Program and information processing system
The system addresses the issue of duplicate awards in games by automatically enhancing possessed objects, improving user excitement and resource utilization through parameter fluctuations and attribute changes.
Patent Information
- Application Number
- JP2024053671
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-03-28
- Publication Date
- 2025-02-03
- Estimated Expiration
- 2044-03-28
AI Technical Summary
Existing game systems do not effectively enhance user excitement when awarded objects in lotteries are duplicates of already possessed items, leading to diminished engagement and potential waste of game resources.
Implement an information processing system that automatically fluctuates parameters of possessed objects when duplicate items are awarded, using control items to enhance these objects, and optionally changes object attributes or behaviors based on specific conditions.
Enhances user excitement by providing meaningful rewards and reducing the hassle of manual parameter adjustments, while ensuring efficient use of game resources and maintaining engagement.
Smart Images

Figure 0007625746000001_ABST
Abstract
Description
[Technical field]
[0001] The present disclosure relates to a program and an information processing system. [Background technology]
[0002] Conventionally, there is known a game in which a player can obtain an object that can be used in the game by performing a lottery process in the game. For example, Patent Document 1 discloses a game program that changes parameters of an object obtained by the lottery process when the object is the same as an object already possessed. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2019-88989 A Summary of the Invention [Problem to be solved by the invention]
[0004] The present disclosure aims to improve the interest of users. [Means for solving the problem]
[0005] A program according to an embodiment of the present disclosure includes: Computer, When the acquired object selected by lottery is the same as an object already possessed by the user, an automatic variation is executed to automatically vary the parameters of the possessed object, and further, the control means functions as granting the user an item used to vary the parameters of the possessed object or an object other than the possessed object.
[0006] An information processing system according to an embodiment of the present disclosure includes: An information processing system including one or more information processing devices, if the acquired object selected by the lottery is the same as an object already possessed by the user, executing an automatic change for automatically changing parameters of the possessed object; Furthermore, an item that is used to vary the parameter of the possessed object or an object other than the possessed object is given to the user. Effect of the Invention
[0007] According to the present disclosure, it is possible to increase the interest of users. [Brief description of the drawings]
[0008] [Figure 1] FIG. 1 is a diagram illustrating a configuration of an information processing system according to an embodiment of the present disclosure. [Diagram 2] FIG. 2 is a block diagram showing a configuration of a server according to the first embodiment of the present disclosure. [Diagram 3] FIG. 3 is a flowchart showing the flow of the operation of the control unit when game media is provided after the lottery process. [Figure 4] FIG. 4 is a diagram showing an example of a game screen displayed when an acquired object is awarded by the awarding unit shown in FIG. [Diagram 5] FIG. 5 is a diagram showing an example of a game screen displayed when a variable item is granted by the granting unit shown in FIG. [Figure 6] FIG. 6 is a diagram showing an example of a game screen showing the result of the lottery process when the lottery process is continuously executed by the lottery section shown in FIG. [Figure 7] FIG. 7 is a diagram (part 1) showing one example of an operation screen when the parameter varying unit shown in FIG. 2 varies the parameters of a possessed object. [Figure 8] FIG. 8 is a diagram (part 2) showing one example of the operation screen when the parameter varying unit shown in FIG. 2 varies the parameters of the possessed object. [Figure 9] FIG. 9 is a diagram showing an example of the relationship between the amount of parameter variation by the parameter variation section and the stages of the parameter. [Figure 10] FIG. 10 is a diagram showing an example of an operation screen for changing the attributes of an object. [Figure 11] FIG. 11 is a block diagram showing a configuration of a server according to the second embodiment of the present disclosure. [Figure 12] FIG. 12 is a flowchart showing the flow of operations of the granting unit when a game medium is granted after a lottery process according to the second embodiment. [Figure 13] FIG. 13 is a diagram showing a game screen showing a result of a lottery process when a unique variable item is granted by the granting unit according to the second embodiment. [Figure 14] FIG. 14 is a block diagram showing a configuration of a server according to the third embodiment of the present disclosure. [Figure 15] FIG. 15 is a flowchart showing the flow of operations of the granting unit when a game medium is granted after a lottery process according to the third embodiment. [Figure 16] FIG. 16 is a diagram for explaining a method of parameter variation processing by the parameter variation unit shown in FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] Hereinafter, an embodiment of this technical concept will be described in detail with reference to the drawings. In the following description, the same components are denoted by the same reference numerals. Their names and functions are also the same. Therefore, detailed description thereof will not be repeated.
