Game program, game processing method, and information processing device
By recording and tallying acquisition counts to dynamically change item rarity based on player interaction, the method addresses the loss of novelty in online games, enhancing gameplay excitement and player engagement.
Patent Information
- Application Number
- JP2020213857
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2020-12-23
- Publication Date
- 2025-01-23
- Estimated Expiration
- 2040-12-23
AI Technical Summary
The spread of the Internet has made item locations in online games public, leading to a loss of novelty and fun as players can easily access items, reducing the game's excitement.
A game processing method that records identification information for acquisition targets, totals the number of acquisitions, and changes items based on these counts to make rare items more likely from harder-to-reach targets, maintaining game interest by varying item availability.
This method enhances gameplay freshness by motivating players to explore and access harder-to-reach items, increasing fun by providing unexpected rewards and adapting to player behavior.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a game program, a game processing method, and an information processing device. [Background technology]
[0002] 2. Description of the Related Art In so-called online games in which a plurality of players play a game on a plurality of terminal devices connected to a server device, games in which items can be obtained on a field are known.
[0003] As an example of such a game, for example, Patent Document 1 describes a game in which treasure chests are placed at predetermined locations on a field, and a player character can obtain items by opening the treasure chests. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2011-229614 A Summary of the Invention [Problem to be solved by the invention]
[0005] With the recent spread of the Internet, information such as what items can be obtained at what locations in the field may be made public in detail on, for example, strategy guide sites. In such cases, the novelty of the gameplay may fade, making the game less interesting.
[0006] The present invention has been made in consideration of these problems, and aims to provide a game program, a recording medium, and a game processing method that can increase the entertainment value of the game by changing the items that can be obtained on the field in accordance with the player's movements. [Means for solving the problem]
[0007] In order to achieve the above-mentioned objective, the game program of the present invention causes an information processing device communicatively connected to a plurality of terminal devices to function as an identification information recording processing unit that records identification information capable of identifying an acquisition target when an item is acquired from the acquisition target on the terminal device, an acquisition count counting processing unit that counts the number of times each acquisition target is acquired based on the recorded identification information, and an acquired item changing processing unit that changes the item acquired from the acquisition target based on the counted number of times it is acquired.
[0008] In order to achieve the above-mentioned object, the game processing method of the present invention is a game processing method executed by an information processing device communicatively connected to a plurality of terminal devices, and includes the steps of: recording identification information capable of identifying an acquisition target when an item is acquired from the acquisition target on the terminal device; tallying up the number of acquisitions for each acquisition target based on the recorded identification information; and changing the item acquired from the acquisition target based on the tallied number of acquisitions.
[0009] In order to achieve the above-mentioned object, the information processing device of the present invention is an information processing device communicatively connected to a plurality of terminal devices, and has an identification information recording processing unit that records identification information capable of identifying an acquisition target when an item is acquired from the acquisition target on the terminal device, an acquisition count counting processing unit that counts the number of acquisitions for each acquisition target based on the recorded identification information, and an acquired item changing processing unit that changes the item acquired from the acquisition target based on the counted number of acquisitions. Effect of the Invention
[0010] According to the game program of the present invention, the items that can be obtained on the field can be changed according to the player's actions, thereby making the game more entertaining. [Brief description of the drawings]
[0011] [Figure 1] 1 is a system configuration diagram illustrating an example of the overall configuration of a game system according to an embodiment. [Diagram 2] FIG. 2 is a diagram illustrating an example of the configuration of a terminal device. [Diagram 3] FIG. 2 is a block diagram illustrating an example of a functional configuration of a server device. [Figure 4] 13 is an explanatory diagram illustrating an example of processing performed by an acquired item change processing unit when the acquisition target is a treasure chest. FIG. [Diagram 5] 13 is an explanatory diagram showing an example of processing performed by an acquired item change processing unit when the acquisition target is a collection location; FIG. [Figure 6] 13 is an explanatory diagram showing another example of the processing content by the acquired item change processing unit when the acquisition target is a collection location. FIG. [Figure 7] 13 is an explanatory diagram illustrating an example of a process performed by an acquired item change processing unit when an acquisition target is a game character. FIG. [Figure 8] 13 is an explanatory diagram illustrating an example of a process performed by an acquired item change processing unit when an acquisition target is an enemy character. FIG. [Figure 9] 13 is an explanatory diagram illustrating an example of processing performed by an acquisition item change processing unit when an acquisition target is an area having a predetermined range. FIG. [Figure 10] 11 is a flowchart illustrating an example of a processing procedure executed by a CPU of the server device. [Figure 11] FIG. 2 is a block diagram illustrating an example of a hardware configuration of a server device. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0012] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.
[0013] <1. Overall structure of the game system> First, an example of the overall configuration of a game system 1 according to this embodiment will be described with reference to Figures 1 and 2. As shown in Figure 1, the game system 1 has a plurality of terminal devices 3 and a server device 5. The plurality of terminal devices 3 and the server device 5 are communicatively connected via a network NW such as a LAN or the Internet. Note that, although the server device 5 in Figure 1 is configured from one computer, it may be configured from a plurality of computers.
[0014] As shown in FIG. 2, each terminal device 3 is connected to a game controller 7 and a display device 9 so as to be able to communicate with each other via wire or wirelessly.
[0015] The terminal device 3 is, for example, a stationary game machine. However, it is not limited to this, and may be, for example, a portable game machine that is integrally equipped with an input unit, a display unit, etc. In addition to game machines, it may be, for example, a server computer, a desktop computer, a notebook computer, a tablet computer, etc. that is manufactured and sold as a computer, or a mobile phone, a smartphone, a phablet, etc. that is manufactured and sold as a telephone.
