Program and Information Processing Device

JP2026131705APending Publication Date: 2026-08-14SEGA CORP
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Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2026-06-02
Publication Date
2026-08-14

AI Technical Summary

Benefits of technology

【0016】 本発明によれば、プレイヤがゲームに利用する機会が少ないコンテンツを重複して獲得した場合でも、メリットを与えることができる。

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Abstract

Even if you acquire duplicate content that you rarely use, you will still receive benefits. [Solution] The program causes the computer to function as a lottery means 52 that executes a lottery game in which the player acquires content selected from a group of lottery target content as acquired content; an awarding means 56 that awards points to the player if the acquired content and the player's owned content are of the same type; and a control means 58 that allows the player to acquire the right to execute an event when the awarded points reach a predetermined number.
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Description

Technical Field

[0007] , ,

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

Background Art

[0002] Conventionally, there has been known a game that causes a player to acquire content selected at a predetermined selection probability from a plurality of contents to be selected.

[0003] Regarding this, Patent Document 1 discloses a technique for changing the ability parameter of one content so that the progress of the game becomes advantageous based on the acquisition of the same type of content as one content (character) owned by the player.

Prior Art Document

Patent Document

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] However, in the technique of Patent Document 1, there is a problem that even if a player repeatedly acquires content that is rarely used in a game (for example, quests or missions), there are few merits.

[0006] The present invention has been made in view of such problems, and an object thereof is to provide a program and an information processing apparatus that can give merits even when a player repeatedly acquires content that is rarely used in a game. [[ID=​​​To solve the above problems, a program according to the first aspect of the present invention causes a computer to function as a lottery means that executes a lottery game in which, based on a request from a player, a lottery is held in which a content selected by lottery from a group of target content is acquired by the player; an awarding means that awards points to the player if the acquired content and the player's owned content are of the same type; and a control means that, when the awarded points reach a predetermined number, causes the player to acquire the right to execute an event.

[0008] Furthermore, in a second aspect of the present invention, the event involves selecting some or all of the lottery target content group as selection targets, and allowing the player to acquire content selected from said selection targets by the player's intent or randomness.

[0009] Furthermore, in a third aspect of the present invention, the selected content is content from the group of content to be drawn that has a rarity of a predetermined value or higher.

[0010] Furthermore, in a fourth aspect of the present invention, the selected target is unacquired content that the player has never acquired.

[0011] Furthermore, in a fifth aspect of the present invention, the granting means grants more points the lower the rarity of the acquired content.

[0012] Furthermore, in a sixth aspect of the present invention, the granting means grants more points the higher the rarity of the acquired content.

[0013] Furthermore, in a seventh aspect of the present invention, the awarding means awards more points when the acquired content is a predetermined specific content than when the acquired content is something other than the specific content.

[0014] Furthermore, in the eighth aspect of the present invention, the granting means grants more points in a game different from the lottery game, the less frequently the owned content of the same type as the acquired character is used.

[0015] Furthermore, the information processing device according to the ninth aspect of the present invention includes: a lottery means that executes a lottery game in which, based on a request from a player, a content selected by lottery from a group of content subject to lottery is acquired by the player as acquired content; a granting means that grants points to the player when the acquired content and the player's owned content are of the same type; and a control means that, when the granted points reach a predetermined number, allows the player to acquire the right to execute an event. [Effects of the Invention]

[0016] According to the present invention, even if a player acquires duplicate content that they have little opportunity to use in the game, they can still be given benefits. [Brief explanation of the drawing]

[0017] [Figure 1] This document shows an example of the overall configuration of the game system according to this embodiment. [Figure 2] This diagram schematically shows an example of a server device hardware configuration. [Figure 3] Figure 1 shows an example of a smartphone hardware configuration as a terminal device. [Figure 4] This is a block diagram showing an example of the functional configuration of a server device. [Figure 5] This flowchart shows an example of the processing flow performed by each functional means shown in Figure 4 in the game system according to this embodiment. [Figure 6] This figure shows an example of the lottery game execution screen according to this embodiment. [Figure 7] This figure shows an example of the event execution screen according to this embodiment.