[0010] <First embodiment> [Information processing system configuration] Fig. 1 is a diagram showing a configuration of an information processing system 1 according to a first embodiment of the present disclosure. As shown in Fig. 1, the information processing system 1 includes a terminal 10 used by a user and a server (computer) 20, and these devices are connected to each other via a network 13 so as to be able to communicate with each other.
[0011] The terminal 10 is a smartphone, a phablet, a tablet, or the like. The terminal 10 may be a portable terminal, a wearable device worn on the body, or a stationary terminal such as a PC (Personal Computer) or a game console. When the terminal 10 is operated by a user, data related to the game is transmitted and received between the server 20 and the terminal 10. This allows the user to play the game.
[0012] The server 20 manages various data related to the game of each user playing the game, and transmits images, sounds, text and other data to the terminal 10 according to the progress of each user's game. In addition, the server 20 can provide each user with an environment for playing the game in multiplay by, for example, identifying multiple users participating in a multiplay and communicating with each user's terminal 10.
[0013] [Server configuration] 2 is a block diagram showing a configuration of the server 20 according to an embodiment of the present disclosure. The server 20 includes a communication unit 21, a control unit 22, a storage unit 23, and a memory 24.
[0014] The communication unit 21 functions as an interface for the server 20 to communicate with an external communication device such as the terminal 10. For example, when the control unit 22 generates screen data of a game play screen, the communication unit 21 transmits the screen data to the terminal 10. Furthermore, when the communication unit 21 receives operation information indicating the content of a user's operation on the terminal 10 from the terminal 10, the communication unit 21 outputs the operation information to the control unit 22.
[0015] The storage unit 23 includes a storage device such as a hard disk drive (HDD) or a flash memory, etc. Specifically, the storage unit 23 stores a program 41, game information 42, user information 43, etc.
[0016] The program 41 is a program for the server 20 to execute various processes. The game information 42 includes information used to generate a play screen, and object information related to objects such as characters that can be used in the game. The user information 43 includes information related to users who play the game, such as identification information of each terminal 10 and identification information of each user.
[0017] The memory 24 includes a storage device such as a Read Only Memory (ROM) or a Random Access Memory (RAM). The memory 24 temporarily stores various data generated in accordance with the operation of the control unit 22. For example, the memory 24 stores game medium information related to various game media, such as one or more characters owned by each user, accessories equipped to each character, and virtual currency owned by the user.
[0018] The control unit 22 is a processor including, for example, a CPU (Central Processing Unit), an MPU (Micro Processing Unit), or a GPU (Graphics Processing Unit). The control unit 22 operates according to a program 41 to fulfill the functions of a game progression unit 31, a lottery unit 32, an award unit 33, and a parameter variation unit 34. The control unit 22 will be described in detail below.
[0019] [Control unit details] (Game progression section, lottery section and award section) The game progression unit 31 performs various processes related to the progress of the game based on operation information received from terminal 10 via communication unit 21. For example, the game progression unit 31 performs the movement of a character operated by a user, the progress of events in the game, the generation and control of other characters, buildings and other objects that appear in the game, and the generation of screen data for the play screen.
[0020] The lottery unit 32 executes a lottery process for awarding a game medium to the user when, for example, the progress of the game satisfies a predetermined condition. The predetermined condition is satisfied, for example, when the progress of the game reaches a predetermined stage or when the user watches an advertisement. In such a case, the lottery unit 32 automatically starts the lottery process.
[0021] In addition, the user may perform an operation on the terminal 10 to perform a lottery process using a predetermined game medium that the user owns. In this case, the lottery unit 32 may start the lottery process in exchange for consuming a predetermined number of the game medium.
[0022] As a lottery process, the lottery unit 32 selects one object from a plurality of objects such as characters, and notifies the selected object to the granting unit 33. The granting unit 33 grants the object selected by the lottery unit 32 to the user.
[0023] Here, a user can own multiple objects that can be used in the game. However, a user cannot own multiple common objects. Multiple common objects refer to, for example, multiple objects that have the same name, the same ID, or the same image that represents the object. Note that the image being the same also includes a case where a part of the appearance is slightly different. In addition, a case where a part of the appearance is slightly different also includes a case where the character is the same but the color of a part of the character's body is different, or a case where the character is the same but the equipment worn by the character is different.
