causing a decrease in the user's interest in the game service.
[0005] An object of the present invention is to improve the user's interest in the provided service.
Means for Solving the Problems
[0006] In order to achieve the above object, the present invention is configured as follows.
[0007] The program according to the present invention uses a computer as a setting means to set the price for acquiring a predetermined item based on whether predetermined conditions relating to gameplay are met, and the setting means sets the price for acquiring the predetermined item to be higher than when the predetermined conditions are met and the game progress of a predetermined user has reached a predetermined standard.
[0008] Furthermore, the predetermined criteria may be set to take into account the game progress of other users who are different from the predetermined user.
[0009] Furthermore, the game progress of the specified user may include either the user's level or the amount of specified objects owned by the user in the game.
[0010] Furthermore, the setting means may be configured such that when a predetermined operation is performed by a predetermined user, the price for acquiring the predetermined item is higher than when the predetermined operation is not performed.
[0011] Furthermore, the setting means may be controlled to vary the predetermined items for which the consideration is set, depending on the difficulty of fulfilling the predetermined conditions.
[0012] The information processing system according to the present invention includes setting means for setting the price for acquiring a predetermined item based on whether predetermined conditions relating to gameplay are met, and the setting means sets the price for acquiring the predetermined item to be higher than when the predetermined conditions are met and the game progress of a predetermined user has reached a predetermined standard. [Effects of the Invention]
[0013] According to the present invention, it is possible to improve user interest in the services provided. [Brief explanation of the drawing]
[0014] [Figure 1] It is an explanatory diagram of the overall configuration of an information processing system. [Figure 2] It is an explanatory diagram of the hardware configuration of a server and a user terminal. [Figure 3] It is an explanatory diagram of the functional configuration of a server and a user terminal. [Figure 4] It is an explanatory diagram showing an example of a main screen. [Figure 5] It is an explanatory diagram showing an example of an in-facility screen. [Figure 6] It is an explanatory diagram showing an example of an in-facility screen. [Figure 7] It is an explanatory diagram showing an example of an in-facility screen. [Figure 8] It is an explanatory diagram showing an example of an in-facility screen. [Figure 9] It is an explanatory diagram showing an example of an in-facility screen. [Figure 10] It is an explanatory diagram showing an example of a main screen. [Figure 11] It is an explanatory diagram showing an example of an in-facility screen. [Figure 12] It is an explanatory diagram showing an example of an item shop screen. [Figure 13] It is an explanatory diagram showing an example of a usage confirmation screen. [Figure 14] It is an explanatory diagram showing an example of an attention-arousing screen. [Figure 15] It is an explanatory diagram showing an example of an effect activation display. [Figure 16] It is an explanatory diagram showing an example of an item shop screen. [Figure 17] It is an explanatory diagram showing an example of a main screen. [Figure 18] It is an explanatory diagram showing an example of an in-facility screen. [Figure 19] It is an explanatory diagram showing an example of an end display. [Figure 20] It is an explanatory diagram showing an example of a sale start display. [Figure 21] It is an explanatory diagram showing an example of a purchase screen at the start of a sale. [Figure 22] This is an explanatory diagram showing an example of a purchase suggestion screen. [Figure 23] This is an explanatory diagram showing an example of a usage confirmation screen at the start of a sale. [Figure 24] This is an explanatory diagram showing an example of the main screen. [Figure 25] This is an explanatory diagram showing an example of a screen within the facility. [Figure 26] This is an explanatory diagram showing an example of an item shop screen. [Figure 27] This is a flowchart illustrating an example of the special sale execution process. [Figure 28] This flowchart illustrates an example of the processing that takes place while the purchase screen is displayed at the start of a sale. [Figure 29] This flowchart illustrates an example of the process that takes place while the usage confirmation screen is displayed at the start of a sale. [Figure 30] This flowchart illustrates an example of how to handle non-purchase periods during sales. [Modes for carrying out the invention]
[0015] Embodiments of the present invention will be described below with reference to the drawings. Note that the following embodiments are merely examples illustrating the present invention, and the numerical values shown in these embodiments are also merely examples and do not limit the present invention. Furthermore, not all configurations described in these embodiments are necessarily essential components of the present invention. In addition, in this specification and the drawings, elements having substantially the same function or configuration are denoted by the same reference numerals as much as possible, and redundant explanations are omitted. Elements not directly related to the present invention are omitted from the illustration.
[0016] (Configuration of Information Processing System S) As shown in Figure 1, the information processing system S according to this embodiment is a so-called client-server system constructed by connecting a server 100 and a user terminal 200 via a network 300. In this embodiment, the case in which a game is provided by the information processing system S will be described.
[0017] The information processing system S according to this embodiment functions as an information processing device in which a server 100 and a user terminal 200 cooperate to provide a game. The server 100 and the user terminal 200 are each responsible for executing various functions in the game and controlling the progress of the game, and various functions and games are executed through the cooperation of the server 100 and the user terminal 200.
[0018] Server 100 is connected to multiple user terminals 200 via network 300, enabling them to communicate with each other. Each user terminal 200 can send and receive various information with Server 100 via network 300. Each user terminal 200 can also send and receive various information with other user terminals 200 via network 300 and Server 100. Server 100 stores various information (for example, player information) for each user (hereinafter also referred to as player) playing the game via user terminal 200, and can also store various information related to the game. Furthermore, based on input operations from user terminals 200, Server 100 can perform processes such as updating stored information and sending (downloading) images and various information to user terminals 200. Note that each user terminal 200 may also be able to send and receive various information directly with other user terminals 200 without going through network 300 or Server 100, using its own wireless communication function.
[0019] Network 300 consists of the internet, mobile phone networks, LAN (Local Area Network), WAN (Wide Area Network), dedicated lines, etc. Server 100 and user terminal 200 are connected wirelessly or via wired connection through Network 300.
[0020] (Hardware configuration of Server 100) As shown in Figure 2, Server 100 includes a CPU (Central Processing Unit) 110, memory 120, storage unit 130, communication unit 140, input unit 150, output unit 160, input / output interface 170, etc. Hereinafter, the CPU 110, memory 120, storage unit 130, communication unit 140, input unit 150, output unit 160, and input interface 170 of Server 100 will also be referred to as Server CPU 110, Server Memory 120, Server Storage Unit 130, Server Communication Unit 140, Server Input Unit 150, Server Output Unit 160, and Server Input / Output Interface 170, respectively.
[0021] The server CPU 110 performs various processes such as executing various functions in the game and progressing the game, according to the programs and data stored in the server memory 120.
[0022] The server memory 120 consists of ROM (Read Only Memory), RAM (Random Access Memory), etc., and stores various programs and data used for executing various functions in the game and processing the game's progress. The server CPU 110 and the server memory 120 are connected to each other via an internal server bus (not shown).
[0023] The server storage unit 130 consists of an HDD (Hard Disk Drive), SSD (Solid State Drive), etc., and stores various programs and data. The programs and data stored in the server storage unit 130 are read (loaded) into the server memory 120 by the server CPU 110.
[0024] The server communication unit 140 consists of a communication interface and other components, and transmits and receives various data, programs, and other information to and from the user terminal 200 via the network 300. In the server 100, the server communication unit 140 receives various information from the user terminal 200, and the received information is stored in the server memory 120 or the server storage unit 130. In addition, information regarding the results of various processes executed by the server CPU 110 is transmitted to the user terminal 200 by the server communication unit 140.
[0025] The server input unit 150 consists of a keyboard, mouse, etc. Based on the input operations performed by the server input unit 150, various processes are executed, such as storing various programs and data in the server memory 120 and the server storage unit 130, and updating the various programs and data stored therein.
[0026] The server output unit 160 consists of a display capable of showing text, images, etc., and a speaker capable of outputting sound. The contents of various processes executed based on input operations from the server input unit 150 are output by the server output unit 160.
[0027] The server storage unit 130, server communication unit 140, server input unit 150, and server output unit 160 are connected to the server input / output interface 170, which in turn is connected to an internal server bus (not shown).