[0016] A player performs various operation inputs using a game controller 7. In the example shown in Fig. 2, the game controller 7 has, for example, a cross key 11 and a plurality of buttons 13. Note that the game controller 7 may have, for example, a joystick, a touch pad, etc. instead of or in addition to the above.
[0017] The display device 9 is, for example, a display device such as a cathode ray tube, liquid crystal, plasma, organic EL, projector, etc. The display device 9 may include a speaker (not shown) for outputting sound, either integrally or separately.
[0018] The server device 5 (an example of an information processing device) accepts access via the network NW from the terminal device 3 of each player receiving the game service, accumulates and manages the game information of each player in a storage device, and provides each player with a game service (online game) via the network NW.
[0019] The server device 5 may provide a game service in the form of a game program (also called application software) implemented in the server device 5, a game executed in the server device 5 in response to an operation input by a player in each terminal device 3, and a result of the execution transmitted to the terminal device 3 of each player. For example, the server device 5 may provide a so-called browser game in which the game can be played by a web browser installed in the terminal device 3 of each player. The server device 5 may also provide a so-called cloud game in which game images resulting from the execution of the game in the server device 5 are transmitted to the terminal device 3 in, for example, a streaming format. Alternatively, the server device 5 may provide a so-called social game executed by application software created based on an operating environment such as an API (application programming interface) in a social networking service (SNS). Note that a part of the game program may be installed in the terminal device 3, and the game process may be partially executed not only in the server device 5 but also in the terminal device 3.
[0020] <2. Functional configuration of the server device> Next, an example of a functional configuration of the server device 5 will be described with reference to FIG. 3 to FIG.
[0021] As shown in FIG. 3, the server device 5 has a game progress processing unit 15, an identification information recording processing unit 17, an acquisition count count processing unit 19, and an acquired item change processing unit .
[0022] The game progress processing unit 15 progresses the game according to the input contents of the players. For example, it automatically controls non-player characters such as residents and enemy characters in the game by a predetermined algorithm (so-called game AI) defined by the game program while making each player character act according to the input contents of each player. It also progresses the game by playing various movies and executing game events.
[0023] The identification information recording processing unit 17 records identification information that can identify an acquisition target when an item is acquired from the acquisition target in the terminal device 3. An "acquisition target" is an object from which a player character operated by a player can acquire an item. For example, the acquisition target includes containers and furniture (treasure chests, barrels, boxes, chests, bookshelves, etc.) that can store items, collection locations where items can be collected on the field, game characters that transfer items for a fee or free of charge, enemy characters that can be defeated in battle to acquire items, and areas having a predetermined range on the field where items can be acquired by having the player character execute commands such as "search," "pick up," and "search." The "identification information" is information that can identify the type and position of a specific acquisition target from among multiple acquisition targets, and is, for example, a unique ID set for each acquisition target. The identification information is recorded in an appropriate recording means (for example, the RAM 505 or the recording device 517, etc. See FIG. 11 described later) of the server device 5.
[0024] The acquisition count counting processor 19 counts the number of acquisitions for each acquisition target based on the identification information recorded by the identification information recording processor 17. For example, the acquisition count is incremented by 1 each time the identification information is recorded. The counting timing is set in advance (for example, every hour, every day, every week, every month, etc.), and the acquisition count counting processor 19 performs counting at each counting timing.
[0025] The acquired item change processing unit 21 changes the item acquired from the acquisition target based on the acquisition count counted by the acquisition count count processing unit 19. For example, when an item is constantly acquired from the acquisition target (when there is a one-to-one relationship between the acquisition target and the item), the acquired item change processing unit 21 changes the item so that the rarity of the item acquired from the acquisition target increases as the acquisition count from the acquisition target decreases.
[0026] On the other hand, when a lineup of multiple items that can be acquired from the acquisition target and the probability of acquiring each item are set in advance, and an item is acquired from the lineup based on a predetermined probability, the acquired item change processing unit 21 changes at least one of the probability or the lineup based on the number of acquisitions tallied by the acquisition count count processing unit 19. For example, the acquired item change processing unit 21 changes the probability so that the probability of acquiring an item with a higher rarity from the acquisition target increases the fewer the number of acquisitions from the acquisition target. Also, for example, the acquired item change processing unit 21 changes the lineup so that an item with a higher rarity is added to the lineup the fewer the number of acquisitions from the acquisition target.
[0027] In addition, "rarity" refers to the value of an item or the degree of difficulty in obtaining it, and the higher the rarity, the higher the value of the item and the more difficult it is to obtain. In this specification, rarity is also referred to as "rarity" as appropriate.
[0028] The changes made to the items by the acquired item change processing unit 21 are reflected in the terminal devices 3 of all players participating in the online game.
[0029] Next, a specific example of the processing contents performed by the acquired item change processing unit 21 will be described with reference to FIGS.
[0030] FIG. 4 shows an example of the processing contents by the acquired item change processing unit 21 when the acquisition target is a treasure chest. The treasure chests are respectively placed at predetermined positions (including indoors and outdoors) on the field. As shown in FIG. 4, the treasure chests A, B, C, and D are given identification information TB-a, TB-b, TB-c, and TB-d that can identify each treasure chest. Every time a treasure chest is opened in each terminal device 3 and an item is acquired, the corresponding identification information is transmitted to the server device 5 and recorded by the identification information recording processing unit 17, and the acquisition count processing unit 19 counts the number of acquisitions for each treasure chest. In the example shown in FIG. 4, the acquisition counts from the treasure chests A, B, C, and D are, for example, 717 times, 1281 times, 272 times, and 45 times. In this example, the treasure chests and the items are in a one-to-one relationship, and the treasure chests A, B, C, and D contain jewels a1, b1, c1, and d1, respectively. For ease of explanation, we will assume that the rarity of each jewel a1, b1, c1, and d1 before the item change is three stars. The relationship of rarity is one star < two stars < three stars < four stars < five stars.