[0024] Therefore, when an object selected by the lottery process is the same as an object already owned by the user, the granting unit 33 grants the user a game medium other than the object instead of granting the object to the user. Hereinafter, the object selected by the lottery process is referred to as an "acquired object," and an object already owned by the user is referred to as a "owned object."
[0025] 3 is a flowchart showing a flow of operations of the control unit 22 when the game medium is provided after the lottery process. Referring to Fig. 3, first, when the providing unit 33 is notified of the acquired object selected by the lottery unit 32, the providing unit 33 refers to the game medium information stored in the memory 24 and determines whether the acquired object and the owned object are the same (step S11).
[0026] Then, when the granting unit 33 determines that the acquired object and the possessed object are not the same ("NO" in step S11), it grants the acquired object to the user (step S12).
[0027] Fig. 4 is a diagram showing an example of a game screen displayed when an acquired object is granted by the granting unit 33 shown in Fig. 2. When an acquired object is granted to a user, the game progression unit 31 generates screen data of a first result screen G11 as shown in Fig. 4 as a game screen. Then, the game progression unit 31 transmits the screen data to the terminal 10 of the user, thereby causing the first result screen G11 to be displayed on the terminal 10.
[0028] Note that a rarity level may be set for each object that can be used in the game. For example, the rarity levels of objects are divided into rarity level 1, rarity level 2, rarity level 3, etc., in ascending order. In this case, the first result screen G11 displays the rarity of the granted acquired object. In the first result screen G11 of FIG. 4, as an example, two star marks are displayed, indicating that an object C1 with a rarity level of "2" has been granted to the user as an acquired object.
[0029] 3, when the granting unit 33 determines that the acquired object and the possessed object are the same ("YES" in step S11), it grants the variable item T to the user (step S13). The variable item T is an item used to vary the parameters of the possessed object.
[0030] Fig. 5 is a diagram showing an example of a game screen displayed when a variable item T is granted by the granting unit 33 shown in Fig. 2. When the variable item T is granted to a user by the granting unit 33, the game progression unit 31 generates a second result screen G12 as shown in Fig. 5 as a game screen. Then, the game progression unit 31 transmits the screen data to the terminal 10 of the user, thereby causing the second result screen G12 to be displayed on the terminal 10.
[0031] The second result screen G12, as an example, shows that instead of being awarded the acquired object C2, a variable item T is awarded to the user.
[0032] The variable items T may be configured to have different types depending on the rarity of the acquired object. For example, the granting unit 33 grants the first variable item T1 when the rarity of the acquired object is "1", grants the second variable item T2 when the rarity is "2", and grants the third variable item T3 when the rarity is "3".
[0033] The first variable item T1, the second variable item T2, and the third variable item T3 have, for example, different shapes. In the second result screen G12 shown in FIG. 5, as an example, the second variable item T2 is shown to be given to the user as the variable item T.
[0034] The granting unit 33 may be configured to grant the same variable item T regardless of the rarity of the acquired object. The granting unit 33 may also be configured to change the number of granted variable items T according to the rarity of the acquired object.
[0035] 2 can execute a plurality of lottery processes in succession. In such a case, for example, the results of the plurality of lottery processes are displayed together on the terminal 10. FIG. 6 is a diagram showing an example of a game screen showing the result of the lottery process when the lottery process is executed in succession by the lottery unit 32 shown in FIG. 2.
[0036] 6 shows, as an example, the third result screen G13 in the case where eleven lottery processes have been performed in succession. The third result screen G13 shows that eleven types of objects, C11 to C21, have been selected as acquired objects through the eleven lottery processes. The third result screen G13 also shows that the objects C12, C13, C16, C18, and C20 are not in common with any of the one or more possessed objects that the user possessed before the lottery processes, and are objects that will be newly granted to the user.
[0037] Furthermore, the third result screen G13 indicates that the objects C11, C14, C15, C17, C19, and C21 are common to one or more possessed objects that the user possessed before the lottery process, and that instead of the object being granted, a variable item T will be granted to the user. Furthermore, the third result screen G13 indicates, for example, the total number of acquired objects granted to the user and the total number of variable items T by type.
[0038] 3 again, if the acquired object and the possessed object are the same ("YES" in step S11), in addition to imparting the variable item T (step S13), the parameter varying unit 34 automatically varies the parameters (step S14). The following describes the details of the configuration of the parameter varying unit 34.