[0028] (Hardware configuration of user terminal 200) Examples of user terminals 200 include smartphones, tablets, mobile phones, personal computers, portable game consoles, and stationary game consoles installed in stores or homes. In this embodiment, the case in which a smartphone is used as the user terminal 200 will be described as an example.
[0029] As shown in Figure 2, the user terminal 200 includes a CPU 210, memory 220, storage unit 230, communication unit 240, input unit 250, output unit 260, input / output interface 270, etc. Hereinafter, the CPU 210, memory 220, storage unit 230, communication unit 240, input unit 250, output unit 260, and input / output interface 270 of the user terminal 200 will also be referred to as the terminal CPU 210, terminal memory 220, terminal storage unit 230, terminal communication unit 240, terminal input unit 250, terminal output unit 260, and terminal input / output interface 270, respectively.
[0030] Furthermore, the terminal CPU 210, terminal memory 220, terminal storage unit 230, terminal communication unit 240, terminal input unit 250, terminal output unit 260, terminal internal bus (not shown), and terminal input / output interface 270 have substantially the same configuration and functions as the server CPU 110, server memory 120, server storage unit 130, server communication unit 140, server input unit 150, server output unit 160, server internal bus 170, and server input / output interface 170, respectively, so detailed explanations are omitted except for some parts.
[0031] In the user terminal 200, the terminal CPU 210 and terminal memory 220 are connected to each other via an internal terminal bus (not shown), and the terminal storage unit 230, terminal communication unit 240, terminal input unit 250, and terminal output unit 260 are connected to the terminal input / output interface 270, which is connected to the internal terminal bus (not shown). The user terminal 200 also performs various processes such as executing various functions in the game and progressing the game, according to the programs and data stored in the terminal memory 220. In addition, the user terminal 200 receives various information from the server 100 via the terminal communication unit 240, and the received information is stored in the terminal memory 220 or terminal storage unit 230. Furthermore, information regarding the results of various processes executed by the terminal CPU 210 is transmitted to the server 100 via the terminal communication unit 240.
[0032] The terminal input unit 250 is composed of, for example, a touch panel, keyboard, mouse, controller, physical buttons, etc., that can input operations for the user terminal 200. It may be mounted on the user terminal 200 itself, or it may be provided separately from the user terminal 200 and connected to the user terminal 200 by a connection cable or the like. The terminal input unit 250 may also be a microphone capable of voice input, or an accelerometer that can detect the tilt, movement, vibration, etc., of the user terminal 200 and input the detected information. In this embodiment, the user terminal 200 is equipped with a touch panel 262 that serves the functions of both the terminal input unit 250 and the terminal output unit 260.
[0033] (Functional configuration of information processing system S) The game provided by the information processing system S according to this embodiment is a simulation game in which players develop a field constructed in a virtual space (game space). In this simulation game, players develop the field by, for example, selling goods within the field to earn money, and using that money to install various facilities or purchase items used to advance the game. Specifically, within the field, players can install various facilities such as product sales facilities (shops, etc.) where goods (food items such as cookies, bread, and cakes) can be sold to visitors, product production facilities where goods can be produced (cafes that can produce cookies and cakes, bakeries that can produce bread, etc.), and raw material production facilities where raw materials for goods can be produced (farms that can produce grains such as wheat, which are raw materials for cookies, bread, and cakes, and ranches where cows and chickens can be raised to produce (collect) milk and eggs, which are raw materials for cakes, etc.). By selling goods produced at product production facilities at product sales facilities, players can earn in-game currency as payment. By paying the currency earned, players can acquire development items to advance field development (such as carpentry tools used to build facilities), advantage items to gain an edge in the game (such as items that have a favorable effect on product production (such as production time reduction tickets that shorten product production time), and advantage items that have a favorable effect on product sales (such as platinum cards that increase the profit when products are sold)), as well as expand facilities. In this simulation game, players can earn experience points by performing actions such as producing and selling products and expanding facilities, and their level increases according to the experience points they earn. As their level increases, the types of facilities that can be built and the types of products that can be produced also increase. In addition, this simulation game features various events that are held during designated event periods, such as the ability to produce special products that yield a large amount of rewards when sold. Furthermore, in addition to the main game of developing the field, players can also play a designated puzzle game as a side game, and by playing this puzzle game, they can also obtain the aforementioned rewards and various items. The functional configuration of the information processing system S that provides the above game will be explained below with reference to Figure 3.
[0034] As described above, the server memory 120 and server storage unit 130 of server 100, and the terminal memory 220 and terminal storage unit 230 of user terminal 200 store programs for running the game, various information related to the game, player information, game data, etc. The server CPU 110 of server 100 makes server 100 function as a data transmission / reception unit 182, a memory processing unit 184, and a game control unit 186 by executing each of the stored programs. In addition, the terminal CPU 210 of user terminal 200 makes user terminal 200 function as a data transmission / reception unit 280, a memory processing unit 282, an operation control unit 284, a game control unit 286, and a screen control unit 288 by executing each of the stored programs.
[0035] These are just examples of functional units, and the server 100 and user terminal 200 are equipped with various other functional units. Furthermore, each functional unit may be located in either the server 100 or the user terminal, and functional units performing the same role may be duplicated and located in both the server 100 and the user terminal 200. In this embodiment, the game control unit 186 of the server 100 and the game control unit 286 of the user terminal 200 are configured to perform all game-related controls. However, functional units may be provided to separately perform various controls executed during the game, and each functional unit may be configured to perform its corresponding control.
[0036] Both the data transmission / reception unit 182 of the server 100 and the data transmission / reception unit 280 of the user terminal 200 transmit and receive various information and data between the server 100 and the user terminal 200. For example, when the application is started, the data transmission / reception unit 182 of the server 100 receives login information from the user terminal 200 to log in to the game and transmits the following information to the user terminal 200: information about the player corresponding to the login information (e.g., account name), information about the game (current level, acquired experience points, owned facilities, amount of owned currency, types and number of owned goods, types and number of owned raw materials, types and number of owned items, information about event execution, information about sale execution described later, information about game progress, etc.), and game data (various setting information necessary to construct the virtual space (game space), data on installable facilities, produceable raw materials and goods, obtainable items, etc.). In addition, when the data transmission / reception unit 182 of the server 100 receives information from the user terminal 200 that an operation to execute a puzzle game has been performed, it transmits game data corresponding to that puzzle game to the user terminal 200.
[0037] The memory processing unit 184 of the server 100 stores various information and data received from the user terminal 200 in the server memory unit 130.
[0038] The memory processing unit 282 of the user terminal 200 stores various information and data received from the server 100 in the terminal memory 220 and the terminal storage unit 230.
[0039] The operation control unit 284 of the user terminal 200 receives and controls player operations input via the terminal input unit 250 through the touch panel 262. The operation control unit 284 detects the type of input operation (e.g., touch operation, tap operation, swipe operation, flick operation, pinch-in operation, pinch-out operation, etc.) based on the contact position (operation position) and the direction of movement from the contact position (operation direction) to the touch panel 262.
[0040] Both the game control unit 186 of server 100 and the game control unit 286 of user terminal 200 control the overall progress of the game. The following will focus on the control performed by the game control unit 286 of user terminal 200. Note that the control performed by the game control unit 286 of user terminal 200 may also be performed by the game control unit 186 of server 100.
[0041] The game control unit 286 of the user terminal 200 constructs a field as a virtual space (game space) based on game data transmitted from the server 100, and places facility objects (shops (product sales facilities), cafes (product production facilities), ranches and farms (raw material production facilities), etc.), character objects (visitors to shops, NPCs (Non-Player Characters) such as cows and chickens raised on ranches to produce raw materials, etc.), and product objects (raw materials such as wheat produced on farms, products such as cookies and cakes produced at cafes, etc.) within the field. The game control unit 286 controls the field and these objects. For example, it controls character objects to perform predetermined actions, and changes the shape of product objects over time (for example, the shape of wheat changes as it grows).