Mode for Carrying Out the Invention

[0018] Hereinafter, embodiments of the present invention (hereinafter referred to as "the present embodiment") will be described with reference to the accompanying drawings. For ease of understanding of the description, the same reference numerals are attached to the same components and steps in each drawing as much as possible, and redundant descriptions are omitted.

[0019] <Overall Configuration> FIG. 1 is a block diagram showing an example of the overall configuration of the game system 1 according to the present embodiment.

[0020] As shown in FIG. 1, the game system 1 includes a server device 10 and one or more terminal devices 12. The server device 10 and the terminal devices 12 are communicably connected via a communication network NT such as an intranet, the Internet, or a telephone line.

[0021] The server device 10 is an information processing device that provides the execution result of a game obtained by executing a game program 14 or the game program 14 itself to the players of each terminal device 12 via the communication network NT. In the present embodiment, the server device 10 provides the game program 14 itself to the players of the terminal device 12.

[0022] Each terminal device 12 is an information processing device possessed by each player, and after the game program 14 received from the server device 10 is installed, it is an information processing device that provides a game to each player by executing the program. Examples of these terminal devices 12 include various devices such as video game machines, arcade game machines, mobile phones, smartphones, tablets, and personal computers.

[0023] <Hardware Configuration> FIG. 2 is a diagram schematically showing an example of the hardware configuration of the server device 10.

[0024] As shown in Figure 2, the server device 10 comprises a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly composed of a CPU (Central Processing Unit) 22 and memory 24.

[0025] In the control device 20, the CPU 22 executes a predetermined program stored in the memory 24 or storage device 28, thereby functioning as various functional means. Details of these functional means will be described later.

[0026] The communication device 26 consists of a communication interface and the like for communicating with external devices. The communication device 26, for example, sends and receives various types of information with the terminal device 12.

[0027] The storage device 28 is composed of a hard disk or the like. This storage device 28 stores various programs and information necessary for executing processing in the control device 20, including the game program 14, as well as information on the processing results.

[0028] The server device 10 can be implemented using an information processing device such as a dedicated or general-purpose server computer. Furthermore, the server device 10 may consist of a single information processing device or multiple information processing devices distributed across the communication network NT. Also, Figure 2 only shows a portion of the main hardware configuration of the server device 10; the server device 10 may have other configurations that are generally found in servers. Similarly, the hardware configuration of the multiple terminal devices 12 may be similar to that of the server device 10, except for the inclusion of, for example, operating means, display devices, and sound output devices.

[0029] Figure 3 shows an example of the hardware configuration of a smartphone, which is the terminal device 12 shown in Figure 1.

[0030] As shown in Figure 3, the terminal device 12 includes a main control unit 30, a touch panel (touchscreen) 32, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42.

[0031] The main control unit 30 is comprised of a CPU, memory, and other components. This main control unit 30 is connected to a touch panel 32 (which serves as a display input device), a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42. The main control unit 30 also has the function of controlling these connected devices.

[0032] The touch panel 32 has both display and input functions, and is composed of a display 32A that handles the display function and a touch sensor 32B that handles the input function. In this embodiment, the display 32A can display game images including button images, directional key images, joystick images, and other operation input images. The touch sensor 32B can detect the player's input position relative to the game image.

[0033] The camera 34 has the function of capturing still images and / or videos and saving them to the memory unit 40.

[0034] The mobile communication unit 36 ​​has the function of connecting to a mobile communication network via the antenna 36A and communicating with other communication devices connected to the mobile communication network.

[0035] The wireless LAN communication unit 38 connects to the communication network NT via the antenna 38A and has the function of communicating with other devices such as the server device 10 that are connected to the communication network NT.

[0036] The memory unit 40 stores various programs and data, such as the game program 14 and play data indicating the game's progress and player information. The play data may also be stored in the server device 10.

[0037] Speaker 42 has the function of outputting game sounds, etc.

[0038] <Game Overview> The game according to this embodiment includes a lottery game and quests that allow players to acquire characters as an example of content. The lottery game is also called gacha, lottery, summoning, etc. The quest is also called a battle game, dungeon, exploration, mission, etc.

