Game information processing device, control method and control program for the information processing device

The game information processing device addresses the waste of unselected benefits by strategically applying selected benefits in a way that minimizes disadvantages, ensuring effective utilization and advantageous outcomes, particularly in cooperative play.

JP7602171B2Active Publication Date: 2024-12-18MIXI INC
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Patent Information

Application Number
JP2023184739
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-10-27
Publication Date
2024-12-18
Estimated Expiration
2038-12-07

AI Technical Summary

Technical Problem

Existing game systems waste benefits not selected by players, leading to inconveniences such as ineffective utilization and unexpected disadvantages due to the application of selected benefits.

Method used

A game information processing device that grants players a single item associated with multiple benefits, adjusting the application of remaining benefits to reduce waste and minimize unexpected disadvantages, including steps for selecting and switching benefits, and applying them in cooperative play scenarios.

Benefits of technology

Reduces the waste of unselected benefits and minimizes unexpected disadvantages by strategically applying selected benefits, ensuring they are utilized effectively and advantageously, even in cooperative play.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To eliminate at least one of various inconveniences that may occur when a privilege selected by a player is applied to the player.SOLUTION: A game information processing apparatus according to an aspect of the present invention (e.g., a user management server 10) includes: imparting means (e.g., an imparting unit 510) for imparting a single first item associated with a plurality of types of first privilege that is a selection candidate, to a player; and adjusting means (e.g., an adjusting unit 530) for adjusting so that a first opportunity that a residual privilege not selected in a consumption procedure may be applied to the player is reduced, when the selection privilege selected by the player from the selection candidates is applied to the player, in the consumption procedure of the first item.SELECTED DRAWING: Figure 5
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Description

[Technical field]

[0001] The present invention relates to an electronic game that uses a display capable of displaying two or more dimensions. [Background technology]

[0002] There are known card games that have a mechanism for modifying in-game characters using in-game item data read from a physical card. For example, Patent Document 1 discloses a game system that distributes to a player a special offer selection card on which two types of in-game items are displayed as candidates, and grants the player an in-game item corresponding to one of the candidates selected by the player. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2015-216942 A Summary of the Invention [Problem to be solved by the invention]

[0004] The main objective of the game system described in Patent Document 1 is to grant to a player only one of the in-game items selected by the player. To achieve this objective, the game system prohibits the reuse of a special selection card that has been used to grant one of the in-game items (see, for example, Figures 8 and 11 of Patent Document 1).

[0005] The problem to be solved by the present invention is to eliminate at least one of various inconveniences that may occur when a benefit selected by a player is applied to the player. The various inconveniences include, for example, a benefit not selected by a player being wasted without being effectively utilized, and an inconvenience that the player may suffer an unexpected disadvantage due to the application of a benefit selected by a player. [Means for solving the problem]

[0006] In order to solve the above problem, the present invention adjusts so as to reduce the chance that a benefit not selected by a player is applied to the player. The present invention includes at least the following aspects.

[0007] [A] A game information processing device comprising: an awarding means for awarding to a player a single first item associated with multiple types of first benefits that are selection candidates; and an adjustment means for adjusting so as to reduce a first opportunity by which a remaining benefit not selected in the consumption procedure may be applied to the player when a selected benefit selected by the player from the selection candidates in the consumption procedure of the first item is applied to the player.

[0008] [B] A control method for an information processing device, comprising: an awarding step of awarding to a player a single first item associated with multiple types of first benefits that are selection candidates; and an adjustment step of adjusting so as to reduce a first opportunity by which a remaining benefit not selected in the consumption step may be applied to the player when a selected benefit selected by the player from the selection candidates in the consumption step of the first item is applied to the player.

[0009] [C] A control program that causes a computer of an information processing device to realize an awarding function of awarding to a player a single first item associated with multiple types of first benefits that are selection candidates, and an adjustment function of adjusting so as to reduce a first opportunity at which a remaining benefit not selected in the consumption procedure may be applied to the player when a selected benefit selected by the player from among the selection candidates in the consumption procedure of the first item is applied to the player.

[0010] [D] A recording medium that non-temporarily records a control program that causes a computer of an information processing device to realize an awarding function that awards a player a single first item associated with multiple types of first benefits that are selection candidates, and an adjustment function that adjusts to reduce a first opportunity at which a remaining benefit not selected in the consumption procedure may be applied to the player when a selected benefit selected by the player from among the selection candidates in the consumption procedure of the first item is applied to the player. Effect of the Invention

[0011] According to the present invention, the inconvenience of benefits not selected by the player not being effectively utilized and going to waste is eliminated.

[0012] The following technical limitations may be added to the "game information processing device" in [A] above. In addition, similar technical limitations may be added to the "control method" in [B] above, the "control program" in [C] above, and the control program recorded in the "recording medium" in [D] above.

[0013] (1) The game device further includes an application unit that applies the selected benefit to the player on the condition that the player does not suffer an unexpected disadvantage in relation to a second benefit that can be applied to the player without consuming the first item, thereby reducing the possibility that the player will suffer an unexpected disadvantage due to the application of the selected benefit.

[0014] (2) When the selected privilege that is in a competitive relationship with the second privilege being applied or to be applied to the player is relatively advantageous, the application means applies the selected privilege to the player, thereby applying the selected privilege when no disadvantage resulting from the application of the selected privilege occurs.

[0015] (3) When the selected privilege that is in a competitive relationship with the second privilege being applied or to be applied to the player is relatively disadvantageous, the application means applies the selected privilege to the player on condition that there is room for application of a privilege equal to or greater than the second privilege after the application of the selected privilege ends. In this way, the selected privilege is applied when the disadvantage caused by the application of the selected privilege is acceptable.

[0016] (4) The game device further includes an additional granting means for granting to the player in the consumption step a second item associated with at least a third benefit that is equal to or greater than the second benefit and that can be applied to the player after the application of the selected benefit ends, and the application means determines that there is room for the application when the second item is granted to the player by the additional granting means, thereby creating a situation in which a disadvantage resulting from the application of the selected benefit can be tolerated.

[0017] (5) The application means determines that there is room for application when a second time when the second benefit temporarily applied to the player ends is later than a first time when the selected benefit temporarily applied to the player ends. In this way, the selected benefit is applied when a disadvantage resulting from the application of the selected benefit is tolerable.