[0042] The game control unit 286 uses the input operations detected by the operation control unit 284 as instructions from the player to advance the game. For example, it interprets touch and tap operations on various icons and objects as "confirm" or "select" operations and performs the corresponding processing.
[0043] The screen control unit 288 of the user terminal 200 controls various screens displayed on the touch panel 262 based on various data stored in the terminal memory 220 and the terminal storage unit 230. For example, the screen control unit 288 generates an image in accordance with the instructions of the game control unit 286 and displays it on the touch panel 262. The screen control unit 288 also displays a UI (User Interface) such as icons, buttons, status displays, and menu screens, which are used for game operation and displaying game information, superimposed on the viewing area.
[0044] (Overview of the game and control provided by the information processing system S) Next, the game provided by the information processing system S according to this embodiment, and the various controls during the game, will be described in more detail.
[0045] When the game is run for the first time, the player installs a dedicated game application on the user terminal 200 and registers with the server 100 (for example, registering information such as player ID and player name). After the application is launched, the game control unit 286 receives various data stored in the server 100 and instructs the screen control unit 288 to display images related to the game. The screen control unit 288 receives the instruction from the game control unit 286, generates the corresponding image, and displays it. When the application is launched, a start screen (not specifically shown in the diagram) for starting the game is displayed on the touch panel 262. When a start operation (for example, tapping the start icon to start the game) is performed on this start screen, the game starts.
[0046] (Main screen MS) When the game starts, the game's main screen MS is displayed on the touch panel 262, as shown in Figure 4. This main screen MS displays the field FD as a virtual space (game space), and superimposed on this field FD are various facilities (facility objects), NPCs (character objects) such as visitors and livestock, various raw materials (product objects), various icons, etc.
[0047] For example, on the field FD in Figure 4, facilities owned by the player are displayed, including a farm FM (raw material production facility) that can produce raw materials such as wheat, a bakery BY (product production facility) that can produce bread, a cafe CE (product production facility) that can produce special cookies, a special product handled during the event period when the event is held, and a shop SP (product sales facility) that sells products to visitors. In addition, icons I1 for running the puzzle game, I2 for displaying the item shop screen for purchasing items, a currency image CP showing the amount of currency owned, and a level-related image LP showing the current level and the amount of experience points needed to level up to the next level are also displayed. The currency image CP is updated each time currency is acquired, and the level-related image LP is updated each time experience points are acquired or the player levels up. The game control unit 286 controls the display of the main screen MS as described above based on game-related information and game data received from the server 100.
[0048] In this embodiment, a product production facility capable of producing products other than the special products mentioned above (e.g., bread) (e.g., Bakery BY) remains permanently installed on the Field FD regardless of whether an event is taking place or not. In contrast, a product production facility capable of manufacturing the special products mentioned above (e.g., Cafe CE, hereinafter also referred to as a special product production facility) can only be installed on the Field FD during an event, and a special product production facility installed during an event is removed from the Field FD when the event ends. This allows for control so that special products can only be produced at the special product production facility during an event. Figure 4 shows that an event is taking place because a special product production facility is installed. Furthermore, even after the event period ends, the special product production facility may remain in place, but control may be implemented so that production of special products is no longer possible at that facility after the event period ends. Also, during the event period, instead of setting up a special product production facility and making it possible to produce special products only at that facility, control may be implemented so that special products can be produced at product production facilities other than the special product production facility without setting up a special product production facility.
[0049] In the main screen MS described above, the player can produce raw materials such as wheat at the farm FM. In this embodiment, the types of raw materials that can be produced are determined according to the type of raw material production facility (e.g., farm, pasture, etc.) and the player's current level. In addition, a production time is determined for each raw material from the start of production until completion. When the player selects a raw material to produce, production of that raw material begins, and after the predetermined production time has elapsed, the raw material is completed, and the player can acquire one unit of that raw material. Specifically, the game control unit 286 controls the display of the raw material selection display unit (not specifically shown) in response to a tap operation on the farm FM. Although not specifically shown, the raw material selection display unit displays raw material images indicating the raw materials that can be produced at the farm FM according to the player's current level. When the raw material image is tapped, the game control unit 286 starts timing the production time determined for the target raw material. This means that production of that raw material has started. When the production time has elapsed, the game control unit 286 increases the number of the raw material owned by the player (data stored in the terminal memory 220 or terminal storage unit 230) by one. In addition, when the production of the raw material begins, the game control unit 286 displays a product object related to the raw material on the farm FM and controls the display of the product object to change to indicate that it will gradually grow over time.
[0050] The game control unit 286 controls the display of the facility screen for the facility corresponding to the facility displayed on the field FD, in response to a tap operation on Bakery BY, Cafe CE, or Shop SP. As will be described in detail later, by performing a predetermined input operation on the facility screen of Bakery BY or Cafe CE, products can be produced. In addition, by performing a predetermined input operation on the facility screen of Shop SP, products can be sold to visitors of Shop SP.
[0051] The game control unit 286, upon receiving a tap on the icon I1 displayed on the field FD, sends information to the server 100 indicating that an operation to execute a puzzle game has been performed. Upon receiving this information from the server 100, the game control unit 286 receives game data corresponding to the puzzle game and controls the execution of the puzzle game. The details of the puzzle game will not be explained here, but depending on the outcome of the puzzle game, the player can obtain predetermined rewards (a predetermined amount of currency, a predetermined number of predetermined items, etc.). When the puzzle game is completed, the game control unit 286 determines the outcome of the game and grants the reward corresponding to that outcome. For example, if 100 units of currency are to be awarded as a reward, the amount of currency owned by the player (data stored in the terminal memory 220 or terminal storage unit 230) is increased by 100. Also, for example, if 10 carpentry tools (development items) used for building facilities are to be awarded as a reward, the number of carpentry tools owned by the player (data stored in the terminal memory 220 or terminal storage unit 230) is increased by 10. Furthermore, the rewards given for completing the puzzle game are not limited to these; it is also possible to reward players with both currency and items in a single puzzle game.
[0052] Furthermore, in this embodiment, the terminal memory 220 and terminal storage unit 230 (or server memory 120 and server storage unit 130) store history information regarding each player's execution of puzzle games, such as the total number of times the puzzle game has been played since the initial login, the total amount of currency obtained, and the types and total number of items obtained. The game control unit 286 updates the history information after determining the content of the rewards awarded each time a puzzle game is played.
[0053] The game control unit 286 controls the display of the item shop screen IS for purchasing various items in response to a tap operation on the icon I2 displayed on the field FD. As will be described in detail later, various items can be purchased by performing predetermined input operations on the item shop screen IS.
[0054] (Screen inside the product production facility) As described above, when Bakery BY or Cafe CE, which are displayed on the field FD of the main screen MS, are tapped, the in-facility screen of these product production facilities is displayed. In this embodiment, the in-facility screens of each product production facility have almost the same configuration, so here, we will explain using the in-facility screen of Cafe CE (hereinafter also referred to as the Cafe in-facility screen CS), which is a special product production facility that can only be installed during the event period, as an example, and will omit the explanation of the in-facility screen of Bakery BY.
[0055] In the in-cafe screen (CS), players can produce special items such as special cookies that are available during the event period. In this embodiment, the types of items that can be produced are determined according to the type of product production facility (for example, a special product production facility (cafe CE), a product production facility other than a special product production facility (bakery BY), etc.) and the player's current level. In addition, a production time is set for each item from the start of production until completion. When the player performs an operation to produce an item, production of that item begins, and after the predetermined production time has elapsed, the item is completed, and the player can acquire one of that item.
[0056] Furthermore, in this embodiment, it is not possible to produce multiple products simultaneously in any product production facility; products are produced one at a time. That is, it is not possible to start production of a new product while a product is being produced (until the production time has elapsed), and it is only possible to start production of a new product once the production of the current product has finished. In this embodiment, it is possible to reserve the production of products to be produced after the completion of the current production, up to a predetermined number (2 in this embodiment). If product production is reserved, when the production of the previously performed product finishes, the production of the reserved product will automatically start immediately afterward. This eliminates the need to perform operations to produce the next product each time the production of one product is completed, and if production is reserved up to a predetermined number, players can concentrate on activities other than product production, such as producing raw materials at the farm FM or selling products at the shop SP, until the production of the predetermined number of products is completed, thereby improving the efficiency of gameplay and increasing player enjoyment.