[0031] The acquired item change processing unit 21 changes the item so that the rarity of the item acquired from the treasure chest increases as the number of times the item is acquired from the treasure chest decreases. In the example shown in FIG. 4, the rarity of the treasure chest C, which has the second least number of acquisitions, is changed to a four-star jewel c2, and the rarity of the treasure chest D, which has the least number of acquisitions, is changed to a five-star jewel d2. Conversely, the rarity of the treasure chest A, which has the second most number of acquisitions, is changed to a two-star jewel a2, and the rarity of the treasure chest B, which has the most number of acquisitions, is changed to a one-star jewel b2. This allows, for example, an item acquired from a treasure chest that is difficult to find or reach on the field to be automatically changed to a rarer (higher rarity) item, and conversely, an item acquired from a treasure chest that is easy to find or reach on the field to be automatically changed to a more normal (lower rarity) item.
[0032] The number of times acquired is judged based on, for example, a relationship to a predetermined reference value. The reference value may be, for example, a fixed value set in advance, or may be the average number of times acquired from each treasure chest at the time of tallying (579 in the example shown in FIG. 4). If the number of times acquired is within a certain range from the reference value, the item may be maintained without being changed. Furthermore, the number of times acquired from each treasure chest may be reset to 0 each time an item is changed (each time tallying up the number of times acquired is performed), or may be maintained as is. If reset to 0, a judgment of size is made based on the number of times acquired for each tallying period, and if maintained, a judgment of size is made based on the cumulative value of the number of times acquired.
[0033] FIG. 5 shows an example of the processing contents by the acquisition item change processing unit 21 when the acquisition target is a collection location. The collection locations include various locations where items can be acquired, such as trees, waterside, rocks, caves, waterfall pools, mines, buildings, statues, and equipment, and are arranged at predetermined positions (including indoors and outdoors) on the field. As shown in FIG. 5, the collection locations A, B, and C are given identification information CP-a, CP-b, and CP-c that can identify each collection location. Each time an item is acquired by collecting it at a collection location in each terminal device 3, the corresponding identification information is transmitted to the server device 5 and recorded by the identification information recording processing unit 17, and the number of acquisitions is tallied by the acquisition count counting processing unit 19 for each collection location. In the example shown in FIG. 5, the number of acquisitions from the collection locations A, B, and C is, for example, 717 times, 272 times, and 45 times.
[0034] At each collection location, a lineup of multiple obtainable items and the probability of obtaining each item are preset, and an item is obtained from the lineup based on a predetermined probability. In the example shown in FIG. 5, the acquisition probability at collection locations A, B, and C is set to 35% for one-star rarity, 30% for two-star rarity, 20% for three-star rarity, 10% for four-star rarity, and 5% for five-star rarity, respectively. Note that, for ease of explanation, it is assumed here that the acquisition probabilities at each collection location A, B, and C before the change are the same.
[0035] The acquired item change processing unit 21 changes the probability so that the probability of acquiring an item with a higher rarity from a collection location increases as the number of acquisitions from the collection location decreases. In the example shown in FIG. 5, the acquisition probability of a four-star item is increased from 10% to 15% for collection location B with the second lowest number of acquisitions based on a predetermined reference value (for example, an average value. In the example shown in FIG. 5, 345) and the acquisition probability of a two-star item is reduced from 30% to 25%. Furthermore, for collection location C with the lowest number of acquisitions, the acquisition probability of a five-star item is increased from 5% to 10% and the acquisition probability of a one-star item is reduced from 35% to 30%. Conversely, for collection location A with a higher number of acquisitions than the reference value, the acquisition probability of a two-star item is increased from 30% to 35% and the acquisition probability of a four-star item is reduced from 10% to 5%. This makes it possible, for example, to automatically make it easier to obtain rarer items from gathering locations on the field that are hard to find or reach, and conversely, makes it possible to automatically make it easier to obtain more normal items from gathering locations on the field that are easy to find or reach.
[0036] FIG. 6 shows another example of the processing contents by the acquisition item change processing unit 21 when the acquisition target is a collection location. In the example shown in FIG. 6, the acquisition counts from collection locations A, B, and C are, for example, 717 times, 272 times, and 45 times, as in FIG. 5 described above. In this example, the lineup of obtainable items at collection location A is a one-star ore a1, a two-star ore a2, and a three-star ore a3. Similarly, the lineup of obtainable items at collection location B is a one-star ore b1, a two-star ore b2, and a three-star ore b3. Similarly, the lineup of obtainable items at collection location C is a one-star ore c1, a two-star ore c2, and a three-star ore c3. The acquisition probability of each item included in the lineup is set to an appropriate value. In addition, for ease of explanation, it is assumed that the rarity of the lineup at each collection location A, B, and C is the same.
[0037] The acquired item change processing unit 21 changes the lineup so that the fewer the number of acquisitions from the collection location, the more rare the item is added to the lineup. In the example shown in FIG. 6, for collection location B with the second fewest number of acquisitions based on a predetermined reference value (for example, an average value. In the example shown in FIG. 5, 345), an ore b4 with a four-star rarity is added to the lineup. For collection location C with the fewest number of acquisitions, in addition to an ore c4 with a four-star rarity, an ore c5 with a five-star rarity is added to the lineup. The acquisition probability of each item included in the lineup is set to an appropriate value. When an item with a high rarity is added to the lineup, an item with a low rarity may be deleted from the lineup. On the other hand, for collection location A with a higher number of acquisitions than the reference value, the lineup is not changed and is maintained with the same contents. For collection locations with a high number of acquisitions, an item with a low rarity may be added to the lineup, or an item with a high rarity may be deleted from the lineup. This makes it possible to automatically acquire rarer items from collection locations that are difficult to find or reach on the field.