[0018] (6) The application means determines that there is a room for application only when the time difference between the first time and the second time is long enough to satisfy a predetermined criterion, and further includes an update means for updating the application period of at least one of the second benefit and the selected benefit so as to satisfy the predetermined criterion when the time difference does not satisfy the predetermined criterion. This eliminates a situation in which a disadvantage caused by the application of the selected benefit is unacceptable.

[0019] (7) The game device further includes a guidance means for guiding the player to avoid selecting the first benefit that is in competition with and less favorable than a second benefit that can be applied to the player without consuming the first item, thereby reducing the possibility of the player suffering an unexpected disadvantage due to the application of the selected benefit.

[0020] (8) The guiding means notifies the player of the second benefit to be applied to the player, thereby making it possible to avoid a disadvantage that may occur in the future due to the application of the selected benefit.

[0021] (9) The system further includes an additional application means for applying to the player to whom the selected benefit is applied, the first benefit of the same type as the related selected benefit applied via the step of consuming the first item to a related player who is in a cooperative relationship with the player, whereby the first benefit is additionally applied by building a cooperative relationship with another player.

[0022] (10) The adjustment means limits the first opportunity to a case where a player challenges a cooperative play with the related player to which the related selected privilege different from the selected privilege is applied, and the additional application means further applies the first privilege, which is one of the residual privileges, to the player who challenges the cooperative play with the related player. This allows one of the residual privileges to be additionally applied by building a cooperative relationship with another player.

[0023] (11) When an updated selected benefit newly selected by the player from among the selection candidates in the first item switching procedure is applied to the player, the adjustment means restores the first opportunity and readjusts the second opportunity to reduce an updated remaining benefit not selected in the switching procedure, thereby restoring room for application of the remaining benefit by switching the selected benefit.

[0024] (12) The application means applies the updated selected benefit to the player such that the updated selected benefit takes over the valid period of the selected benefit temporarily applied to the player, thereby preventing the player from being in a more advantageous position than if the updated selected benefit had been selected from the beginning.

[0025] In this specification, the following terms are used:

[0026] (1) "Game" refers to an electronic game provided at least in part through an online game service. In a broad sense, it refers to the game service itself, and in a narrow sense, it refers to each individual stage that constitutes a game service. "Player" refers to a user of a game service. "Play" refers to a player playing a game by progressing through it.

[0027] (2) "Solo play" refers to play by a single player. "Cooperative play" refers to synchronous play by multiple players in a cooperative relationship. In cooperative play, a cooperative relationship is formed between a player (host) who organizes a cooperative game play and recruits players (guests) who respond to the recruitment and participate in the cooperative play of the game, and the progress of play is synchronized between the players.

[0028] (3) "Object" includes at least an in-game element that appears in a game in either a broad or narrow sense and is the object of operation by a player. In-game elements that are the object of operation include "characters" and "items."

[0029] (4) A "character" is an in-game element that has an on-screen appearance and a variable state (status). A character's appearance may be, for example, the appearance of a person, a machine, a monster, etc. A character's state is expressed as values ​​such as hit points, attack power, speed, experience points, level, etc.

[0030] (5) An "item" is an in-game element used to make temporary or permanent changes to parameters related to a character or game. Parameters related to a game include setting parameters related to the state of a specific character and control parameters related to the control of a specific play. Control parameters include progress parameters that control the progress process during play and reward parameters that control the process of determining the clear reward after play. Progress parameters are, for example, the probability of receiving a specific item during play. Reward parameters are, for example, the amount of increase that increases the value of a specific parameter after clearing the game, and the probability (drop rate) of receiving a specific character or item after clearing the game.

[0031] (6) "Benefit" means advantageous treatment given to the player in the course of the game. The advantageous treatment includes at least a temporary or permanent change to any of the game-related parameters. A temporary change is called an "effect," the occurrence of a temporary change is called "activation," and the state in which an effect is activated is called "activating."

[0032] (7) "Benefit" includes at least a common benefit (second benefit) that is automatically applied to a player who meets the application conditions, and an individual benefit (first benefit) that is applied when the player consumes an item. "Item" includes at least a normal item (second item) associated with one type of individual benefit, and a special item (first item) associated with multiple types of individual benefits that are selection candidates.

[0033] (8) The multiple types of individual benefits associated with a special item are selected by the player in an alternative manner. An individual benefit selected by the player in the special item consumption procedure is called a "selected benefit." In addition, an individual benefit not selected by the player in the special item consumption procedure is called a "remaining benefit."

[0034] (9) The selected benefit that is applied to the player among the multiple types of individual benefits associated with a special item can be switched. The individual benefit newly selected by the player in the special item switching procedure is called the "updated selected benefit." In addition, the individual benefit that is not selected by the player in the switching procedure is called the "updated remaining benefit."

[0035] (10) "Reducing" the opportunities for application of a benefit means that a partial restriction is imposed on the opportunities for application of the benefit. A partial restriction includes at least a restriction on the scope of application and a restriction on the time of application. A restriction on the scope of application means that the situations in which the benefit can be applied are limited. A restriction on the situations in which the benefit can be applied means, for example, that the benefit is changed so that it is inapplicable in certain situations, or that it is changed so that it is only applicable in certain situations. A restriction on the time of application means, for example, that the benefit is changed so that it is temporarily inapplicable.

[0036] (11) An "unforeseen disadvantage" resulting from the application of a selective perk means that the degree of advantage of the favorable treatment provided by the application of a common perk is reduced by the application of a selective perk that is less favorable than a competing common perk. A "competitive relationship" means an exclusive relationship. Multiple types of perks that are in an exclusive relationship cannot be applied at the same time. The one perk to be applied may be selected manually by the player or automatically by a computer. When automatically selected, a perk with a high set priority may be selected, or a perk that is relatively most favorable to the player may be selected. [Brief description of the drawings]