[0057] As shown in Figure 5, the in-cafe screen CS displays an in-cafe image FP showing the equipment and staff located within the cafe CE. The in-cafe screen CS also includes a product display section MD that displays a list of product images MP representing products that can be produced in the cafe CE, and a production status display section PD that displays products currently being produced and products whose production is reserved. As shown in Figure 5, the production status display section PD includes one "product in production" display area PD1 for displaying the product image MP of products currently being produced, and a predetermined number (i.e., two) of reserved product display areas PD2 and PD3 for displaying the product image MP of products whose production is reserved. Furthermore, the in-cafe screen CS also displays an icon I3 for displaying the item shop screen IS.
[0058] For example, in Figure 5, the in-cafe screen CS displays the product image MP of Special Cookies in the product display section MD. This indicates that, at this point, Special Cookies are the only product that can be produced in the cafe CE. Although not specifically shown, if there are multiple products that can be produced (for example, Special Cookies and Special Cakes), the product images MP of these products (i.e., the product image MP of Special Cookies and the product image MP of Special Cakes) will be displayed in a list in the product display section MD.
[0059] The game control unit 286 then controls the display of the owned raw materials display unit OD and the produced product content display unit CD in response to a tap operation on the product image MP displayed on the product display unit MD when no product production is taking place. As shown in Figure 6, the owned raw materials display unit OD displays the raw materials image RMP indicating the raw materials owned by the player and the number of those raw materials owned. As shown in Figure 6, the produced product content display unit CD displays the name of the product that was tapped, the production time, the raw materials required for production, and the required number of those raw materials, as well as a production icon I4 that executes the production of that product.
[0060] For example, when the product image MP of the Special Cookie is tapped, the owned raw material display section OD in Figure 6 displays the raw material image RMP of wheat and that the number of wheat owned is 6, the raw material image RMP of eggs and that the number of eggs owned is 5, and the raw material image RMP of milk and that the number of milk owned is 3. In other words, it is shown that the player owns 6 wheat, 5 eggs, and 3 milk. Also, the production product content display section CD in Figure 6 displays the product name "Special Cookie," that the production time for the Special Cookie is 2 minutes, and that the raw material required to produce the Special Cookie is wheat, and that the required quantity is 1.
[0061] The game control unit 286 then controls the system to start timing the production time for the target product and to display the product image MP of the product whose production has started in the production status display unit PD1, in response to the player tapping the production icon I4 displayed on the production product content display unit CD when the player possesses the required number of raw materials to produce the target product. The start of timing the production time indicates that production of the product has begun. For example, in Figure 7, the production status display unit PD1 displays the product image MP of a special cookie. This indicates that a special cookie is currently being produced. If the player does not possess the required number of raw materials to produce the target product and the production icon I4 is tapped, the above control is not performed. In addition, the game control unit 286 reduces the number of raw materials possessed by the player (data stored in the terminal memory 220 or terminal storage unit 230) by the required number when production of a product begins.
[0062] Furthermore, when the production time is being measured (i.e., during product production), the game control unit 286 controls the production product display area PD1 to display the remaining time until the production time has elapsed in the production product display area PD1 in response to a tap operation. As a result, the remaining time until product production is completed is displayed in the production product display area PD1 (see Figure 7).
[0063] Furthermore, even when production time is being timed, the game control unit 286 controls the display of owned raw materials display unit OD and produced product content display unit CD in response to a tap operation on the product image MP displayed on the product display unit MD. As shown in Figure 8, in this case as well, similar to when a tap operation is performed when no product is being produced, the owned raw materials display unit OD displays the raw material image RMP indicating the raw materials owned by the player and the number of those raw materials owned, and the produced product content display unit CD displays the name of the product targeted by the tap operation, the production time, the raw materials required for production, and the required number of those raw materials. However, unlike when a tap operation is performed when no product is being produced, a reservation icon I5 for executing a reservation for product production is displayed instead of the production icon I4.
[0064] Then, in response to a tap on the reservation icon I5 displayed on the production product content display unit CD, the game control unit 286 controls the game control unit PD to display the tapped product image MP (i.e., the product image MP of the product subject to production reservation) in the reserved product display area PD2 if the product image MP is not displayed in either the reserved product display area PD2 or PD3 of the production status display unit PD (i.e., the number of product production reservations is 0), and in the reserved product display area PD3 if the product image MP is displayed in the reserved product display area PD2 and not in the reserved product display area PD3 (i.e., the number of product production reservations is 1). When the product image MP is displayed in either the reserved display area PD2 or PD3 (i.e., the number of product production reservations is 2 (a predetermined number)), the game control unit 286 controls the game control unit 286 not to display the product image MP (i.e., not to execute the product production reservation). For example, in the production status display unit PD of Figure 9, the production product display area PD1 and the reserved product display area PD2 are displayed. In other words, it indicates that a reservation for the production of a new special cookie was made while the production of a special cookie was in progress.
[0065] Furthermore, when the production time for a product currently being produced has elapsed, the game control unit 286 increases the number of the product owned by the player (data stored in the terminal memory 220 or terminal storage unit 230) by one, and if the production of the product was reserved, it starts timing the production time for that product and controls the production status display unit PD to display the product image MP of the product whose production has started in the production status display area PD1. In addition, when the production time for a product currently being produced has elapsed and the main screen MS is displayed, the game control unit 286 controls the production facility where the product was being produced to display a product completion notification image FNP indicating that the production of the product has been completed. For example, on the main screen MS in Figure 10, the product image MP of Special Cookies is displayed near Cafe CE, which is a special product production facility. That is, it indicates that the production of Special Cookies has been completed at Cafe CE.
[0066] Furthermore, the game control unit 286 controls the display of the item shop screen IS in response to a tap operation on the icon I3 displayed on the cafe facility screen CS.
[0067] (Screen inside a store SP (product sales facility)) As described above, when a shop SP displayed on the field FD of the main screen MS is tapped, the in-facility screen of that shop SP (hereinafter also referred to as the in-facility screen SS) is displayed.
[0068] In the in-store screen SS, the player can sell products to visitors who have come to the store and to the products that the visitors order. As shown in Figure 11, the in-store screen SS displays an in-store image FP showing the equipment and staff placed within the store SP, and a visitor image VP showing the visitor if one is present. In addition, along with the display of the visitor image VP, a product order image OP showing the type of product the visitor has ordered and the price to be received from the sale of that product is displayed, and if the player owns the ordered product, a product provision image PP showing that the product will be provided is displayed. Although not specifically shown in the illustration, if the player does not own the ordered product, a product shortage image showing that the product is not owned (out of stock) is displayed.
[0069] When the player possesses an ordered item, the game control unit 286, upon tapping the item offering image PP representing that item, decreases the number of the item owned by the player (data stored in terminal memory 220 or terminal storage unit 230) by one, and increases the amount of currency owned by the player (data stored in terminal memory 220 or terminal storage unit 230) by the amount corresponding to the payment. This completes the sale of the ordered item to the visitor.
[0070] (Item shop screen IS) As described above, when icon I2 displayed on the field FD of the main screen MS, or icon I3 displayed on the cafe facility screen CS, the item shop screen IS for purchasing various items will be displayed.
[0071] On the item shop screen IS, players can purchase various items. In this embodiment, players can purchase advantageous items on the item shop screen IS to give them an advantage in the game. The purchasable advantageous items are classified into categories such as puzzle items to give an advantage in the puzzle game (for example, a restart ticket that allows players to restart their play during the puzzle game), special items that have an advantageous effect on the sale of goods or the installation of facilities (for example, a platinum card that increases the price when selling goods), and production time reduction tickets that have an advantageous effect on the production of goods. Each category contains one or more items.