[0038] In the above, the case where the acquisition probability is changed according to the number of acquisitions and the case where the lineup is changed are separately described, but both the acquisition probability and the lineup may be changed at once according to the number of acquisitions. In addition, in the above, the case where items are acquired from collection locations based on a predetermined lineup and probability is described, but items may be acquired from each collection location in a one-to-one relationship, like the above-mentioned treasure chest. In that case, the same processing as the example shown in FIG. 4 may be performed.
[0039] FIG. 7 shows an example of the processing contents by the acquired item change processing unit 21 when the acquisition target is a game character (such as a resident in the game) appearing in the game. The game characters are located at predetermined positions (including indoors and outdoors) on the field. The game characters may be movable within a predetermined range. The player character receives items from the game characters for a fee or free of charge, for example, by purchasing, exchanging, or receiving the items. As shown in FIG. 7, the game characters A, B, C, and D are given identification information NPC-a, NPC-b, NPC-c, and NPC-d that can identify each character. Every time the player character receives an item from a game character in each terminal device 3, the corresponding identification information is transmitted to the server device 5 and recorded by the identification information recording processing unit 17, and the number of acquisitions is counted for each game character by the acquisition count processing unit 19. In the example shown in FIG. 7, the number of acquisitions from the game characters A, B, C, and D is, for example, 137 times, 281 times, 32 times, and 5 times. In this example, there is a one-to-one relationship between game characters and items, and scrolls a1, b1, c1, and d1 are obtained from game characters A, B, C, and D, respectively. For ease of explanation, it is assumed that the rarity of each of the scrolls a1, b1, c1, and d1 before the item change is the same three stars.
[0040] The acquired item change processing unit 21 changes the item so that the rarity of the item acquired from the game character increases as the number of times the item is acquired from the game character decreases. In the example shown in FIG. 7, the rarity of the game character C who has acquired the second fewest number of times is changed to a four-star scroll c2, and the rarity of the game character D who has acquired the least number of times is changed to a five-star scroll d2, based on a predetermined reference value (for example, an average value. In the example shown in FIG. 7, 114). Conversely, the rarity of the game character A who has acquired the second most number of times is changed to a two-star scroll a2, and the rarity of the game character B who has acquired the most number of times is changed to a one-star scroll b2. This makes it possible to automatically change an item acquired from a game character who is in a place on the field that is difficult to find or difficult to reach to a rarer (higher rarity) item, and conversely, to automatically change an item acquired from a game character who is in a place on the field that is easy to find or easy to reach to a more normal (lower rarity) item.
[0041] If the number of acquisitions is within a certain range from the reference value, the item may be maintained without being changed.
[0042] FIG. 8 shows an example of the processing contents by the acquired item change processing unit 21 when the acquisition target is an enemy character. The enemy characters are arranged at predetermined positions (including indoors and outdoors) on the field. The enemy characters may be movable within a predetermined range. As shown in FIG. 8, dragons A, B, and C, which are examples of enemy characters, are given identification information EC-a, EC-b, and EC-c that can identify each dragon. Every time an item is acquired by a player character defeating an enemy character in each terminal device 3, the corresponding identification information is transmitted to the server device 5 and recorded by the identification information recording processing unit 17, and the number of acquisitions is tallied by the acquisition count processing unit 19 for each enemy character. In the example shown in FIG. 8, the number of acquisitions from dragons A, B, and C is, for example, 717 times, 272 times, and 45 times.
[0043] Each enemy character is preset with a lineup of multiple obtainable items (so-called drop items) and the probability of obtaining each item (probability of dropping), and an item is obtained from the lineup based on a predetermined probability. In the example shown in FIG. 8, the acquisition probabilities for dragons A, B, and C are set as follows: one-star rarity 35%, two-star rarity 30%, three-star rarity 20%, four-star rarity 10%, and five-star rarity 5%. Note that, for ease of explanation, it is assumed here that the acquisition probabilities for each of dragons A, B, and C before the change are the same.
[0044] The acquired item change processing unit 21 changes the probability so that the probability of acquiring an item with a higher rarity from an enemy character increases as the number of times of acquisition from the enemy character decreases. In the example shown in FIG. 8, the probability of acquiring an item with a four-star rarity is increased from 10% to 15% for Dragon B, which has the second lowest number of acquisitions, based on a predetermined reference value (for example, an average value. In the example shown in FIG. 8, 345). In addition, the probability of acquiring an item with a five-star rarity is increased from 5% to 10% for Dragon C, which has the lowest number of acquisitions, and the probability of acquiring an item with a one-star rarity is reduced from 35% to 30%. Conversely, the probability of acquiring an item with a two-star rarity is increased from 30% to 35% for Dragon A, which has the highest number of acquisitions compared to the reference value, and the probability of acquiring an item with a four-star rarity is reduced from 10% to 5%. This makes it easier to automatically obtain rarer items from enemy characters that are in places on the field that are hard to find or hard to reach, and conversely makes it easier to automatically obtain more normal items from enemy characters that are in places on the field that are easy to find or easy to reach.
[0045] In the above, the case where the acquisition probability is changed according to the number of acquisitions has been described, but the lineup may be changed according to the number of acquisitions as in the above-mentioned Fig. 6. In addition, in the above, the case where items are acquired from enemy characters based on a predetermined lineup and probability has been described, but items may be acquired from each enemy character in a one-to-one relationship as in the above-mentioned treasure chest. In that case, the same processing as the example shown in the above-mentioned Fig. 4 or Fig. 7 may be performed.