[0037] [Figure 1] FIG. 1 is a conceptual diagram illustrating the features of the system (embodiment). [Diagram 2] FIG. 1 is a diagram illustrating a network configuration of a system according to an embodiment of the present invention. [Diagram 3] FIG. 1 is a block diagram illustrating an example of an electrical configuration of a server device (embodiment); [Figure 4] FIG. 1 is a block diagram illustrating an example of an electrical configuration of a user device (embodiment); [Diagram 5] FIG. 1 is a block diagram illustrating a functional configuration of a user management server according to an embodiment of the present invention; [Figure 6] FIG. 1 is an explanatory diagram illustrating a database configuration (Example); [Figure 7] FIG. 13 is a sequence diagram illustrating a procedure for consuming a special item (embodiment); [Figure 8] FIG. 13 is a diagram showing an example of a quest type selection screen before a benefit is selected (embodiment); [Figure 9] FIG. 13 is a diagram showing a display example of a benefit selection screen (embodiment); [Figure 10] FIG. 13 is a diagram showing an example of a quest type selection screen displayed after a benefit is selected (Example). [Figure 11] FIG. 13 is a diagram showing an example of a quest selection screen displayed after a bonus is selected (embodiment); [Figure 12] FIG. 13 is a sequence diagram illustrating a procedure for switching a special item (embodiment); [Figure 13] FIG. 13 is a diagram showing a display example of a benefit release screen (embodiment); [Figure 14] FIG. 13 is a sequence diagram illustrating a procedure for executing a multiplay game (embodiment); DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0038] [1. Embodiment] [1-1. Overview] This embodiment relates to an electronic game using a display capable of displaying two or more dimensions. In this embodiment, among various inconveniences that may occur when a selected benefit selected by a player is applied to the player, in order to eliminate the inconvenience that a remaining benefit not selected by the player is wasted without being effectively utilized, adjustment is made to reduce the chances that the remaining benefit is applied to the player.

[0039] [1-2. Game information processing device] A game information processing device (e.g., user management server 10) according to an embodiment includes an awarding means (e.g., awarding unit 510) that awards a single first item to a player associated with multiple types of first benefits that are selection candidates, and an adjustment means (e.g., adjustment unit 530) that adjusts the opportunities for a remaining benefit not selected in the consumption procedure to be applied to the player when a selected benefit selected by the player from the selection candidates in the consumption procedure of the first item is applied to the player, thereby reducing the opportunities for the remaining benefit not selected in the consumption procedure to be applied to the player.

[0040] The game information processing device according to the embodiment is preferably configured as a server-side device that provides electronic games to a client-side device via a communication network in a client-server type game information processing system. The client-side device may be an arcade game machine installed in a game center or the like, or a personal game machine owned by each player. The personal game machine may be a stationary game machine or a portable game machine. The stationary game machine and the portable game machine may be dedicated game machines or general-purpose terminals. The game information processing device according to the embodiment may be an arcade game machine or a personal game machine that operates independently. EXAMPLES

[0041] 2. Working Examples [2-1. Overview] (1) Services of the embodiment This embodiment relates to a game service (service of the embodiment) at least part of which is provided online. In the service of the embodiment, an electronic game (game in a broader sense) is provided to a player in which the player sequentially controls four characters that make up a deck by performing a predetermined action, and sequentially challenges a plurality of stages (game in a narrower sense) prepared in the game.

[0042] (2) Quest In the following, the above stages will be referred to as "quests." There are various types of quests: "normal quests" which are always available, "archive quests" which may be provided in a designated storage location (archive) (hereinafter referred to as the "Archive of Memories" (or simply "Archive").), and "event quests" which may be temporarily provided during time-limited events. Each quest has a set reward that is awarded when the quest is conquered (cleared).

[0043] (3) Solo play, multiplayer There are two types of play styles for playing quests: solo play, where one player challenges the quest alone, and multiplayer, where two to four players challenge the quest together. In multiplayer, a cooperative relationship is formed between the host who hosts the multiplayer and recruits companions, and the guests who respond to the recruitment and participate in the multiplayer, and the progress of the play is synchronized between the players.

[0044] (4) Common benefits, individual benefits In the service of the embodiment, a common benefit (second benefit) is applied to a player who satisfies a predetermined application condition. In addition, in the service of the embodiment, a normal item (second item) is granted to a player who satisfies a predetermined granting condition. Then, an individual benefit (first benefit) associated with the normal item is applied to a player who consumes the normal item. The common benefit and the individual benefit include temporarily changing the content of the specified clear reward.

[0045] [2-2. Features] (1) There will be no unforeseen disadvantages arising from the application of the selection privilege In the service of the embodiment, a special item (first item) is given to a player who satisfies a predetermined giving condition. The special item is associated with a plurality of individual benefits (first benefits). The special item is given to a player who satisfies the giving condition as part of various campaigns.

[0046] 1A, in the service of the embodiment, a special item 130 is granted to a player 120 who satisfies a predetermined granting condition by an administrator 110 of the service. Three types of individual benefits 140, 150, and 160 are associated with the special item 130.

[0047] Then, an individual benefit (selected benefit) selected by the player from among a plurality of types of individual benefits associated with the special item is applied to the player who consumed the special item. At that time, the application of the selected benefit is limited to a case where it is more advantageous than the common benefit (second benefit) that is in a competing relationship with the player, so that no unexpected disadvantage occurs due to the application of the selected benefit.

[0048] (2) There is an opportunity to apply residual benefits In the service of the embodiment, when a special item is consumed and a selected individual benefit (selected benefit) is applied to a player, the opportunity (first opportunity) for the non-selected individual benefit (remaining benefit) to be applied to the player is adjusted to be reduced.

[0049] As illustrated in FIG. 1(b), when an individual benefit 140 is selected by a player from among three types of individual benefits 140, 150, 160 associated with a special item 130 and the individual benefit 140 is applied to the player, the application opportunities of the non-selected individual benefits 150, 160 to the player are adjusted to be reduced.

[0050] The chance of applying the residual benefit is limited to when a player forms a cooperative relationship with another player (related player) to whom any of the residual benefits are applied as a selected benefit (related selected benefit) and challenges a multiplayer game. In other words, the restriction on the chance of applying the residual benefit is only a partial restriction. Therefore, by forming a cooperative relationship with another player, any of the residual benefits may be applied additionally.

[0051] Also, if you cancel the original selected benefit and switch to a newly selected individual benefit (updated selected benefit) only during the activation time of the special item, the application opportunity (first opportunity) of the original remaining benefit is restored, and the room for application of the original remaining benefit is restored. In other words, the restriction on the application opportunity of the remaining benefit is only a temporary restriction. Therefore, by switching the selected benefit, one of the remaining benefits may be applied.

[0052] [2-3. System configuration of the embodiment] [2-3-1. Network configuration] 2 illustrates a network configuration of a system according to an embodiment. The system according to the embodiment provides a service according to the embodiment to a user.