[0072] Here, the production time reduction ticket is a beneficial item that can be used during the event period. During the event period, it reduces the production time of all special goods that can be produced at a designated special goods production facility, and also increases the number of reservations that can be made for production at that facility. In this embodiment, there are several types of production time reduction tickets, each with a different duration of effect and amount of currency required for purchase (price of purchase). Specifically, there are three types: a production time reduction ticket with an effect duration of 1 day (i.e., the effect expires 1 day after use) and an amount of currency required for purchase of 500 (hereinafter also referred to as Ticket A); a production time reduction ticket with an effect duration of 6 days (i.e., the effect expires 6 days after use) and an amount of currency required for purchase of 1000 (hereinafter also referred to as Ticket B); and a production time reduction ticket with an effect duration of 12 days (i.e., the effect expires 12 days after use) and an amount of currency required for purchase of 2000 (hereinafter also referred to as Ticket C). Furthermore, all production time reduction tickets can be used in events targeting Cafe CE. When used, the production time for all special products that can be produced at Cafe CE is halved, and the number of production reservations that can be made increases by 3 (i.e., the maximum number of production reservations becomes 5). In this embodiment, it is not possible to purchase a new production time reduction ticket while any of the production time reduction tickets are in use (i.e., from the start of use until the effect period has elapsed). In addition, production time reduction tickets can be purchased not only during the event period but also outside of it.
[0073] As shown in Figure 12, the item shop screen IS is provided with a tab display unit TD that allows selection of tabs: Tab T1 showing the category of puzzle items, Tab T2 showing the category of special items, and Tab T3 showing the category of production time reduction tickets. It also has an item display unit ID that displays a list of purchase images IP of items included in the category corresponding to the selected tab. The game control unit 286 controls the item display unit ID to display the purchase image IP of items included in the category corresponding to the selected tab when any of the tabs displayed on the tab display unit TD is tapped.
[0074] For example, when tab T3, which corresponds to a production time reduction ticket, is tapped, the purchase image IP1 for ticket A, the purchase image IP2 for ticket B, and the purchase image IP3 for ticket C are displayed side-by-side in the item display section ID, as shown in Figure 12. Each of these purchase image IPs includes the duration of the effect (1 day for ticket A, 6 days for ticket B, and 12 days for ticket C), an image indicating the type of special product production facility to which it can be used (all are Cafe CE), and the amount of currency required for purchase (500 for ticket A, 1000 for ticket B, and 2000 for ticket C). This makes it possible to grasp all of the above information simply by looking at each purchase image IP. Furthermore, since the effect produced when any production time reduction ticket is used is the same, the explanation of the effect is not included separately in each purchase image IP, but is displayed only at the top of the side-by-side displayed purchase image IPs (see Figure 12). This prevents the display of the item display section ID from becoming redundant and improves visibility.
[0075] When no production time reduction tickets are in use, a tap operation on the purchase image IP displayed in the item display section ID is detected, and based on the detection of this tap operation, the corresponding production time reduction ticket can be purchased. However, when any production time reduction ticket is in use, a tap operation on the purchase image IP displayed in the item display section ID is not detected, and the purchase of a production time reduction ticket is prevented. Furthermore, when any production time reduction ticket is in use, all purchase image IPs in the item display section ID are grayed out, and a message indicating that the currently used production time reduction ticket is in use is displayed on its purchase image IP (see Figure 16). This allows the player to understand that the target production time reduction ticket is in use and that they cannot purchase a new one.
[0076] Then, when a tap operation is detected on any of the purchase image IPs, the game control unit 286 stores information in the terminal memory 220 or terminal storage unit 230 indicating that the corresponding production time reduction ticket has been purchased, and reduces the amount of currency the player possesses by an amount equivalent to the amount of currency required for the purchase. This means that the target production time reduction ticket has been purchased. The game control unit 286 also controls the display of a usage confirmation screen US to ask whether or not to start using the purchased production time reduction ticket.
[0077] As shown in Figure 13, the usage confirmation screen US displays the purchase image IP of the purchased production time reduction ticket, and also displays a prompt asking the player whether or not to start using the production time reduction ticket. The usage confirmation screen US also displays a start icon I6 for inputting whether to start using the production time reduction ticket, and a non-start icon I7 for inputting whether or not to start using the production time reduction ticket. Although not specifically shown in the illustration, if a production time reduction ticket is purchased during the event period and the remaining time until the end of the event period is shorter than the duration of the effect specified for the production time reduction ticket, this fact will be displayed on the usage confirmation screen US.
[0078] Then, the game control unit 286 controls the display of a warning screen HS (see Figure 14) that reminds the player to use the production time reduction ticket within the event period, in response to a tap on the non-start icon I7 displayed on the usage confirmation screen US. This prevents the event period from ending without the player having used the purchased production time reduction ticket, thus preventing a decrease in the player's interest. Although not specifically shown in the diagram, production time reduction tickets that have not been started at this point can be started by performing a predetermined operation (such as tapping the image representing the production time reduction ticket) on the owned items display screen, which can display the items the player owns.
[0079] In response to this, the game control unit 286 stores information in the terminal memory 220 and terminal storage unit 230 that the purchased production time reduction ticket has been used, in response to the tapping of the start icon I6 displayed on the usage confirmation screen US. It also starts timing the duration of the effect and controls the execution of an effect activation display SD (see Figure 15) that indicates that the effects of reducing production time and increasing the number of production reservations have been activated based on the use of the target production time reduction ticket. This makes it possible to visually understand that the effects of using the production time reduction ticket have occurred.
[0080] Furthermore, when the above-mentioned production time reduction ticket is used, the item display section ID displayed when the tab T3 corresponding to the production time reduction ticket is tapped on the item shop screen IS will, as described above, gray out all purchase image IPs and indicate that the target production time reduction ticket is in use (see Figure 16). In addition, on the main screen MS, a predetermined effect display ED (for example, a display that lights up the special product production facility (cafe CE) where the production time reduction ticket is effective) will be displayed. Furthermore, on the in-facility screen of the above-mentioned special product production facility (cafe in-facility screen CS), the product display section MD will display that the production time has been halved, and the production status display section PD will display additional reserved product display areas PD4, PD5 and PD6, as well as a countdown display of the remaining time until the effect of the production time reduction ticket ends (see Figure 18). This makes it possible to understand that the effect of using the production time reduction ticket is taking place on various screens, thereby increasing the player's interest. Furthermore, the additional reserved product display areas PD4, PD5, and PD6 are displayed in a different manner from the initially displayed reserved product display areas PD2 and PD3 so that they can be distinguished from them (see Figure 18).
[0081] Furthermore, although not specifically illustrated, if the target special product production facility is not installed on the field FD when a production time reduction ticket is purchased and its use begins, an installation prompt will be displayed prompting the player to install the special product production facility. In this case, the effect activation display SD, which is executed based on the start of using the production time reduction ticket, will not be executed, and the displays on the various screens mentioned above will only begin to be executed after the special product production facility has been installed.
[0082] Then, the game control unit 286 clears the information stored in the terminal memory 220 and terminal storage unit 230 that the production time reduction ticket has been used, and controls the execution of an end display EFD (see Figure 19) indicating that the effect of the production time reduction ticket has expired, in accordance with the expiration of the effect period. This makes it possible to visually confirm that the effect of using the production time reduction ticket has expired. In addition, after the effect period has expired, the various displays that were performed on various screens during the effect period will no longer be executed.
[0083] (Special Sale) In this embodiment, if a predetermined condition is met when the effect of a predetermined advantageous item is not active during the event period, a special sale is held for a predetermined period of time for advantageous items that produce the same type of effect. During the special sale, the purchase price (amount of currency required for purchase) of the advantageous item is set to be different from the purchase price (amount of currency required for purchase) of the advantageous item when the special sale is not running. Conversely, even if a predetermined condition is met when the effect of an advantageous item is active, a special sale is not held for advantageous items that produce the same type of effect, and the purchase price (amount of currency required for purchase) of the advantageous item is not set as described above.