[0039] In this embodiment, there are one or more types of lottery games, each with a different name (title). The lottery games can be selected by the player from the lottery game menu screen, etc. In this embodiment, based on the player's instruction (request) to select one of the one or more types of lottery games, the player acquires one or more characters randomly selected from the group of target characters corresponding to that lottery game. This lottery game is executed based on the player consuming the consideration associated with that lottery game. This consideration can be paid items (charged items) or free items (non-charged items). Paid items are items that the player can acquire through a purchase procedure (payment with cash or electronic money, credit card payment, etc.). Examples of paid items include paid gems, paid gacha tickets, and paid coins. Free items are items that the player can acquire by playing the game. For example, free items can be acquired as rewards for logging in, clearing quests, completing missions, interacting with friends, etc. Examples of these free items include free gems, free gacha tickets, stamina recovery items, game coins, and friend points. Both paid and free items can be used for various purposes, not just for running lottery games, but also for stamina recovery and continuing quests. Paid items are generally more valuable than free items; for example, lottery games that can only be run using paid items offer a higher chance of obtaining characters of higher rarity than lottery games that can only be run using free items. Both paid and free gems are sometimes simply referred to as "gems."

[0040] Furthermore, in this embodiment, points (accumulated number) that are accumulated in common across all types of lottery games are awarded to the player. These points are awarded to the player, for example, if the character (acquired content) drawn in the lottery game is of the same type as the character (owned content) owned by the player. Characters of the same type mean that the character IDs of both characters are the same, or that the character ID of one character is the same as the character ID of the other character before or after evolution (they belong to the same series). When the player's owned points reach a predetermined number (for example, 50 points), the player is granted the right to execute an event. Details of this event will be described later.

[0041] Furthermore, in this embodiment, there are one or more types of quests, each with a different name (title). Quests can be selected by the player from the quest menu screen, etc. In this embodiment, a quest is executed based on an operation instruction (request) by the player to select one of the one or more types of quests. This quest is executed by consuming the stamina value associated with the quest from the player's current stamina value. If the stamina associated with the quest is greater than the stamina associated with the player, the player cannot execute (play) the quest. This stamina may also be referred to as life, action points (AP), battle points (BP), etc. Note that the player's current stamina value may be consumed at the end of the quest (when cleared or when retired).

[0042] In this embodiment, a quest is executed in which a team composed of one or more characters owned by the player (owned characters) battles against an enemy character. In this quest, for example, the player gives instructions to the characters that make up the team (characters within the team) to attack, etc. Also in this quest, the player aims to reduce the hit points of the enemy character to 0 or less by using the ability parameters and skills that each character within the team possesses. If the quest is cleared, the player receives clear rewards such as free gems, game coins, characters, items, experience points, etc. On the other hand, if the quest is not cleared, the player can choose to continue the quest by consuming paid gems, free gems, continue items, etc., or retire from the quest. Continuing means granting the player who failed to clear the quest the right to continue playing the quest.

[0043] <Functional means> Figure 4 is a block diagram showing an example of the functional configuration of the server device 10.

[0044] As shown in Figure 4, the server device 10 has a functional configuration comprising a storage means 50, a lottery means 52, a determination means 54, an assignment means 56, and a control means 58. The storage means 50 is implemented by one or more storage devices 28. The functional means other than the storage means 50 are implemented by the control device 20 executing a game program 14 stored in the storage devices 28, etc.

[0045] The memory means 50 is a functional means for storing player information 50A, character information 50B, lottery game information 50C, etc.