[0053] As illustrated in FIG. 2, the system of the embodiment includes a user management server 10 that manages users (players) of the service of the embodiment, a data management server 20 that manages data related to the service of the embodiment, and a plurality of user terminals 30 (30-1, 30-2, ... 30-n) (n: natural number) used respectively by a plurality of users.

[0054] The user management server 10 and the user terminal 30 can transmit and receive data via a communication network 40. The data management server 20 can access a built-in or externally connectable storage 21. The user management server 10 can access data stored in the storage 21 via the data management server 20.

[0055] The communication network 40 may include at least one of existing networks such as the Internet, a mobile phone network, a wireless wide area network (WAN), a wireless local area network (LAN), and Ethernet (registered trademark).

[0056] (1) User management server The user management server 10 is a server device (computer) in which a Web server program and an application program (control program) are installed. In response to a request, the user management server 10 causes the data management server 20 to obtain necessary data from the storage 21 and provides (responds) the data to the requester. In response to a request, the user management server 10 also causes the data management server 20 to register necessary data in the storage 21. In addition, the user management server 10 executes various processes in order to provide the services of the embodiment. Note that a server system may be configured by linking multiple server devices, and the functions of the user management server 10 may be shared or the load on the user management server 10 may be distributed.

[0057] (2) Data management server The data management server 20 is a server device (computer) in which a DB (Data Base) server program is installed. The data management server 20 and the storage 21 constitute a DBMS (Data Base Management System). In response to a request, the data management server 20 obtains the necessary data from the storage 21 and provides it to the requestor (response). In addition, the data management server 20 registers the necessary data in the storage 21 in response to a request. The storage 21 is a storage device that stores data related to the service of the embodiment. Note that a server system may be configured by linking multiple server devices, and the functions of the data management server 20 may be shared or the load on the data management server 20 may be distributed.

[0058] (3) User terminal The user terminal 30 is a user device (computer) in which a predetermined game program is installed. In this embodiment, the user device may be a general-purpose portable device in which a program can be installed (e.g., a mobile phone, a smartphone, a tablet terminal, a tablet PC (personal computer), a wearable device, etc.) or a general-purpose processing device (e.g., a PC (personal computer)).

[0059] [2-3-2. Electrical configuration] (1) Electrical configuration of the server device 3 illustrates an electrical configuration of a server device. The server device illustrated in FIG. The system includes a control processing device 310 including a Central Processing Unit (Central Processing Unit) and a Read Only Memory (ROM), a main memory device 320 including a Random Access Memory (RAM), an auxiliary memory device 330 including a Hard Disk Drive (HDD), an input device 340 including a mouse and a keyboard, an output device 350 including a display and a speaker, and a communication control device 360 ​​including a network card (Network Interface Card). Note that a device such as an MPU (Micro-Processing Unit) or a DSP (Digital Signal Processor) may be used instead of the CPU.

[0060] The main memory device 320, the auxiliary memory device 330, the input device 340, the output device 350, and the communication control device 360 ​​are each connected to the control processing device 310 via a bus line. The control processing device 310 (1) loads a program stored in the auxiliary memory device 330 onto the main memory device 320, (2) acquires data from at least one of the input device 340, the auxiliary memory device 330, and the communication control device 360 ​​in accordance with instructions from the program, (3) calculates and processes the acquired data in a procedure defined by the program, and (4) provides the calculated and processed data to at least one of the auxiliary memory device 330, the output device 350, and the communication control device 360.

[0061] (2) Electrical configuration of the user device Fig. 4 illustrates an electrical configuration of a user device. The user device illustrated in Fig. 4 includes at least a DSP 411 constituting a control processing unit, a RAM 421 constituting a main storage unit, a ROM 422 and an EEPROM (Electrically Erasable Programmable Read-Only Memory) 423 constituting an auxiliary storage unit, a touch panel display 431 constituting an input unit and a display unit, a speaker 432 constituting an audio output unit, and a NIC (Network Interface Controller) 441 and a wireless LAN (Local Area Network) chip 442 constituting a communication control unit. Note that a device such as an MPU (Micro-Processing Unit) may be used instead of the DSP.

[0062] The RAM 421, the ROM 422, the EEPROM 423, the touch panel display 431, the speaker 432, the NIC 441, and the wireless LAN chip 442 are each connected to the DSP 411 via a bus line. The DSP 411 (1) loads a program stored in the ROM 422 or the EEPROM 423 onto the RAM 421, (2) acquires data from at least one of the touch panel display 431, the EEPROM 423, the NIC 441, and the wireless LAN chip 442 in accordance with instructions from the program, (3) calculates and processes the acquired data in a procedure defined by the program, and (4) provides the calculated and processed data to at least one of the EEPROM 423, the touch panel display 431, the speaker 432, the NIC 441, and the wireless LAN chip 442.

[0063] [2-3-3. Functional configuration] (1) Overview The functions of the user management server 10 and the data management server 20 are realized by installing an OS (Operating System) for server devices and a program (control program) that runs on the OS in the server devices. The program to be installed in the server device may be distributed in a state in which it is non-temporarily recorded on a recording medium such as a CD (Compact Disc), a DVD (Digital Versatile Disk), an MO disk (Magneto-Optical disk), or a flash memory, and read from the recording medium to the server device, or may be supplied to the server device by being superimposed on a carrier wave via the communication network 40 or other communication networks.

[0064] The functions of the user terminal 30 are realized by installing an OS (Operating System) for user devices and a game program that runs on the OS in the user device. Note that instead of a game program, the functions of the user terminal 30 can also be realized by installing a Web browser program that runs on the OS for user devices and a game program (plug-in) that runs on the Web browser program in the user device.

[0065] The OS for the user device is generally installed in the user device from the time of shipment. Other programs to be installed in the user device are generally supplied to the user device by being superimposed on a carrier wave via a communication network 40. The above-mentioned other programs to be installed in the user device may be distributed in a state in which they are non-temporarily recorded on a recording medium such as a CD (Compact Disc), a DVD (Digital Versatile Disk), an MO disk (Magneto-Optical disk), or a flash memory, and may be read from the recording medium into the user device.

[0066] (2) Functional configuration of the user management server Fig. 5 illustrates a functional configuration of the user management server. As illustrated in Fig. 5, the user management server 10 includes an attachment unit 510, an application unit 520, an adjustment unit 530, a relay unit 540, and a synchronization unit 550. The attachment unit 510, the application unit 520, the adjustment unit 530, the relay unit 540, and the synchronization unit 550 each include a control processing device 310 and a communication control device 360 ​​of a server device that operates as the user management server 10.