[0084] Specifically, in this embodiment, when no production time reduction tickets have been used during the event period, if either of the following predetermined conditions is met, (1) the total number of special product production reservations made during the event period reaches a predetermined value (e.g., 500), or (2) the total number of puzzle game plays made during the event period reaches a predetermined value (e.g., 100), a special sale will be held for 3 hours from the time the predetermined condition is met, and the amount of currency required to purchase Ticket B of the production time reduction tickets will be changed from 1000 to 350. In other words, when a special sale is held, production time reduction tickets can be purchased with less currency than when a special sale is not held, thereby giving more players the opportunity to use production time reduction tickets and improving player interest.
[0085] The game control unit 286, when the predetermined conditions in (1) or (2) above are met while no production time reduction tickets have been used during the event period, sets the amount of currency required to purchase ticket B to 350 and controls the touch panel 262 to execute a sale start display SSD (see Figure 20) that indicates the start of a special sale. This starts a special sale and changes the amount of currency required to purchase ticket B. It also allows players to visually understand that a special sale has started.
[0086] Subsequently, the game control unit 286 controls the system to display the sale start purchase screen PS for purchasing Ticket B, which is the subject of the special sale. As shown in Figure 21, the sale start purchase screen PS displays an "Ongoing" indicator ISD indicating that a special sale is currently underway, and a purchase image IP of Ticket B, which is the subject of the special sale. It also displays a purchase icon I8 for indicating whether to purchase Ticket B and a non-purchase icon I9 for indicating whether to not purchase Ticket B. The purchase image IP displayed on the sale start purchase screen PS also includes the duration of the effect (6 days), an image indicating the type of special product production facility to which it can be used (Cafe CE), and the amount of currency required for purchase during the special sale (350). Furthermore, this sale start purchase screen PS is a screen that is automatically displayed when the above predetermined conditions are met, and it is possible to purchase Ticket B without displaying the item shop screen IS mentioned above. Therefore, the operation from the start of the special sale to purchasing Ticket B is not complicated, and it is possible to allow the player to purchase Ticket B smoothly.
[0087] Then, the game control unit 286 controls the display of a purchase suggestion screen PSD (see Figure 22) in response to a tap on the non-purchase icon I9 displayed on the purchase screen PS at the start of the sale, indicating that it is possible to purchase ticket B from the item shop screen IS if the special sale is ongoing. This makes it possible to let the player know that the opportunity to purchase ticket B during the special sale has not been lost.
[0088] In response to this, the game control unit 286 stores information that ticket B has been purchased in the terminal memory 220 and terminal storage unit 230 when the purchase icon I8 displayed on the purchase screen PS at the start of the sale is tapped, and reduces the amount of currency the player possesses by an amount equivalent to the amount of currency required for purchase during the special sale (350). This means that ticket B, which is the subject of the special sale, has been purchased. The game control unit 286 also controls the display of the sale start usage confirmation screen SUS to ask whether or not to start using the purchased ticket B.
[0089] The usage confirmation screen SUS at the start of the sale has a configuration almost identical to the usage confirmation screen US described above. As shown in Figure 23, the usage confirmation screen SUS at the start of the sale displays an "Ongoing" indicator ISD to show that a special sale is in progress, and also displays the purchase image IP of the purchased ticket B. In addition, similar to the usage confirmation screen US described above, it displays a prompt asking the player whether or not to start using ticket B, and also displays a start icon I6 for inputting whether to start using ticket B, and a non-start icon I7 for inputting whether to start using ticket B. Furthermore, if the remaining time until the end of the event period is shorter than the effect duration (6 days) set for ticket B, this fact is also displayed.
[0090] Furthermore, if the non-start icon I7 is tapped, the warning screen HS (see Figure 14) described above will be displayed.
[0091] In response, when the start icon I6 is tapped, information indicating that the purchased ticket B has been used is stored in the terminal memory 220 and terminal storage unit 230. The timer for the duration of the effect of ticket B begins, and an effect activation display SD (see Figure 15) is executed, indicating that the effects of shortening production time and increasing the number of available production reservations have been activated based on the use of ticket B. Furthermore, once the use of ticket B begins, various displays similar to those when purchasing a production time reduction ticket from the item shop screen IS are shown on the item shop screen IS, the main screen MS, the cafe facility screen CS, etc. (see Figures 16 to 18). Explanation of these various displays is omitted.
[0092] Furthermore, if Ticket B is not purchased on the purchase screen PS at the start of the sale as described above, during the period when the special sale is ongoing but Ticket B has not been purchased (i.e., the period when the special sale is ongoing but Ticket B is not yet purchased), the main screen MS will display a sale indication SGD on the icon I2 for displaying the item shop screen IS (see Figure 24), and the in-cafe facility screen CS will display a sale indication SGD on the icon I3 for displaying the item shop screen IS (see Figure 25).
[0093] Furthermore, during the above period, on the Item Shop screen IS, when the tab T3 corresponding to the Production Time Reduction Ticket is tapped, the purchase image IP2 of Ticket B, which is subject to the Special Sale, is displayed alone at the top of the Item Display ID, along with a message indicating that a Special Sale is underway and an explanation of the effects that will result from using Ticket B. Below the Item Display ID, the purchase images IP1 of Ticket A and IP3 of Ticket C, which are not subject to the Special Sale, are displayed side by side (see Figure 26). In other words, instead of displaying the purchase images IP1 of Ticket A, IP2 of Ticket B, and IP3 of Ticket C side by side in the Item Display ID as when there is no Special Sale, the Item Display ID is displayed in a different manner than outside the Special Sale period, namely in a manner that draws attention to Ticket B, which is subject to the Special Sale. In other words, when there is no special sale (when the price of purchasing Ticket B has not changed), Ticket B and other production time reduction tickets (Tickets A and C) are displayed side by side, so the display priority of all production time reduction tickets is the same. However, when there is a special sale (when the price of purchasing Ticket B has changed), Ticket B is displayed above the other production time reduction tickets (Tickets A and C), so the display priority of Ticket B is higher than that of the other production time reduction tickets. This makes it easier to increase the desire to purchase Ticket B during a special sale, and can improve player interest. It is also possible to set the display priority of Ticket B to be lower than that of other production time reduction tickets during a special sale (for example, displaying other production time reduction tickets above Ticket B).
[0094] Furthermore, during the above period, the tab display section TD will also display a countdown of the remaining time until the special sale ends (see Figure 26). This ensures that players are aware of the remaining time.
[0095] (Processing by information processing system S) Next, we will describe an example of the processing performed by the information processing system S. Here, we will focus on the processing related to the execution of special sales among the processing performed on the user terminal 200, and will omit explanations of other processing.
[0096] First, the process for determining and starting a special sale will be explained with reference to the flowchart in Figure 27.
[0097] The game control unit 286 determines whether or not it is during the event period (step 100), and if it is during the event period (step 100, Y), it determines whether or not a production time reduction ticket is being used (step 101), and if a production time reduction ticket is not being used (step 101, N), it determines whether or not the predetermined conditions for executing the special sale have been met (step 102), and if the predetermined conditions have been met (step 102, Y), it stores in the terminal memory 220 or terminal storage unit 230 that the special sale has started (step 103), changes the currency required to purchase ticket B to 350 (step 104), and controls the execution of the sale start display SSD and the sale start purchase screen PS (steps 105, 106). Then it terminates the special sale execution process. On the other hand, the game control unit 286 terminates the special sale execution process if it is not during the event period (N in step 100), if a production time reduction ticket is not being used (Y in step 101), or if the predetermined conditions are not met (N in step 102).
[0098] Next, we will explain the processing performed while the purchase screen at the start of the sale is displayed, referring to the flowchart in Figure 28.