[0046] FIG. 9 shows an example of the process contents by the acquired item change processing unit 21 when the acquisition target is an area on the field. The area is set as a region having a predetermined range at a predetermined position (including indoors and outdoors) on the field. As shown in FIG. 9, areas A, B, and C are given identification information AR-a, AR-b, and AR-c that can identify each area. The player can acquire an item in each area by making the player character execute commands such as "search", "pick up", and "search". Each time an item is acquired in a specific area in each terminal device 3, the corresponding identification information is transmitted to the server device 5 and recorded by the identification information recording processing unit 17, and the number of acquisitions is tallied by the acquisition counting processing unit 19 for each area. In the example shown in FIG. 9, the number of acquisitions in areas A, B, and C is, for example, 717 times, 369 times, and 45 times.
[0047] In the example shown in FIG. 9, the lineup of obtainable items in area A is a two-star herb a2, a three-star herb a3, and a four-star herb a4. Similarly, the lineup of obtainable items in area B is a two-star herb b2, a three-star herb b3, and a four-star herb b4. Similarly, the lineup of obtainable items in area C is a two-star herb c2, a three-star herb c3, and a four-star herb c4. The probability of obtaining each item included in the lineup is set to an appropriate value. Also, for ease of explanation, it is assumed that the rarity of the lineup in each of areas A, B, and C is the same.
[0048] The acquired item change processing unit 21 changes the lineup so that the fewer the number of acquisitions from the collection location, the rarer the item is added to the lineup. In the example shown in FIG. 9, for collection location C where the number of acquisitions is small, a five-star rarity herb c5 is added to the lineup, and a two-star rarity herb c2 is deleted from the lineup, based on a predetermined reference value (for example, an average value. In the example shown in FIG. 9, 377). On the other hand, for collection location A where the number of acquisitions is greater than the reference value, a one-star rarity herb a1 is added to the lineup, and a four-star rarity herb a4 is deleted from the lineup. In addition, for area B where the number of acquisitions is close to the reference value, the lineup is not changed and is maintained the same. The acquisition probability of each item included in the lineup is set to an appropriate value. This allows items that can be acquired in areas that are difficult to find or reach on the field to be automatically made rarer items, and conversely, items that can be acquired in areas that are easy to find or reach on the field to be automatically made normal items.
[0049] In the above, the lineup is changed according to the number of acquisitions, but the probability of acquisition may be changed according to the number of acquisitions, as in the above-mentioned FIG. 5 or FIG. 8. In the above, the items are acquired from the areas based on a predetermined lineup and probability, but items may be acquired from each area in a one-to-one relationship, as in the above-mentioned treasure chests and game characters. In that case, the same process as the example shown in the above-mentioned FIG. 4 or FIG. 7 may be performed.
[0050] The above-described processes in each processing unit are not limited to these examples of division of processing, and may be processed by a smaller number of processing units (e.g., one processing unit), or may be processed by a further subdivided processing unit. The functions of each processing unit described above are implemented by a game program executed by a CPU 501 (see FIG. 11 described below), but some of them may be implemented by actual devices such as dedicated integrated circuits such as ASICs and FPGAs, or other electric circuits. The above-described processing units are not limited to being implemented in their entirety on the server device 5 side, and some or all of them may be implemented on the terminal device 3 side.
[0051] <3. Processing steps executed by the server> Next, an example of a processing procedure executed by the CPU 501 of the server device 5 will be described with reference to FIG.
[0052] In step S10, the server device 5 causes the game progress processing unit 15 to progress the game in accordance with the input contents of the players of the terminal devices 3.
[0053] In step S20, the server device 5 determines whether or not an item has been acquired from the acquisition target in each terminal device 3. If the item has been acquired (step S20: YES), the process proceeds to step S30. On the other hand, if the item has not been acquired (step S20: NO), the process proceeds to step S40, which will be described later.
[0054] In step S30, the server device 5 causes the identification information recording processing unit 17 to record identification information capable of identifying the acquisition target from which the item has been acquired.
[0055] In step S40, the server device 5 determines whether or not a predetermined counting time has arrived. If the counting time has arrived (step S40: YES), the process proceeds to step S50. On the other hand, if the counting time has not arrived (step S40: NO), the process returns to the previous step S10.
[0056] In step S50, the server device 5 causes the acquisition count counting unit 19 to count the number of acquisitions for each acquisition target based on the identification information recorded in step S30.
[0057] In step S60, the server device 5 causes the acquired item change processing unit 21 to change the items acquired from the acquisition target, the acquisition probability, or the lineup, based on the number of acquisitions counted in step S50.
[0058] In step S70, the server device 5 judges whether or not to end the game. For example, if an instruction to end the game is input by the operator of the online game or the server administrator (step S70: YES), this flowchart ends. On the other hand, if an instruction to end the game is not input (step S70: NO), the process returns to the previous step S10 and the same procedure is repeated.
[0059] The above-mentioned processing procedure is an example, and at least some of the above procedures may be deleted or changed, or procedures other than those described above may be added. Furthermore, the order of at least some of the above procedures may be changed, or multiple procedures may be combined into a single procedure.
[0060] <4. Effects of the embodiment> As described above, the game program of this embodiment causes the server device 5, which is communicatively connected to a plurality of terminal devices 3, to function as an identification information recording processing unit 17 that records identification information capable of identifying an acquisition target when an item is acquired from the acquisition target on the terminal device 3, an acquisition count counting processing unit 19 that counts the number of times each acquisition target is acquired based on the recorded identification information, and an acquired item change processing unit 21 that changes the item acquired from the acquisition target based on the counted number of times it is acquired.