[0067] The granting unit 510 grants a normal item (second item) associated with one type of individual benefit (first benefit) to a player who satisfies a predetermined granting condition. The granting unit 510 also grants a special item (first item) associated with multiple types of individual benefits (first benefits) that are selection candidates to a player who satisfies a predetermined granting condition.

[0068] The application unit 520 applies to the player an individual benefit (selected benefit) selected by the player from the above selection candidates on the condition that the player does not suffer an unexpected disadvantage in relation to a common benefit (second benefit) that can be applied to the player without consuming a special item (first item). In particular, the application unit 520 applies to the player a selected benefit that is in a competitive relationship with the common benefit (second benefit) that is being applied or will be applied to the player, when the selected benefit is relatively advantageous.

[0069] In addition, the application unit 520 further applies to the player to whom the selected privilege is applied an individual privilege (first privilege) of the same type as the selected privilege (related selected privilege) applied to another player (related player) in a cooperative relationship with the player through a procedure of consuming a special item (first item). In particular, the application unit 520 further applies to a player who challenges a multiplay (cooperative play) with the related player an individual privilege (first privilege) that is one of the remaining privileges.

[0070] Furthermore, the application unit 520 applies to the player an individual benefit (an updated selected benefit) newly selected by the player from the above selection candidates, on the condition that the player does not suffer an unexpected disadvantage in relation to a common benefit (a second benefit) that can be applied to the player without consuming a special item (a first item). In particular, the application unit 520 applies the updated selected benefit to the player such that the updated selected benefit takes over the valid period of the selected benefit temporarily applied to the player.

[0071] The adjustment unit 530 adjusts the application opportunity (first opportunity) in which an individual benefit (remaining benefit) not selected in the consumption procedure can be applied to the player when an individual benefit (selected benefit) selected by the player from among the selection candidates in the consumption procedure of the special item (first item) is applied to the player. In particular, the adjustment unit 530 limits the first opportunity to a case where the player challenges a multiplay (cooperative play) with another player (related player) to whom any of the remaining benefits is applied as a selected benefit (related selected benefit).

[0072] Furthermore, when an individual benefit (updated selected benefit) newly selected by a player from among the selection candidates in a special item (first item) switching procedure is applied to the player, adjustment unit 530 restores the first opportunity and readjusts the opportunity (second opportunity) for applying an individual benefit (updated remaining benefit) not selected in the switching procedure to the player, so as to reduce the opportunity. In particular, adjustment unit 530 limits the second opportunity to a case where a player challenges a multiplay (cooperative play) with another player (related player) to whom any of the updated remaining benefits is applied as a selected benefit (related selected benefit).

[0073] The relay unit 540 synchronizes the progress of the game (quest) among multiple user terminals 30 used by multiple players who are playing a multiplay game. For example, when an operation is performed by a player on one of the user terminals 30 and the arrangement of objects on the screen changes, the relay unit 540 relays information about the operation, thereby causing the change to be reflected in the objects on the screens of the other user terminals 30.

[0074] The synchronization unit 550 transmits cache update data to the user terminal 30 at a predetermined update timing, thereby updating the cache data held in the user terminal 30. The predetermined update timing is, for example, immediately after a game program is started in the user terminal 30 and the user management server 10 is accessed. The synchronization unit 550 also receives various data from the user terminal 30 at a predetermined timing, and updates the data managed by the data management server 20 as necessary.

[0075] [2-3-4. Database configuration] 6 illustrates a database configuration in the system of the embodiment. These data are stored in the storage 21 and are accessible via the data management server 20. Cache update data including at least a part of these data is provided from the user management server 10 (synchronization unit 550) to the user terminal 30 and is held as cache data in the user terminal 30.

[0076] (1) Player management information The player management information is management information that manages various parameters related to each player. The player management information is added at the time of initial setup by each player, and is updated before starting or after playing a quest. As exemplified in FIG. 6(a), the player management information associates at least an "experience value" and a "player rank" with a "player ID (identification information)" that is unique to each player. The "experience value" increases as the player gains experience in clearing quests. The "player rank" increases each time the "experience value" reaches a predetermined level. The "player rank" is an indication of the player's proficiency in the game. The conditions for granting an item or applying a benefit may include conditions related to the player rank.

[0077] (2) Campaign setting information The campaign setting information is setting information that sets various parameters related to each campaign. The campaign setting information is added from time to time by the operator of the service of the embodiment. As exemplified in FIG. 6(b), the campaign setting information associates at least the "applicable conditions", "start time", "end time", and "benefit content" with a "campaign ID (identification information)" that is unique to the campaign.

[0078] (3) Campaign management information The campaign activation management information is management information that manages the activation status of each campaign. The campaign activation management information is added when a campaign is applied to a player. As exemplified in FIG. 6(c), the campaign activation management information associates at least an "activation flag" that indicates activation when significant with a "player ID" and a "campaign ID."

[0079] (4) Normal item definition information The normal item definition information is definition information that defines various parameters related to each type of normal item. The normal item definition information is added from time to time by the operator of the service of the embodiment. As exemplified in FIG. 6(d), the normal item definition information associates at least an "activation time," "benefit content," and "competitive campaign" (campaign ID) with a "normal item type ID (identification information)" that is unique to each type of normal item.

[0080] (5) Normal item activation management information Normal item activation management information is management information that manages the activation state of a normal item given to a player. Normal item activation management information is added when a normal item is given to a player. As exemplified in FIG. 6(e), normal item activation management information associates at least an "activation flag" that indicates that an item is being activated when significant, a "start time", and an "end time" with a "player ID" and a "normal item type ID".

[0081] (6) Special item definition information The special item definition information is definition information that defines various parameters related to each type of special item. The special item definition information is added from time to time by the operator of the service of the embodiment. As illustrated in FIG. 6(f), the special item definition information associates at least an "activation time" and a "number of selection candidates" with a "special item type ID (identification information)" that is unique to each type of special item.

[0082] (7) Benefit definition information Benefit definition information is definition information that associates multiple types of individual benefits with a special item. The benefit definition information is added together with the special item definition information. As illustrated in FIG. 6(g), the benefit definition information at least associates a "special item type ID" and a "candidate number" with a "benefit content" and a "competitive campaign" (campaign ID). The "benefit content" may include the amount of change for a specific parameter and a text description of the benefit.