[0099] The game control unit 286 determines whether the sale start purchase screen PS is currently displayed (step 200), and if it is currently displayed (step 200, Y), it determines whether the purchase icon I8 has been tapped (step 201), and if the purchase icon I8 has been tapped (step 201, Y), it executes various processes related to the purchase of ticket B (step 202), and controls the system to display the sale start usage confirmation screen SUS (step 203). Then it terminates the sale start purchase screen display process. On the other hand, if the purchase icon I8 has not been tapped (step 201, N), the game control unit 286 determines whether the non-purchase icon I9 has been tapped (step 204), and if the non-purchase icon I9 has been tapped (step 204, Y), it controls the system to display the purchase suggestion screen PSD (step 205). Then it terminates the sale start purchase screen display process. Furthermore, the game control unit 286 terminates the process of displaying the purchase screen at the start of the sale if the PS purchase screen is not displayed (N in step 200) and if the non-purchase icon I9 has not been tapped (N in step 204).
[0100] Next, the process performed while the sales start usage confirmation screen SUS is displayed will be explained with reference to the flowchart in Figure 29.
[0101] The game control unit 286 determines whether the "Sale Start Confirmation Screen SUS" is currently displayed (step 300). If the screen is currently displayed (step 300, Y), it determines whether the start icon I6 has been tapped (step 301). If the start icon I6 has been tapped (step 301, Y), it executes various processes related to the start of use of ticket B (step 302) and controls various screens to display various information based on the start of use of ticket B (step 303). Then, it terminates the "Sale Start Confirmation Screen Display" process. On the other hand, if the start icon I6 has not been tapped (step 301, N), the game control unit 286 determines whether the non-start icon I7 has been tapped (step 304). If the non-start icon I7 has been tapped (step 304, Y), it controls the display of the warning screen HS (step 305). Then, it terminates the "Sale Start Confirmation Screen Display" process. Furthermore, the game control unit 286 terminates the process of displaying the sale start confirmation screen if the sale start confirmation screen SUS is not being displayed (N in step 300), and if the non-start icon I7 has not been tapped (N in step 304).
[0102] Next, the processing for the period during which a ticket B has not been purchased, which is performed during the special sale, will be explained with reference to the flowchart in Figure 30.
[0103] The game control unit 286 determines whether or not a special sale is in progress (step 400), and if a special sale is in progress (step 400, Y), it determines whether or not ticket B has been purchased (step 401), and if ticket B has not been purchased (step 401, N), it controls the various screens to execute various displays based on the fact that a special sale is in progress but ticket B has not been purchased (step 402). Then it terminates the sale non-purchase period processing. On the other hand, if a special sale is not in progress (step 400, N), and if ticket B has been purchased (step 401, Y), the game control unit 286 terminates the sale non-purchase period processing.
[0104] (modified version) Although one embodiment of the present invention has been described above, the present invention is not limited to the above embodiment, and various modifications are possible without departing from the spirit of the invention.
[0105] (1) In the above embodiment, the predetermined conditions for a special sale to be held in which the price of purchasing a predetermined advantageous item (production time reduction ticket) is changed were defined as the total number of reservations for the production of special items made during the event period reaching a predetermined value, and the total number of times the puzzle game was played during the event period reaching a predetermined value. However, the predetermined conditions are not limited to these. For example, the predetermined conditions may be defined as situations in which a player would desire an advantageous item (for example, when a mission is given with the clear condition of reaching a predetermined number of special items produced during the event period, the remaining time in the event period is less than or equal to a predetermined time, and the number of remaining items to be produced until the predetermined number is reached is greater than or equal to a specific number, or the number of visitors who could not be sold special items due to insufficient stock is greater than or equal to a predetermined number). Furthermore, the predetermined conditions may be changed to different content (for example, conditions that are difficult to achieve, conditions that are easy to achieve) depending on whether a predetermined history related to the game reaches a predetermined content (for example, the number of logins reaches a predetermined value, the number of facility installations reaches a predetermined value, etc.). In the above case, the same effects as in the above embodiment will be achieved, and the desire to purchase advantageous items will be further strengthened.
[0106] (2) In the above embodiment, the advantageous item subject to the special sale (change in the purchase price when a predetermined condition is met) was set as Ticket B among the production time reduction tickets, but it is not limited to this. For example, production time reduction tickets other than Ticket B may be subject to the above, or advantageous items other than production time reduction tickets may be subject to the above. In addition, the advantageous item subject to the above may be randomly selected each time a predetermined condition is met, or the advantageous item subject to the above may differ depending on the predetermined condition that has been met (for example, the advantageous item subject to the above changes depending on the difficulty of meeting the predetermined condition (the higher the difficulty of meeting the predetermined condition, the more advantageous the advantageous item subject to the above)). In the above case as well, the same effects as in the above embodiment will be achieved, and the variations in setting the advantageous item subject to the special sale will be increased.
[0107] (3) In the above embodiment, the price of purchasing the target advantageous item was changed when a predetermined condition was met, but the content of the change is not limited to this. For example, the effect that occurs when the target advantageous item is used may be changed (for example, if the target advantageous item is a production time reduction ticket, the effect of "production time is halved" may be changed to "production time is reduced to 1 / 4", or the effect of "multiple products can be produced simultaneously" may be set), or the number of target advantageous items that can be purchased may be changed. In the above case, the same effects as in the above embodiment will be achieved, and the variations of the changes when the predetermined condition is met will be increased.
[0108] (4) If a special sale is held when a predetermined condition is met before the player uses a purchased advantage item, and the purchase price of that advantage item is changed, measures may be taken to prevent the player from feeling that they have lost money. For example, the player may be given currency equivalent to the difference in purchase price (i.e., a cashback equivalent to the difference), or the purchase price may be made even lower than the purchase price in a special sale when the advantage item has not been purchased in advance, or the number of advantage items that can be purchased may be increased, or the content of the predetermined condition that causes the purchase price to be changed may be changed (for example, a condition with a lower difficulty of fulfillment may be added as a predetermined condition). In addition, the content of the above measures may be changed depending on the length of time between purchasing the advantage item and the special sale being held (for example, the shorter the time between purchasing the advantage item and the special sale being held, the greater the amount of currency that is cashed back to the player). Even if the above is done, the same effects as in the above embodiment will be achieved, and the player's feeling of loss will be reduced.
[0109] (5) In the above embodiment, production time reduction tickets could be obtained by paying a predetermined price, but this is not limited to this. For example, if a predetermined acquisition condition (for example, achieving a predetermined play result in a puzzle game, reaching a predetermined total play time for the game, reaching a predetermined total number of units produced for a predetermined product, etc.) is met, a production time reduction ticket may be obtained without paying a price. If a production time reduction ticket is obtained without paying a price, the effect may be activated automatically at the time of acquisition without the player having to perform an operation to start using it. Furthermore, if a player is using a production time reduction ticket they already own and the predetermined acquisition condition is met, and a production time reduction ticket is obtained without paying a price, the effect of that production time reduction ticket may be activated at the time of acquisition, for example, the duration of the effect may be extended by the amount of the newly activated production time reduction ticket, or the content of the effect may be changed (for example, production time may be reduced to 1 / 4, or the maximum number of production reservations may be increased by 6, etc.). In the above-described case, the same effects and advantages as in the above embodiment can be achieved, and the advantages of the production time reduction ticket can be further enhanced.
[0110] (6) In the above embodiment, the price of the target advantageous item was changed only when predetermined conditions were met during the event period, but it is not limited to this. For example, the price of the target advantageous item may also be changed when predetermined conditions are met outside the event period. In this case, the predetermined conditions outside the event period and the predetermined conditions inside the event period may be the same or different. In addition, the difficulty of meeting the predetermined conditions may differ between outside the event period and inside the event period (for example, setting predetermined conditions that are more (or less) difficult to meet outside the event period than inside the event period). In this case as well, the same effects as in the above embodiment can be achieved, and the interest in running the special sale can be further enhanced.
[0111] (7) In the above embodiment, it was not possible to purchase new production time reduction tickets (advantageous items that produce the same type of effect) while the effect of a production time reduction ticket was active. However, the embodiment is not limited to this, and it may be possible to purchase new production time reduction tickets even while the effect of a production time reduction ticket is active, and to allow the use of multiple production time reduction tickets in the same way. In this case, the same effects as in the above embodiment can be achieved, and interest in production time reduction tickets can be further increased.