[0061] In this embodiment, when a player acquires an item from an acquisition target in each terminal device 3, the identification information of the acquisition target is recorded, and the number of acquisitions for each acquisition target is tallied from the recorded identification information. As a result, it is possible to determine which acquisition targets are easy to acquire items from and which are difficult to acquire items from. Then, the items acquired from the acquisition targets are changed based on the tallied number of acquisitions. As a result, it is possible to automatically change the items so that, for example, a low rarity item is acquired from an acquisition target from which it is easy to acquire an item, and a high rarity item is acquired from an acquisition target from which it is difficult to acquire an item. In this way, it is possible to change the items that can be acquired on the field at any time according to the player's movements. As a result, it is possible to acquire unexpected items, which increases the freshness of the play and improves the fun. In addition, it is easy to manage an online game according to the player's movements.
[0062] Furthermore, particularly in this embodiment, the acquired item change processing unit 21 changes the item such that the rarity of the item acquired from an acquisition target increases as the number of acquisitions from the acquisition target decreases.
[0063] This allows, for example, an item obtained from an object that is difficult to find or reach on the field to be automatically changed to a rarer item, making it possible to obtain unexpected items, increasing the freshness of the game, and motivating the player to try to find or reach such an object, thereby improving the fun of the game.
[0064] In particular, in this embodiment, when an item is acquired from a lineup of multiple obtainable items based on a predetermined probability, the acquired item change processing unit 21 changes at least one of the probability or the lineup based on the total number of acquisitions. This provides the following effects.
[0065] That is, there are two types of acquisition targets: one in which the obtainable items are set fixedly (one-to-one correspondence between the acquisition target and the item), and one in which an item is obtained based on a predetermined probability from a lineup of a plurality of obtainable items set in advance. In this embodiment, when the acquisition target is the latter, at least one of the probability or the lineup is changed based on the total number of acquisitions. This makes it possible to automatically change, for example, so that low-rarity items are more likely to be obtained from acquisition targets from which it is easy to obtain an item, and high-rarity items are more likely to be obtained from acquisition targets from which it is difficult to obtain an item. In this way, it becomes possible to change the items obtainable on the field at any time according to the player's movements. As a result, it becomes possible to obtain unexpected items, which increases the freshness of the play and improves the fun.
[0066] Also, particularly in this embodiment, the acquired item change processing unit 21 changes the probability so that the probability of acquiring an item with a higher rarity from an acquisition target increases as the number of acquisitions from the acquisition target decreases.
[0067] This makes it easier to obtain rarer items from targets that are hard to find or reach, for example. As a result, it becomes possible to obtain unexpected items, making the game more fresh and encouraging the player to try to find or reach such targets, improving the fun of the game.
[0068] Also, particularly in this embodiment, the acquired item change processing unit 21 changes the lineup so that the fewer the number of times an item has been acquired from an acquisition target, the more rare items are added to the lineup.
[0069] This allows rarer items to be acquired from targets that are difficult to find or reach, for example. As a result, it becomes possible to acquire unexpected items, which adds to the novelty of the game and motivates the player to try to find or reach such targets, improving the fun of the game.
[0070] Furthermore, particularly in this embodiment, the identification information recording processing unit 17 records identification information capable of identifying the treasure chest when an item is acquired from the treasure chest on the terminal device 3, the acquisition count counting processing unit 19 counts the number of acquisitions for each treasure chest based on the recorded identification information, and the acquired item change processing unit 21 changes the item so that the rarity of the item acquired from the treasure chest increases the fewer the number of acquisitions from that treasure chest.
[0071] This allows, for example, an item obtained from a treasure chest in a place on the field that is hard to find or reach to be automatically changed to a rarer item. As a result, it becomes possible to obtain unexpected items, which increases the freshness of the gameplay and motivates the player to try to find or reach such a treasure chest, improving the fun of the game.
[0072] Furthermore, particularly in this embodiment, when an item is acquired from a collection location on the terminal device 3 based on the lineup and probability, the identification information recording processing unit 17 records identification information capable of identifying the collection location, the acquisition count counting processing unit 19 counts the number of acquisitions for each collection location based on the recorded identification information, and the acquired item change processing unit 21 changes at least one of the probability or the lineup so that the probability of acquiring a rarer item from the collection location increases the fewer the number of acquisitions from that collection location, or so that a rarer item is added to the lineup.
[0073] This makes it easier or possible to automatically obtain rarer items from collection locations that are hard to find or reach on the field, for example. As a result, it becomes possible to obtain unexpected items, which adds to the novelty of the game and motivates the player to try to find or reach such collection locations, improving the fun of the game.
[0074] Furthermore, particularly in this embodiment, when an item is acquired by transfer from a game character on the terminal device 3, the identification information recording processing unit 17 records identification information capable of identifying the game character, the acquisition count counting processing unit 19 counts the number of acquisitions for each game character based on the recorded identification information, and the acquired item change processing unit 21 changes the item so that the rarity of the item acquired from the game character increases the fewer the number of acquisitions from that game character.
[0075] This allows, for example, an item obtained from a game character that is hard to find or reach in a place on the field to be automatically changed to a rarer item, which makes it possible to obtain unexpected items, making the game more fresh and motivating for the player to try to find or reach the place where such a game character is, thereby improving the fun of the game.
[0076] Also, particularly in this embodiment, the identification information recording processing unit 17 records identification information capable of identifying an enemy character when an item is obtained on the terminal device 3 based on the lineup and probability by defeating an enemy character, the acquisition count counting processing unit 19 counts the number of acquisitions for each enemy character based on the recorded identification information, and the acquired item change processing unit 21 changes at least one of the probability or the lineup so that the probability of acquiring a rarer item from the enemy character increases the fewer the number of acquisitions from that enemy character, or so that a rarer item is added to the lineup.