[0083] (8) Special item activation management information Special item activation management information is management information that manages the activation state of a special item given to a player. Special item activation management information is added when a special item is given to a player. As exemplified in FIG. 6(h), the special item activation management information associates at least an "activation flag" that indicates that the item is being activated when significant, a "start time", and an "end time" with a "player ID" and a "special item type ID".

[0084] (9) Selection state management information The selection state management information is management information that manages the selection state of a consumed special item. The selection state management information is added when a special item is consumed. As illustrated in FIG. 6(i), the selection state management information associates at least a "status" with a "player ID," a "special item type ID," and a "candidate number." The "status" can take multiple values, each of which corresponds to, for example, "not selected," "selected," and "restricted."

[0085] (10) Multiplayer management information The multiplay management information is management information that manages the objects and subjects of each multiplay. As shown in Fig. 6(j), the multiplay management information at least associates a "session ID (identification information)" unique to each multiplay with a "quest ID (identification information)", a "host" (player ID), and one to three "guests" (player IDs).

[0086] [2-4. Information processing procedures] [2-4-1. Item Granting Process] (1) Normal item granting process The user management server 10 (granting unit 510) grants a normal item (second item) to a player who satisfies a predetermined granting condition. Specifically, normal item activation management information (FIG. 6(e)) is added in association with the player ID of the player. The "activation flag" is the initial value (not yet activated). The predetermined granting condition includes, for example, challenging and clearing a predetermined quest and winning a lottery for a clear reward.

[0087] (2) Special item granting process The user management server 10 (granting unit 510) grants a special item (first item) to a player who satisfies a predetermined granting condition. Specifically, special item activation management information (FIG. 6(h)) is added in association with the player ID of the player. The "activation flag" is the initial value (not yet activated). The predetermined granting condition includes, for example, challenging and clearing a predetermined quest and winning a lottery for a clear reward. In addition, when the content of the common benefit is the granting of a special item, the predetermined granting condition is to satisfy the application conditions of the common benefit.

[0088] [2-4-2. Benefit application process] (1) Application of common benefits The user management server 10 (application unit 520) applies the common benefit (second benefit) indicated by the "benefit content" (Fig. 6(b)) to a player who satisfies the "application conditions" (Fig. 6(b)) for the period from the "start time" (Fig. 6(b)) to the "end time" (Fig. 6(b)). Specifically, it adds campaign activation management information (Fig. (c)) in association with the player ID of the player. The "activation flag" is at its initial value (not activated). When the common benefit is applied, for example, an effect that changes a specific parameter is activated.

[0089] (2) Application of individual benefits The user management server 10 (application unit 520) applies an individual benefit (third benefit) indicated by the "benefit content" (FIG. 6(d)) to a player who has consumed a normal item (second item) during the period from the "start time" (FIG. 6(e)) to the "end time" (FIG. 6(e)) when the "activation time" (FIG. 6(d)) has elapsed, if the individual benefit is more advantageous than the campaign indicated by the "competitive campaign" (FIG. 6(d)) that has already been applied or is to be applied. At this time, the "activation flag" in the normal item activation management information (FIG. 6(e)) is activated (activated). When the individual benefit is applied, for example, an effect of changing a specific parameter is activated.

[0090] [2-4-3. Procedure for consuming special items] 7 illustrates a procedure for consuming a special item. The procedure illustrated in FIG. 7 illustrates a procedure for consuming a special item by a player who has been granted a special item but has not yet consumed it.

[0091] In step S705, the user terminal 30 accepts an instruction to consume an item from the player. The instruction to consume an item is given, for example, by a selection operation (for example, a tap operation) on an icon displayed on the screen of the user terminal 30.

[0092] 8 is a display example of a quest type selection screen before a benefit is selected. An icon group 810 including a plurality of icons corresponding to a plurality of quest types to be selected is displayed on the screen 800. Furthermore, if a special item is given to the player, an icon 820 corresponding to the special item is displayed on the upper left of the screen 800. Here, a tap operation on the icon 820 corresponds to an instruction to consume the special item.

[0093] 7, in step S710, the user terminal 30 accepts a benefit selection instruction from the player. The benefit selection instruction is given by, for example, a tap operation on one of a plurality of options displayed on the screen of the user terminal 30.

[0094] FIG. 9 is a display example of a benefit selection screen. A screen 900 displays a plurality of options 910, 920, 930, each corresponding to a plurality of types of individual benefits (first benefits) associated with a special item. The number of options corresponds to the "number of selection candidates" in the special item definition information (FIG. 6(f)) corresponding to the special item. The display contents of the options are explanatory texts included in the "benefit contents" in the benefit definition information (FIG. 6(g)) corresponding to the candidate number of the special item. Here, a tap operation on a button 940 with any of the options selected corresponds to a benefit selection instruction.

[0095] 7, in step S715, the user terminal 30 instructs the user management server 10 to select a benefit. The instruction to select a benefit includes data that respectively identifies the special item specified in step S705 and the option selected in step S710.

[0096] In step S720, if the campaign indicated by the "competitive campaign" (FIG. 6(g)) that has already been applied or is to be applied is more advantageous than the campaign indicated by the "competitive campaign" (FIG. 6(g)), the user management server 10 (application unit 520) applies to the player who consumed the special item (first item) an individual benefit (first benefit, selected benefit) indicated by the "benefit content" (FIG. 6(g)) corresponding to the "candidate number" (FIG. 6(g)) selected by the player during the period from the "start time" (FIG. 6(h)) to the "end time" (FIG. 6(h)) when the "activation time" (FIG. 6(f)) has elapsed. At this time, the "activation flag" corresponding to the "special item type ID" (FIG. 6(h)) consumed by the player is updated. In addition, the "status" (FIG. 6(i)) corresponding to the "candidate number" (FIG. 6(i)) selected by the player is updated to a value indicating "selected."

[0097] 10 is a display example of the quest type selection screen after a benefit is selected. The configuration of screen 1000 is the same as screen 800. When a benefit is selected by consuming a special item given to the player, the quest type that is the subject of the selected benefit is announced on screen 1000. For example, when a benefit corresponding to option 910 on screen 900 (FIG. 9) (which increases a prescribed amount of increase in experience points obtained as a reward for clearing a normal quest) is selected, a badge 1010 is added to the upper right of the icon corresponding to the normal quest on screen 1000.