[0112] (8) If a purchased production time reduction ticket remains unused for a predetermined period from the time of purchase, the ticket may be made to be used forcibly. In this case, the same effects as in the above embodiment will be achieved, and the situation in which the event period ends without the production time reduction ticket being used can be prevented.
[0113] (9) In the above embodiment, the price of purchasing a predetermined advantageous item is reduced (cheaper) when certain conditions are met, but the system is not limited to this. For example, if it is determined that the game is progressing relatively quickly at the start of the event (for example, the user's level is more than a predetermined value above the average of all users, or the amount of currency, facilities, items, etc. owned is more than a predetermined value above the average of all users), the price of purchasing a predetermined advantageous item may be increased to reduce the user's desire to purchase the item. In addition, if a predetermined fraudulent operation (for example, illegally altering data stored in the terminal memory 220 or terminal storage unit 230) is performed during the event period, the price of purchasing a predetermined advantageous item may also be increased.
[0114] (10) In the above embodiment, when there is no special sale, Ticket B and other production time reduction tickets are displayed side by side, and when there is a special sale, Ticket B is displayed above the other production time reduction tickets, thereby differentiating the display priority of production time reduction tickets when there is no special sale and when there is a special sale. However, the display methods for differentiating the priority are not limited to this. For example, the size of the area in which Ticket B is displayed may be made larger than the area in which the other production time reduction tickets are displayed. Alternatively, Ticket B may be displayed overlaid on the other production time reduction tickets. Alternatively, a special effect display may be applied only to the display area of Ticket B. In the above cases, the same effects as in the above embodiment will be achieved, and the variations in the display of production time reduction tickets will be increased.
[0115] (11) Each process in the above embodiment may be executed on at least one of the server 100 and the user terminal 200, and the timing of execution and the device on which it is executed are not particularly limited. Furthermore, the functions of the server 100 may be provided entirely by a single server 100, or they may be distributed among multiple servers 100. In such cases, the same effects and advantages as in the above embodiment will be achieved.
[0116] (12) In the above embodiment, a smartphone was used as the user terminal 200, and the game could be run using a dedicated application installed on the user terminal 200. However, the type of user terminal 200 and the tools for running the game are not limited to this. For example, a personal computer may be used as the user terminal 200, or the game may be run using a general web browser. In this case, the game may also be advanced by dragging or clicking with a mouse. The same effects and advantages as in the above embodiment can be achieved in these cases as well.
[0117] (13) Although the information processing system S in the above embodiment provided games, the same processing and control as in the above embodiment may be performed in an information processing system S that provides general services other than games, such as online shopping. For example, in an information processing system S that provides online shopping services, processing may be performed such that the purchase price of a predetermined product is changed when the number of visits or purchases to the shopping site during a predetermined period reaches a specific value. In the above case as well, it is possible to prevent a decline in user interest in the services provided.
[0118] (14) The program for executing the processing in the above embodiment may be stored in a computer-readable storage medium and provided as a storage medium. Furthermore, the above embodiment may not be a client-server type information processing system S, but an information processing device that stores the above program and can independently execute the same processing as the information processing system S, or it may be an information processing method that realizes each function and the steps shown in the flowchart.
[0119] (Note) Some of the features of the present invention are described below.
[0120] <Challenges> For example, it can improve user interest in the services provided. <Solution> (1) A program that causes a computer to perform a process that sets the price for obtaining a predetermined item usable in an event to a second price different from the first price, based on the fulfillment of predetermined conditions during the event. (2) The specified condition is that the number of times a particular event that can be reserved for execution reaches a predetermined value, the program of (1). (3) A program according to (1) or (2) that sets a second price from the time a predetermined condition is met until a predetermined period has elapsed, sets a first price outside of the predetermined period, and controls the display of a predetermined item in a display means that performs a predetermined display to be different inside and outside the predetermined period. (4) The program of (1) that causes a computer to execute a process to notify that the price for acquiring a specified item has been set to the second price, based on the fulfillment of specified conditions. (5) The program of (1) which causes a computer to perform a process of displaying a predetermined item and other items in a predetermined order of priority in a display means that performs a predetermined display, and controls the order of the display to be different when a first price is set and when a second price is set. (6) The program of (1) that causes the computer to perform a different process than when the specified item is obtained with the second consideration if a specified condition is met after the first consideration has been obtained. (7) The program of (1) that causes the computer to perform a process to change predetermined conditions according to the history of successful executions. (8) A program that causes a computer to function as a setting means for setting the price for acquiring a predetermined item based on the fulfillment of predetermined conditions relating to gameplay, wherein, when the predetermined conditions are fulfilled, the setting means sets the price for acquiring the predetermined item to be higher than when the progress of a predetermined user in the game has reached a predetermined standard. (9) The program of (8), wherein the predetermined criteria are criteria that take into account the game progress of other users different from the predetermined user. (10) The program of (8) or (9) wherein the progress of the game of the specified user includes either the level of the specified user or the amount of specified objects owned by the specified user in the game. (11) The setting means sets the price for acquiring the predetermined item to be higher than when the predetermined operation is not performed, when the predetermined operation is performed by the predetermined user. (12) The program of (8) which controls the setting means to set different items for which the consideration is set, depending on the difficulty of fulfilling the predetermined conditions. (13) An information processing system comprising setting means for setting the price for acquiring a predetermined item based on the fulfillment of predetermined conditions relating to gameplay, wherein, when the predetermined conditions are fulfilled, the setting means sets the price for acquiring the predetermined item to be higher than when the predetermined standard has not been reached if the game progress of a predetermined user has reached a predetermined standard. Furthermore, the solutions constructed in the above program may be adapted to the fields of devices, systems, methods, and media as appropriate. <Effects> According to the program described in (1) above, for example, it is possible to improve user interest in the services provided. According to the program described in (2) above, for example, the price for acquiring an item can be changed depending on the number of reservations for a particular event. According to the program described in (3) above, for example, it is possible to determine whether an item is within or outside a predetermined period based on how it is displayed. According to the program described in (4) above, for example, it is possible to reliably grasp the setting of consideration based on the fulfillment of predetermined conditions. According to the program described in (5) above, for example, it is possible to further emphasize that a second consideration has been set. According to the program described in (6) above, for example, the processing when a predetermined item is acquired can be made more varied. According to the program described in (7) above, for example, the opportunities for setting a second consideration can be varied. According to the programs (8) to (12) above, and the information processing system (13), for example, it is possible to improve user interest in the services provided. [Explanation of symbols]
[0121] S Information Processing System MS Main Screen CS Cafe In-Facility Screen IS Item Shop Screen 100 servers 200 user terminals 262 Touch Panel 284 Operation Control Unit 286 Game Control Unit 288 Screen Control Unit
Claims
1. The computer functions as a setting means to determine the price for acquiring a predetermined item based on the fulfillment of predetermined conditions related to gameplay. The setting means is, A program that, when the aforementioned predetermined conditions are met, sets the price for acquiring the predetermined item to be higher than when the predetermined standard has not been reached, if the game progress of a predetermined user has reached a predetermined standard.
2. The program according to claim 1, wherein the predetermined criteria are criteria that take into account the game progress of other users different from the predetermined user.
3. The program according to claim 1 or 2, wherein the game progress of the predetermined user includes either the user's level or the amount of predetermined objects owned by the user in the game.
4. The setting means is, The program according to claim 1, wherein when a predetermined operation is performed by the predetermined user, the price for obtaining the predetermined item is set to be higher than when the predetermined operation is not performed.
5. The program according to claim 1, wherein the setting means controls the predetermined item for which the consideration is set to differ according to the difficulty of fulfilling the predetermined conditions.
6. The system includes a setting means for setting the price for obtaining a predetermined item based on the fulfillment of predetermined conditions related to gameplay. The setting means is, An information processing system that, when the aforementioned predetermined conditions are met, sets the price for acquiring the predetermined item to be higher than when the predetermined standard has not been reached, if the game progress of a predetermined user has reached a predetermined standard.