[0046] Player information 50A is stored for each player, associated with that player's player ID. This player information 50A includes, for example, the player's name, age, owned character information, owned item information, owned points information, and stamina information. Owned character information includes the character ID, ability parameters, and usage frequency information for each character owned by the player (owned character). Ability parameters include, for example, the character's level, hit points, attack power, and defense power. The level increases when the character gains character experience points. When the character's level increases, hit points, attack power, defense power, etc. also increase. Usage frequency information includes how often the owned character was used in the game (for example, in quests or missions). This usage frequency is a value corresponding to the number of times the owned character was used in a quest (included in a team). For example, this value starts at 0 and increases by 1 for every 10 times the character is used in a quest. Owned item information includes the number of items owned by the player and the date and time each item was acquired. These items include paid gems, paid gacha tickets, free gems, and free gacha tickets. The points information includes the points (accumulated) that the player owns. These points are accumulated based on the player's participation in each type of lottery game. The stamina information includes the player's current stamina value and stamina limit. The current stamina value is the value consumed when the player performs each type of quest. This current stamina value increases by a predetermined amount (e.g., 1) over time (e.g., 3 minutes) and recovers up to the stamina limit. Furthermore, this current stamina value can recover beyond the stamina limit by the player consuming paid gems, free gems, stamina recovery items, etc. This stamina limit increases as the player's player rank increases. The player rank increases, for example, when the player gains player experience points by playing games (e.g., quests and missions).

[0047] Character information 50B is stored for each character, associated with that character's character ID. This character information 50B includes, for example, the character's name and image, rarity, initial values ​​of ability parameters (e.g., hit points, attack power, defense power at level 1, etc.) and maximum values ​​(e.g., hit points, attack power, defense power at level 100, etc.), skills, and evolution information. Rarity includes, for example, a numerical value from 1 to 6. This value may be indicated by, for example, the number of stars. Characters with higher rarity (numerical value) have ability parameters and skills that are advantageous in the game (e.g., quests and missions). Evolution information includes one or more pre-evolution character IDs and one or more post-evolution character IDs. For example, a post-evolution character has a higher rarity than the pre-evolution character and has ability parameters and skills that are advantageous in the game (e.g., quests and missions).

[0048] The lottery game information 50C is stored for each lottery game, associated with the lottery game ID of that game. This lottery game information 50C includes, for example, the name (title), lottery target information, and the price. The lottery target information includes the character ID of each character that makes up the lottery target character group (lottery target content group) that is the target of the lottery game, and the lottery probability associated with that character ID. The lottery target character group consists of, for example, 100 types of characters. The lottery probability is set so that characters with high rarity have a low probability and characters with low rarity have a high probability. However, the lottery probability of some characters (specific characters) included in the lottery target character group may be set higher than that of other characters of the same rarity. The price includes the number of items (consumption amount) required to play the lottery game. Examples of these items include paid items and free items. For example, the price for a lottery game where it is easier to obtain high rarity characters may be set to consume a large amount of items or to include high-value items (for example, paid items).

[0049] The lottery means 52 is a functional means that, based on an operation instruction (request) from the player, causes the player to acquire content selected from a group of content subject to lottery as acquired content. In this embodiment, the lottery means 52 causes the player to acquire a character selected from a group of characters subject to lottery corresponding to a lottery game selected by the player as the acquired character.

[0050] The determination means 54 is a functional means for performing various determinations. In this embodiment, the determination means 54 determines whether the character obtained in the lottery game is of the same type as the character owned by the player.

[0051] The granting means 56 is a functional means for granting points to a player. In this embodiment, the granting means 56 grants points to a player if the character obtained by lottery in the lottery game is the same type as the character owned by the player. The following describes a specific example of when the granting means 56 grants points to a player.

[0052] (1) The lower the rarity, the more points you get. For example, the awarding means 56 awards more points the lower the rarity of the character obtained in the lottery game. Specifically, if the acquired character is of the same type as a character owned by the player and has a rarity of 4, the awarding means 56 awards the player 3 points. If the acquired character is of the same type as a character owned by the player and has a rarity of 5, the awarding means 56 awards the player 2 points. If the acquired character is of the same type as a character owned by the player and has a rarity of 6, the awarding means 56 awards the player 1 point.

[0053] (2) The higher the rarity, the more points you will get. For example, the granting method 56 grants more points the higher the rarity of the acquired character. Specifically, if the acquired character is of the same type as a character owned by the player and has a rarity of 6, the granting method 56 grants the player 3 points. If the acquired character is of the same type as a character owned by the player and has a rarity of 5, the granting method 56 grants the player 2 points. If the acquired character is of the same type as a character owned by the player and has a rarity of 4, the granting method 56 grants the player 1 point.