[0098] 11 is an example of a quest selection screen after a benefit is selected. Screen 1100 is an example of a quest selection screen for an event quest. Screen 1100 displays a number of options corresponding to a number of types of quests. In particular, the option corresponding to quest 1110 that is the target of the selected benefit includes an indicator 1120 indicating that an effect based on the benefit is being activated.

[0099] Returning to FIG. 7, in step S725, the user management server 10 (adjustment unit 530) determines whether the “privilege content” (FIG. 6(g)) corresponding to the “candidate number” not selected by the player is a “bonus content” (FIG. 6(g)). The application opportunity (first opportunity) for the individual benefit (first benefit, remaining benefit) indicated by the “Candidate Number” (FIG. 6(i)) is adjusted so as to be reduced. At this time, the “Status” (FIG. 6(i)) corresponding to the “Candidate Number” not selected by the player (FIG. 6(i)) is updated to a value corresponding to “Limited”.

[0100] [2-4-4. Special item switching procedure] Fig. 12 illustrates a procedure for switching a special item. The procedure illustrated in Fig. 12 is a procedure for switching a selected benefit for a special item by a player who has consumed the special item and whose activation time has not yet ended. The switching procedure temporarily restores the remaining benefit application opportunity (first opportunity) and may reduce the updated remaining benefit application opportunity (second opportunity).

[0101] In step S1205, the user terminal 30 accepts an instruction to cancel the selected benefit from the player. The instruction to cancel the selected benefit is given, for example, by a tap operation on a cancel button displayed on the screen of the user terminal 30.

[0102] 13 is a display example of a benefit release screen. The content of the benefit being selected (activated) is displayed on a screen 1300. Here, a tap operation on a button 1310 corresponds to an instruction to release the selected benefit.

[0103] 12, in step S1210, the user terminal 30 accepts a benefit selection instruction from the player. The benefit selection instruction is given, for example, by a tap operation on one of a plurality of options displayed on the screen of the user terminal 30. The configuration of the benefit selection screen that receives the benefit selection instruction from the player may be similar to that of the screen 900 (FIG. 9).

[0104] In step S1215, the user terminal 30 instructs the user management server 10 to switch privileges. The instruction to switch privileges includes data specifying the option selected in step S1210.

[0105] In step S1220, the user management server 10 (application unit 520) applies the individual benefit (first benefit, updated selected benefit) indicated by the "Benefit Content" (FIG. 6(g)) corresponding to the "Candidate Number" (FIG. 6(g)) newly selected by the player. At this time, the "Status" (FIG. 6(i)) corresponding to the "Candidate Number" (FIG. 6(i)) selected by the player is updated from a value indicating "Limited" to a value indicating "Selected".

[0106] In step S1225, the user management server 10 (adjustment unit 530) adjusts the application chances (second chances) for the individual benefits (first benefit, updated remaining benefit) indicated by the "benefit content" (FIG. 6(g)) corresponding to the "candidate number" (FIG. 6(g)) not selected by the player to be applied. At this time, the "status" (FIG. 6(i)) corresponding to the "candidate number" (FIG. 6(i)) not selected by the player is updated to a value indicating "limited".

[0107] [2-4-5. Multiplayer execution procedure] (1) Execution procedure Fig. 14 illustrates the procedure for executing a multiplay using the system of the embodiment. Fig. 14 shows the procedure after a quest is selected by player A using the user terminal 30a, player A starts a multiplay invitation, and player B using the user terminal 30b applies for the invitation.

[0108] In step S1405, the user terminal 30a organizes a deck in response to the operation of player A. In step S1410, the user terminal 30a accepts a challenge instruction operation by player A. In step S1415, the user terminal 30a instructs the user management server 10 to challenge the quest in multiplay in response to the operation of player A. In step S1420, the user management server 10 designates a challenger for the quest. Here, players A and B are designated as challengers (host and guest) who will challenge the multiplay, respectively, and multiplay management information (FIG. 6(j)) is generated.

[0109] In step S1425, the user management server 10 sets quest progress parameters for the host and the guest, respectively. Here, the selected benefit (first benefit) that is applied to at least some of the challengers is taken into consideration. Specifically, when a specific individual benefit associated with a specific special item is applied to a challenger as a selected benefit, the content of the selected benefit is identified. Then, if there is a target parameter among the default progress parameters, this is changed. As a result, the target progress parameter increases. This process is performed for each of the challengers.

[0110] In step S1430, the user management server 10 provides quest progress parameters to the user terminal 30a and the user terminal 30b, respectively. In steps S1435a-c, the user terminal 30a and the user terminal 30b each progress the quest. The quest progress parameters are used for the progress of the quest. The user management server 10 (relay unit 540) connects to the user terminal 30a and the user terminal 30b, respectively, and relays the exchange of data including operation information to synchronize the progress of the quest.

[0111] In step S1440, after the quest ends, the user management server 10 sets reward calculation parameters for the host and the guest. Here, the selected benefit (first benefit) that is applied to at least some of the challengers is taken into account. Specifically, similar to step S1425, the content of the selected benefit that is applied is identified, and if there is a target parameter among the default calculation parameters, this is changed. As a result, the target calculation parameter increases. This process is performed for each of the challengers.

[0112] In step S1445, the user management server 10 updates the player data stored in the storage 21. For example, the player management information corresponding to the host and the guest The "experience points" and "player rank" (Figure 6(a)) are increased according to the calculation parameters. In addition, characters and items obtained as rewards for clearing the game are associated with the player.

[0113] In step S1450, the user management server 10 provides the user terminal 30a and the user terminal 30b with data for displaying the results. In steps S1455a and S1455b, the user terminal 30a and the user terminal 30b display the results including the acquired rewards. For example, the state in which the data before the update is changed to the data after the update by a predetermined audiovisual effect is displayed.

[0114] (2) Additional application of related selection benefits In the above-mentioned multiplay execution procedure, the application unit 520 further applies to the player to whom the selected benefit is applied an individual benefit (first benefit) of the same type as the selected benefit (related selected benefit) applied via a procedure of consuming a special item (first item) to a partner (related player) who cooperates with the player in multiplay.