[0077] This makes it easier or possible to automatically obtain rarer items from enemy characters that are hard to find or reach on the field. As a result, even when the same enemy character is defeated, the rarity of the item obtained can be made different depending on the location. In addition, it is possible to obtain unexpected items, which increases the freshness of the game and motivates the player to try to find the location of such enemy characters or reach that location, improving the fun of the game.
[0078] Furthermore, particularly in this embodiment, when an item is acquired from an area having a predetermined range on the terminal device 3 based on the lineup and probability, the identification information recording processing unit 17 records identification information capable of identifying the area, the acquisition count counting processing unit 19 counts the number of acquisitions for each area based on the recorded identification information, and the acquired item change processing unit 21 changes at least one of the probability or the lineup so that the probability of acquiring a rarer item from the area increases the fewer the number of acquisitions from the area, or so that a rarer item is added to the lineup.
[0079] This makes it easier or possible to automatically obtain rarer items in areas on the field that are hard to find or reach, for example. As a result, it becomes possible to obtain unexpected items, making the game more fresh and encouraging the player to try to find or reach such areas, thereby improving the fun of the game.
[0080] <5. Modifications> The present invention is not limited to the above-described embodiment, and various modifications are possible without departing from the spirit and technical concept of the present invention.
[0081] For example, the number of times an item is acquired may be tallied only during a specific period such as the period during which a specific game event is held or a specific date period, and the acquired item may be changed based on the tallied result. Also, for example, the number of times an item is acquired may be tallied only in a specific space (e.g., some server devices when there are multiple server devices) rather than in all spaces in the game, and the acquired item may be changed based on the tallied result. Also, for example, the number of times an item is acquired may be tallied only when the game has reached a certain level of progress (e.g., game constituent units such as levels, stages, chapters, game scores and points, player character parameters, etc.), and the acquired item may be changed based on the tallied result.
[0082] Also, for example, the number of times an item has been acquired may be tallied not for all players participating in the online game but for some of the players only, and the acquired items may be changed based on the tallied results. The some of the players may be, for example, players who have used a specific item, players who have activated a specific skill, players who have paid a prescribed charge, players who have set the game play mode to a specific mode (for example, "item change mode" or the like), etc.
[0083] In addition to the above, the methods according to the above-mentioned embodiments and each modified example may be appropriately combined and used. Although not illustrated individually, the above-mentioned embodiments and each modified example may be implemented with various modifications without departing from the spirit thereof.
[0084] <6. Server hardware configuration> Next, an example of a hardware configuration of the server device 5 that realizes each processing unit implemented by the program executed by the CPU 501 described above will be described with reference to Fig. 11. The terminal device 3 may have a similar hardware configuration.
[0085] 11, the server device 5 includes, for example, a CPU 501, a ROM 503, a RAM 505, a GPU 506, a dedicated integrated circuit 507 constructed for a specific application, such as an ASIC or an FPGA, an input device 513, an output device 515, a recording device 517, a drive 519, a connection port 521, and a communication device 523. These components are connected to each other via a bus 509, an input / output interface 511, etc. so as to be able to transmit signals to each other.
[0086] The game program can be recorded, for example, in the ROM 503, the RAM 505, or the recording device 517 such as a hard disk.
[0087] The game program may also be temporarily or permanently (non-temporarily) recorded on a removable recording medium 525 such as a magnetic disk such as a flexible disk, various types of CDs, MO disks, DVDs, and other optical disks, or a semiconductor memory. Such recording medium 525 may also be provided as so-called package software. In this case, the game program recorded on the recording medium 525 may be read by the drive 519 and recorded on the recording device 517 via the input / output interface 511, the bus 509, and the like.
[0088] The game program may also be recorded, for example, on a download site, another computer, or another recording device (not shown). In this case, the game program is transferred via a network NW such as a LAN or the Internet, and the communication device 523 receives this program. The program received by the communication device 523 may then be recorded in the recording device 517 via the input / output interface 511, the bus 509, etc.
[0089] The game program may also be recorded in, for example, an appropriate external connection device 527. In this case, the game program may be transferred via an appropriate connection port 521 and recorded in the recording device 517 via the input / output interface 511, the bus 509, etc.
[0090] Then, the CPU 501 executes various processes in accordance with the programs recorded in the recording device 517, thereby realizing processes by the above-mentioned identification information recording processing unit 17, acquisition count counting processing unit 19, acquired item change processing unit 21, etc. In this case, the CPU 501 may, for example, directly read out and execute the programs from the recording device 517, or may execute the programs after first loading them into the RAM 505. Furthermore, when the CPU 501 receives a program via the communication device 523, the drive 519, or the connection port 521, for example, the CPU 501 may directly execute the received program without recording it in the recording device 517.
[0091] In addition, the CPU 501 may perform various processes based on signals and information input from an input device 513 such as a mouse, keyboard, or microphone, as necessary, in addition to signals input from the game controller 7 of the terminal device 3 via the network NW.
[0092] The GPU 506 performs processing for image display, such as rendering processing, in response to instructions from the CPU 501 .