[0054] (3) Give more points when it is a specific character. For example, the granting means 56 grants more points when the acquired character is a predetermined specific character (specific content) than when the acquired character is not a specific character. This specific character may be, for example, a character with a high rarity (e.g., 5 or higher) that has a higher probability of being drawn in the lottery game than other characters of the same rarity (a featured character). Specifically, the granting means 56 grants 3 points to the player if the acquired character is of the same type as a character owned by the player and is a specific character. On the other hand, the granting means 56 grants 1 point to the player if the acquired character is of the same type as a character owned by the player and is not a specific character.

[0055] (4) The less frequently you use the service, the more points you will receive. For example, the awarding means 56 awards more points in games other than the lottery game (e.g., quests or missions) the less frequently a player uses their owned characters of the same type as the acquired character. Specifically, if the frequency of use of a player's owned characters of the same type as the acquired character is less than a first predetermined value (e.g., 5), the awarding means 56 awards 3 points to that player. If the frequency of use of a player's owned characters of the same type as the acquired character is between a first predetermined value (e.g., 5) and a second predetermined value (e.g., 10), the awarding means 56 awards 2 points to that player. If the frequency of use of a player's owned characters of the same type as the acquired character is between a second predetermined value (e.g., 10) and a second predetermined value, the awarding means 56 awards 1 point to that player.

[0056] The control means 58 is a functional means that controls the entire game. In this embodiment, when the points (owned points) awarded to the player reach a predetermined number (e.g., 50), the control means 58 grants the player the right to execute an event. This event may involve selecting some or all of the group of characters to be drawn for a lottery game corresponding to the lottery game held when the predetermined number of points is reached, and allowing the player to acquire a character selected from the selected characters, either intentionally or randomly. The characters to be selected may include characters that the player has never acquired (unacquired content), or characters from the group of characters to be drawn that have a rarity of a predetermined value (e.g., 5) or higher. Unacquired characters are, for example, characters that have never been stored in the owned character information of the player information 50A.

[0057] Furthermore, the control means 58 executes events. For example, the control means 58 automatically executes an event immediately after granting the player the right to execute an event. In addition, the control means 58 may execute an event when the player exercises the right to execute an event (for example, by using an event ticket or pressing the event execution button). The following describes specific examples of events executed by the control means 58.

[0058] (1) To acquire a character eligible for the lottery through artificial means For example, the control means 58 presents some or all of the characters in the group of characters to be drawn for a lottery game corresponding to the point acquisition (accumulated number) when the player's points reach a predetermined number, and executes an acquisition event in which the player acquires one or more characters selected by the player's actions (instructions). Examples of characters to be selected include characters that the player has not yet acquired or characters with a rarity of 5 or higher.

[0059] (2) A character to be selected by lottery will be randomly chosen. For example, the control means 58 executes a special lottery event in which, when the number of owned points (accumulated points) reaches a predetermined number, one or more characters are randomly selected from a group of characters that are the target of the lottery game, and the player acquires one or more of these characters. For example, this special lottery event selects only characters with high rarity (for example, characters with a rarity of 5 or higher), and characters with high rarity are drawn with a higher probability than in a normal lottery game.

[0060] (3) Obtain the character eligible for the lottery through quests. For example, when the number of points (accumulated points) a player reaches a predetermined number, the control means 58 selects some or all of the characters in the group of characters that will be drawn in a lottery game, and executes a special quest event in which characters selected randomly or by the game operator appear as enemy characters in the quest. If the player clears the special quest event, the control means 58 allows the player to acquire the enemy characters that appeared according to a predetermined drop rate. This drop rate may be 100%.

[0061] <Processing flow> Figure 5 is a flowchart showing an example of the processing flow performed by each functional means shown in Figure 4 in the game system according to this embodiment. Note that the order and content of the following steps can be changed as appropriate.

[0062] (Step SP10) When a player instructs the system to select a lottery game from the menu screen of the lottery games, the control means 58 controls the display of the lottery game execution screen 60 on the touch panel 32.