[0115] If the selected benefit and the related selected benefit are the same, two or more individual benefits may be applied to each of the players. In addition, the weighting of the related selected benefit may be different when the related selected benefit applied to the host is applied to the guest and when the related selected benefit applied to the guest is applied to the host. In addition, the related selected benefit applied to the host may be applied to the guest, while the related selected benefit applied to the guest may not be applied to the host.

[0116] If the selected benefit and the related selected benefit are not the same, two types of individual benefits may be applied to each of the players. In addition, the weighting of the related selected benefit may be different when the related selected benefit applied to the host is applied to the guest and when the related selected benefit applied to the guest is applied to the host. In addition, the related selected benefit applied to the host may be applied to the guest, while the related selected benefit applied to the guest may not be applied to the host.

[0117] (3) Supplementary Note 1 When each player searches for other players who want to build a cooperative relationship and challenge a multiplayer game together, information on the selected privilege (related selected privilege) applied to the other players may be useful. Therefore, for example, the contents of the selected privilege applied to the host or the guest may be displayed on a screen (virtual waiting room screen) that displays hosts who are recruiting guests for a multiplayer game and guests who have applied. In addition, when searching for a multiplayer game guest recruitment, it may be possible to search (extract) a recruitment by a host to which a specific selected privilege is applied. In addition, it may be possible to limit the type of selected privilege applied in the multiplayer game guest recruitment. Then, a guest recruitment to which the type of selected privilege applied is limited may be hit only in response to a search request by a player to which the selected privilege of that type is applied.

[0118] (4) Supplementary Note 2 Even if some players leave during a multiplayer game, the multiplayer game can be continued by the remaining players. In the following, the players who leave during the game are called "leaving players" and the remaining players are called "remaining players."

[0119] The related selection benefit applied to the withdrawing player may or may not be applied to the remaining players. On the other hand, it is preferable that the related selection benefit applied to the remaining players is not applied to the withdrawing player. It is also preferable that the related selection benefit applied to the withdrawing player is not applied to the partner of the multiplay even if the withdrawing player challenges another multiplay until a predetermined time has elapsed. The predetermined time may be, for example, the standard game time of the quest that was being challenged in the multiplay before the withdrawal. This makes it possible to prevent abuse of the selection benefit.

[0120] [3. Modifications] [3-1. Variation 1 (Variation regarding application of selection benefits)] In the above embodiment, when a selected benefit that is in competition with a common benefit (second benefit) being applied or to be applied to a player is relatively advantageous, the application unit 520 applies the selected benefit to the player. In contrast, when a selected benefit that is in competition with a common benefit (second benefit) being applied or to be applied to a player is relatively disadvantageous, the application unit 520 may apply the selected benefit to the player on the condition that there is room for application of a benefit equal to or greater than the common benefit after the application of the selected benefit ends.

[0121] (1) Normal item As an example, the granting unit 510 may grant to the player in the consumption step a normal item (second item) that is associated with at least an individual benefit (third benefit) that is equal to or greater than the common benefit and can be applied to the player after the application of the selected benefit has ended, and the application unit 520 may determine that there is room for the above-mentioned application when the normal item (second item) is granted to the player by the granting unit 510.

[0122] (2) Activation time extended As an example, the application unit 520 may determine that there is room for application when a second time when a common benefit (second benefit) temporarily applied to a player ends is later than a first time when a selected benefit temporarily applied to the player ends. In particular, the application unit 520 may determine that there is room for application only when the time difference between the first time and the second time is long enough to satisfy a predetermined criterion. Then, when the time difference does not satisfy the predetermined criterion, the update unit may update the application period of at least one of the common benefit (second benefit) and the selected benefit so as to satisfy the predetermined criterion. In particular, the update unit may extend the application period of the common benefit (second benefit) so as to satisfy the predetermined criterion.

[0123] [3-2. Variation 2 (Variation regarding avoidance of unforeseen disadvantages resulting from the application of selection benefits)] In the above embodiment and the above modification 1, the application unit 520 applies to the player an individual benefit (selected benefit) selected by the player from among the selection candidates or an individual benefit (updated selected benefit) newly selected by the player from among the selection candidates, on the condition that the player does not suffer an unexpected disadvantage in relation to a common benefit (second benefit) that can be applied to the player without consuming a special item (first item). In response to this, the guiding unit may guide the player to avoid selecting an individual benefit that is in competition with a common benefit (second benefit) that can be applied to the player without consuming a special item (first item) and is less advantageous than the common benefit. For example, when there is a common benefit (second benefit) to be applied to the player, the guiding unit may notify the player of the common benefit. [Explanation of symbols]

[0124] 10 User management server (an example of a game information processing device) 20 Data Management Server 21 Storage 30 User terminals 40 Communication network 510 Addition unit 520 Application unit 530 Adjustment unit 540 Relay unit 550 Synchronization unit

Claims

1. a processor, the processor comprising: applying the first benefit to the player when the player selects the first benefit from a plurality of types of benefits including a first benefit and a second benefit associated with a predetermined item; receiving a predetermined operation from the player within a validity period set for the predetermined item, and applying the second benefit to the player in place of the first benefit when a relationship between the second benefit and a third benefit that is different from the first benefit applied to the player is not disadvantageous to the player; Information processing device.

2. when the processor selects the first benefit from a plurality of types of benefits including a first benefit and a second benefit associated with a predetermined item, applying the first benefit to the player; a processor accepts a predetermined operation from the player within a validity period set for the predetermined item, and applies the second benefit to the player instead of the first benefit when a relationship between the second benefit and a third benefit that is different from the first benefit applied to the player is not disadvantageous to the player; Information processing methods.

3. causing the processor to apply the first benefit to the player when the first benefit is selected from a plurality of types of benefits including a first benefit and a second benefit associated with a predetermined item; a processor receiving a predetermined operation from the player within a validity period set for the predetermined item, and applying the second benefit to the player instead of the first benefit when a relationship between the second benefit and a third benefit that is different from the first benefit applied to the player is not disadvantageous to the player; A control program that executes processing.

4. A server and a terminal device are provided, The server when a selection of a first benefit from among a plurality of types of benefits including a first benefit and a second benefit associated with a predetermined item is accepted, applying the first benefit to a player using the terminal device; receiving a predetermined operation from a player using the terminal device within a validity period set for the predetermined item, and applying the second benefit to the player in place of the first benefit when a relationship between the second benefit and a third benefit that is different from the first benefit applied to the player is not disadvantageous to the player; system.

Citation Information

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