[0093] The CPU 501 and the GPU 506 then output the results of the above processing to the display device 9 of the terminal device 3 via the network NW, and, if necessary, output the results from an output device 515 including an audio output unit (not shown) such as a speaker or headphones. Furthermore, the CPU 501 and the GPU 506 may transmit the processing results via the communication device 523 or the connection port 521, or may record the processing results in the recording device 517 or the recording medium 525, if necessary. [Explanation of symbols]
[0094] 3 Terminal Equipment 5. Server device (information processing device) 15 Game progress processing section 17 Identification information recording processing section 19 Acquisition count processing unit 21 Acquired item change processing section
Claims
1. An information processing device communicably connected to a plurality of terminal devices, an identification information recording processing unit that records identification information capable of identifying an acquisition target when an item is acquired from the acquisition target in the terminal device; an acquisition count counting processing unit that counts the number of acquisitions for each acquisition target based on the recorded identification information; an acquisition item change processing unit that changes the item acquired from the acquisition target based on the counted number of acquisitions; Function as a The acquired item change processing unit, changing the item such that the rarity of the item acquired from the acquisition target becomes higher as the number of acquisitions from the acquisition target decreases; Game program.
2. An information processing device communicably connected to a plurality of terminal devices, an identification information recording processing unit that records identification information capable of identifying an acquisition target when an item is acquired from the acquisition target in the terminal device; an acquisition count counting processing unit that counts the number of acquisitions for each acquisition target based on the recorded identification information; an acquisition item change processing unit that changes the item acquired from the acquisition target based on the counted number of acquisitions; Function as a The acquired item change processing unit, When the item is acquired from the acquisition target based on a predetermined probability from a lineup of the plurality of items that can be acquired, changing the lineup based on the counted number of times of acquisition; The acquired item change processing unit, changing the lineup so that the fewer the number of times the item is acquired from the acquisition target, the rarer the item is added to the lineup; Game program.
3. An information processing device communicably connected to a plurality of terminal devices, an identification information recording processing unit that records identification information capable of identifying an acquisition target when an item is acquired from the acquisition target in the terminal device; an acquisition count counting processing unit that counts the number of acquisitions for each acquisition target based on the recorded identification information; an acquisition item change processing unit that changes the item acquired from the acquisition target based on the counted number of acquisitions; Function as a The acquired item change processing unit, When the item is acquired from the acquisition target based on a predetermined probability from a lineup of a plurality of the items that can be acquired, the probability is changed based on the counted number of times the item is acquired; The acquired item change processing unit, changing the probability such that the probability of acquiring the item having a higher rarity from the acquisition target increases as the number of acquisitions from the acquisition target decreases; Game program.
4. The identification information recording processing unit includes: When the item is acquired from the treasure chest in the terminal device, the identification information capable of identifying the treasure chest is recorded; The acquisition count count processing unit tallying up the number of times each treasure chest has been acquired based on the recorded identification information; The acquired item change processing unit, changing the item such that the rarity of the item obtained from the treasure chest increases as the number of times the item has been obtained from the treasure chest decreases; The game program according to claim 1 .
5. The identification information recording processing unit includes: When the item is acquired from the collection location based on the lineup and the probability in the terminal device, the identification information capable of identifying the collection location is recorded; The acquisition count count processing unit tallying up the number of times each collection location has been collected based on the recorded identification information; The acquired item change processing unit, At least one of the probability and the lineup is changed so that the probability of acquiring the item having a higher rarity from the collection location increases as the number of acquisitions from the collection location decreases, or so that the item having a higher rarity is added to the lineup.
4. The game program according to claim 2 or 3.
6. The identification information recording processing unit includes: When the item is acquired by being handed over from a game character in the terminal device, the identification information capable of identifying the game character is recorded; The acquisition count count processing unit tallying up the number of times each of the game characters has been acquired based on the recorded identification information; The acquired item change processing unit, changing the item such that the rarity of the item acquired from the game character increases as the number of times the item has been acquired from the game character decreases; The game program according to claim 1 .
7. The identification information recording processing unit includes: When the item is acquired in the terminal device by defeating an enemy character based on the lineup and the probability, the identification information capable of identifying the enemy character is recorded; The acquisition count count processing unit tallying up the number of times each enemy character has been acquired based on the recorded identification information; The acquired item change processing unit, changing at least one of the probability and the lineup so that the probability of acquiring the item having a higher rarity from the enemy character increases as the number of times of acquisition from the enemy character decreases, or so that the item having a higher rarity is added to the lineup; 4. The game program according to claim 2 or 3.
8. The identification information recording processing unit includes: When the item is acquired from an area having a predetermined range in the terminal device based on the lineup and the probability, the identification information capable of identifying the area is recorded; The acquisition count count processing unit tallying up the number of acquisitions for each area based on the recorded identification information; The acquired item change processing unit, At least one of the probability and the lineup is changed so that the probability of acquiring the item having a higher rarity from the area increases as the number of acquisitions from the area decreases, or so that the item having a higher rarity is added to the lineup.
4. The game program according to claim 2 or 3.
9. A game processing method executed by an information processing device communicably connected to a plurality of terminal devices, comprising: When an item is acquired from an acquisition target in the terminal device, recording identification information capable of identifying the acquisition target; A step of counting the number of times each acquisition target is acquired based on the recorded identification information; changing the items to be acquired from the acquisition targets based on the counted number of acquisitions; having The step of modifying the item includes: changing the item such that the rarity of the item acquired from the acquisition target becomes higher as the number of acquisitions from the acquisition target decreases; Game processing method.
10. An information processing device communicably connected to a plurality of terminal devices, an identification information recording processing unit that records identification information capable of identifying the acquisition target when the item is acquired from the acquisition target in the terminal device; an acquisition count counting processor that counts the number of acquisitions for each acquisition target based on the recorded identification information; an acquisition item change processing unit that changes the item acquired from the acquisition target based on the counted number of acquisitions; having The acquired item change processing unit, changing the item such that the rarity of the item acquired from the acquisition target becomes higher as the number of acquisitions from the acquisition target decreases; Information processing device.
Citation Information
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