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

[0064] As shown in Figure 6, the lottery game execution screen 60 is equipped with a probability button 62, a lottery target information area 64, an instruction button 66, and a possession information display area 68. The probability button 62 is a button that transitions to a screen that shows the name, rarity, and probability of drawing each character that makes up the group of characters that are the targets of the lottery game. The lottery target information area 64 displays the characters with higher rarity from the group of characters that are the targets of the lottery game. The instruction button 66 is a button that requests the execution of the lottery game. The possession information display area 68 displays the number of points, paid gems, and free gems owned by the player. The possession information display area 68 also displays the points reached (for example, 50 points) at which the right to execute the event is granted.

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

[0066] (Step SP12) Based on the press of an instruction button on the lottery game execution screen, the lottery means 52 executes a lottery game by referring to the lottery target information and consideration in the lottery game information 50C. Specifically, the lottery means 52 consumes consideration (for example, 5 paid or free stones) from the player's owned items and draws one character based on the drawing probability of each character that makes up the group of characters to be drawn. Then, the process moves on to the process of step SP14.

[0067] (Step SP14) The lottery method 52 allows the player to acquire the character selected in step SP12 as the acquired character. Then, the process moves on to the process in step SP16.

[0068] (Step SP16) The determination means 54 determines whether the character acquired by the player in step SP14 is of the same type as the character owned by the player. Specifically, the determination means 54 determines whether the character ID of the acquired character is the same as the character ID of the owned character, or whether the character ID of the acquired character is the same as the character ID of the owned character before or after evolution. If the determination is affirmative, the process proceeds to the process of step SP18. On the other hand, if the determination is negative, the process ends with the series of processes shown in Figure 5.

[0069] (Step SP18) The awarding means 56 awards points to the player. For example, the awarding means 56 refers to the owned character information in the player information 50A and awards more points the less frequently (value) owned characters of the same type as the character acquired by the player in step SP14 are used. Then the process moves on to the process in step SP20.

[0070] (Step SP20) The determination means 54 determines whether the player's points (accumulated number) have reached a predetermined number as a result of the points being awarded in step SP18. For example, the determination means 54 determines whether the player's points are 50 or more. If the determination is positive, the process proceeds to the process in step SP22. On the other hand, if the determination is negative, the process ends with the series of processes shown in Figure 5.

[0071] (Step SP22) The control means 58 allows the player to acquire the right to execute an event. For example, the control means 58 automatically executes an acquisition event immediately after the player's points reach a predetermined number. Specifically, the control means 58 controls the display of the acquisition event execution screen 70 on the touch panel 32.

[0072] Figure 7 shows an example of the acquisition event execution screen 70 according to this embodiment.

[0073] As shown in Figure 7, the acquisition event execution screen 70 is provided with a selection target presentation area 72 and an acquisition button 74. The selection target presentation area 72 presents a portion of the group of characters that are the targets of a lottery game associated with the lottery game that takes place when the number of points owned reaches a predetermined number. The acquisition button 74 is a button for acquiring the corresponding selected character.

[0074] Returning to Figure 5, the control means 58, based on the fact that the acquisition button was pressed on the acquisition event execution screen, causes the player to acquire one character associated with the acquisition button. Subsequently, the control means 58 subtracts a predetermined number (for example, 50) from the player's points and initializes the points. Then, the process ends with the series of processes shown in Figure 5.

[0075] <Effects> In this embodiment, the computer functions as a lottery means 52 that executes a lottery game in which, based on a request from the player, a lottery is held to allow the player to acquire content selected from a group of lottery target content as acquired content; an awarding means 56 that awards points to the player if the acquired content and the player's owned content are of the same type; and a control means 58 that allows the player to acquire the right to execute an event when the awarded points reach a predetermined number.

[0076] This configuration allows players to earn points when they acquire duplicate content, bringing them closer to obtaining the right to run events. Therefore, even if players acquire duplicate content that they rarely use in the game, they can still receive benefits.

[0077] Furthermore, in this embodiment, the event involves selecting some or all of the contents to be drawn as selection targets, and allowing the player to acquire content selected from those selection targets, either intentionally or randomly.

[0078] This configuration allows players to acquire content selected intentionally or randomly during the event, and even if there is a possibility of acquiring duplicate content that is rarely used in the game, it can still motivate players to participate in the lottery game.

[0079] Furthermore, in this embodiment, the selected content is content from the group of content to be drawn that has a rarity of a predetermined value or higher.

[0080] This configuration allows players to select high-rarity content during events, which can motivate them to participate in the lottery game even if they might acquire duplicate content that they rarely use in the game.

[0081] Furthermore, in this embodiment, the selected content is unacquired content that the player has never obtained before.

[0082] This configuration allows players to select content they have never obtained before in an event, thus motivating them to participate in the lottery game even if they might obtain duplicate content that they rarely use in the game.

[0083] Furthermore, in this embodiment, the granting means 56 grants more points the lower the rarity of the acquired content.

[0084] This configuration rewards players with more points if they acquire multiple low-rarity items in the lottery game. Therefore, even if there's a possibility of acquiring multiple low-rarity items that are rarely used in the game, it provides players with the motivation to continue playing the lottery game.

[0085] Furthermore, in this embodiment, the granting means 56 grants more points the higher the rarity of the acquired content.

[0086] This configuration rewards players with more points if they acquire duplicate high-rarity content in the lottery game. Therefore, even if there's a possibility of acquiring duplicate high-rarity content that is rarely used in the game, it provides players with the motivation to continue playing the lottery game.

[0087] Furthermore, in this embodiment, the awarding means 56 awards more points when the acquired content is a predetermined specific content than when the acquired content is something other than the specific content.

[0088] This configuration rewards players with more points if they acquire specific content multiple times in the lottery game. Therefore, even when there's a possibility of acquiring specific content multiple times, players are motivated to continue playing the lottery game.

[0089] Furthermore, in this embodiment, the awarding means 56 awards more points in games other than the lottery game, the less frequently the owned content of the same type as the acquired content is used.

[0090] This configuration rewards players with more points if they acquire duplicate content that is rarely used in the lottery game. Therefore, even if there is a possibility of acquiring duplicate content that is rarely used in the game, it can still motivate players to participate in the lottery game.

[0091] <Variation> It should be noted that the present invention is not limited to the above-described examples. That is, designs modified by those skilled in the art to the above-described examples are also included within the scope of the present invention, as long as they retain the features of the present invention. Furthermore, the elements of the embodiments described above and the modifications described later can be combined to the extent that it is technically possible, and combinations thereof are also included within the scope of the present invention, as long as they retain the features of the present invention.

[0092] For example, in the above embodiment, the lottery means 52 was described as drawing one character in the lottery game, but it may draw multiple characters and the multiple characters drawn may be acquired characters. In this case, the determination means 54 determines whether each of the acquired characters is of the same type as the character owned by the player.

[0093] Furthermore, in the above embodiment, the lottery means 52 described a case where the player acquires the character selected by lottery. However, if the selected character is of the same type as a character owned by the player, the lottery means 52 may choose not to allow the player to acquire the selected character. For example, if the selected character is of the same type as a character owned by the player, the lottery means 52 may automatically synthesize (automatic synthesis) the owned character as the base character and the selected character as the synthesis material (material character), thereby preventing the player from acquiring the selected character. In addition, if the selected character is a character owned by the player, the lottery means 52 may automatically sell (automatic sale) the selected character, preventing the player from acquiring it. The granting means 56 may then grant points to the player when the selected character is automatically synthesized or automatically sold.

[0094] Furthermore, if the lottery means 52 draws a character that the player has registered as unnecessary, it may prevent the player from acquiring that character. For example, the lottery means 52 may register the rarity of a character to be automatically synthesized at the player's request, and if a character of the registered rarity is drawn, it may automatically synthesize that character with a pre-registered synthesis source (base character). In addition, the lottery means 52 may register the rarity of a character to be automatically sold at the player's request, and if a character of the registered rarity is drawn, it may automatically sell that character. The awarding means 56 may then award points to the player if the drawn character is automatically synthesized or automatically sold. This provides players with an incentive to register characters they don't need, eliminates the time spent manually selling or using drawn characters as synthesis materials, and allows them to concentrate on various games.

[0095] Furthermore, in the above embodiment, the determination means 54 was described as determining whether the character obtained through the lottery game is of the same type as the character owned by the player. However, it may also determine whether the character obtained through means other than the lottery game is of the same type as the player's owned character. For example, the determination means 54 determines whether the character obtained by the player as a reward such as a quest, mission, or login bonus is of the same type as the character owned by the player. Then, the granting means 56 may grant points to the player if the obtained character is of the same type as the character owned by the player.

[0096] Furthermore, in the above embodiment, the determination means 54 was described as determining whether the acquired character and the player's owned characters are of the same type. However, these owned characters may include characters that the player has acquired (owned) in the past. In this case, for example, the owned character information in player information 50A includes not only characters that the player owns one or more of, but also previously acquired characters that the player has made unowned (not owned at all) by selling, trading, or using as synthesis material. The frequency of use of previously acquired characters that the player has made unowned may be set to an initial value (e.g., 0) or a value lower than that initial value (e.g., -2). The granting means 56 then grants points to the player if the acquired character drawn in the lottery game is of the same type as the player's previously acquired (owned) characters.

[0097] Furthermore, in the above embodiment, the determination means 54 was described as determining that two characters are of the same type when the character ID of one character and the pre-evolution or post-evolution character ID of the other character are the same. However, it is also possible to determine that two characters are of the same type only when the character IDs of both characters are the same.

[0098] Furthermore, in the above embodiment, the awarding means 56 was described as awarding points when the acquired character and the owned character are of the same type, but points may also be awarded when they are not of the same type. For example, the awarding means 56 may award 3 points if the acquired character is of the same type as the owned character, and 1 point if they are not of the same type.

[0099] Furthermore, the granting means 56 may change the amount of points awarded depending on the amount and type of consideration consumed in the lottery game. For example, the granting means 56 will award more points if 6 items (paid gems or free gems) are consumed in the lottery game than if 5 items are consumed. Also, for example, the granting means 56 will award more points if 5 paid items (paid gems) are consumed in the lottery game than if 5 free items (free gems) are consumed.

[0100] Furthermore, in the above embodiment, the selection target in the event was described as being some or all of the group of characters to be drawn in a lottery game corresponding to a lottery game when a player's points reach a predetermined number. However, it may also be some or all of the group of characters to be drawn in a lottery game corresponding to another lottery game, or it may be a group of characters specifically assigned for the event.

[0101] Furthermore, while the above embodiment described the case of accumulating points, the objects to be accumulated are not limited to items, item fragments, or in-game currency (coins, etc.), as long as they are content that can be accumulated. Also, while the description described the case where points (accumulated number) are accumulated in common across all types of lottery games, they may be accumulated only in some lottery games, or different points may be accumulated for each type of lottery game. Examples of these types of lottery games include lottery games that consume paid items and lottery games that consume free items.

[0102] Furthermore, although the above embodiment mainly described the case where the content is a character, it may also be items such as weapons and armor, cards, avatars, coins, points, etc.

[0103] Furthermore, in the above embodiment, the granting means 56 was described as granting points to the player when the acquired content and the player's owned content are of the same type, but the player may be granted rewards other than points (experience points, in-game currency, equipment, items, etc.). Similarly, in the above embodiment, the control means 58 was described as allowing the player to acquire the right to execute an event, but the player may be granted rewards other than events (experience points, in-game currency, equipment, items, etc.). Also, in the case of an event, the event was described as allowing the player to acquire content selected by the player, either intentionally or randomly, from a group of content to be drawn, with some or all of that group as selection targets, but the event may also be allowed to allow the player to acquire content selected by the player, either intentionally or randomly, from a group of content to be drawn, excluding the acquired content, with that group as selection targets. [Explanation of symbols]

[0104] 10...Server device (computer), 12...Terminal device, 50...Storage means, 52...Lottery means, 56...Assignment means, 58...Control means

Claims

[Claim 1] Computers, A lottery means that executes a lottery game in which, based on a request from a player, a selected piece of content from a group of eligible content is awarded to that player as the acquired content. If the acquired content and the content owned by the player are of the same type, a means for awarding points to the player, When the number of points awarded reaches a predetermined number, a control means is provided to allow the player to acquire the right to execute the event. A program that makes it function as such.

Citation Information

Patent Citations

  • Method of recovering terephthalic acid

    JP1986043139A