[0039] (Configuration of parameter variation part) (a) Parameter variation processing by using variation item T 2 varies the parameters of a possessed object in response to a predetermined operation by the user. Here, a case will be described in which the parameter variation unit 34 varies a hit point (HP) value, a skill point (SP) value for using a special move, and the like, as parameters of the possessed object.
[0040] Fig. 7 and Fig. 8 are diagrams showing an example of an operation screen when the parameter of a possessed object is varied by the parameter variation unit 34 shown in Fig. 2. For example, assume that the user operates the terminal 10 to select an object C21 from a list of possessed objects. In this case, as shown in Fig. 7, a details screen G21 of the object C21 is displayed on the terminal 10.
[0041] Then, when the user performs an operation to select the parameter variation button B1 included in the details screen G21, the parameter variation screen G22 is displayed on the terminal 10, as shown in Fig. 8. The parameter variation screen G22 includes, for example, an area R1, an area R2, and an area R3.
[0042] The parameters are divided into a number of stages, and the current parameter stage is displayed in area R1. In the example shown in Fig. 8, the current parameter stage of the possessed object selected by the user is displayed as the fifth stage out of eight stages.
[0043] Area R2 displays the current parameter values of the owned object selected by the user, and the values of the parameters after parameter variation processing. More specifically, the parameter values at each stage are recorded for each object in game information 42 shown in Fig. 2. By referring to game information 42, game progression unit 31 displays the values of the parameters after parameter variation processing in area R2.
[0044] In the example shown in FIG. 8, it is shown that "HP", which is one of the parameters, is currently "92601" and will increase to "92940" after the change, and that "SP", which is one of the parameters, is currently "147" and will increase to "171" after the change. In addition, in the example shown in FIG. 8, it is shown that "attack", which is one of the parameters, is currently "6308" and will increase to "6450" after the change, and that "defense", which is one of the parameters, is currently "1465" and will increase to "1508" after the change. In addition, in the example shown in FIG. 8, it is shown that "critical hit", which is one of the parameters, is currently "239" and will increase to "281" after the change.
[0045] In the region R3, the number of variable items T consumed to increase a parameter by one level is displayed for each type of variable item T. In the example shown in Fig. 8, it is shown that when increasing a parameter by one level, 50 items are consumed when the first variable item T1 is used, 25 items are consumed when the second variable item T2 is used, and 1 item is consumed when the third variable item T3 is used.
[0046] For example, the user operates the terminal 10 to select one of the multiple types of variable items T displayed on the parameter variation screen G22, and then selects the execute button B2. In this case, the parameter variation unit 34 consumes the type of variable item T selected by the user in the number required to increase the parameter by one level, and varies the parameter of the owned object selected by the user by one level.
[0047] (b) Automatic parameter variation processing 3, when the acquired object and the possessed object are the same, in addition to the granting unit 33 granting the variable item T, the parameter varying unit 34 automatically varies the parameters. At this time, the parameter varying unit 34 varies the parameters of the possessed object without setting an upper limit on the parameter stage. That is, even if the current stage of the parameters of the possessed object is the 8th stage, which is the upper limit of 8 stages, the parameter varying unit 34 varies the parameters of the possessed object to the 9th stage or higher.
[0048] The amount of parameter fluctuation per time caused by the automatic fluctuation process is greater than the amount of parameter fluctuation per time caused by consuming a variable item T. For example, the amount of parameter fluctuation per time caused by consuming a variable item T is one level, whereas the amount of parameter fluctuation per time caused by the automatic fluctuation process is ten levels.
[0049] In other words, in order to vary a parameter by a predetermined amount (for example, 10 steps) by the automatic variation process, the acquired object and the possessed object need to be common one time (N times).
[0050] In contrast, if 50 variable items T are required to vary a parameter by one level using a variable item T, then 500 variable items T are required to vary the parameter by a predetermined amount (e.g., 10 levels). In other words, if one variable item T is granted each time an acquired object and a possessed object are in common, then 500 (K) times (the acquired object and the possessed object) are required to be in common in order to vary the parameter by a predetermined amount (e.g., 10 levels).
[0051] In addition, as described above, if the upper limit of parameter stages is set to 8 stages, even if the user owns more than 500 variable items T, the parameter variation will be limited to 8 stages.
[0052] In addition, an upper limit may be set for the parameter stage in the automatic parameter variation process. In this case, the parameter variation unit 34 executes the automatic variation of the parameter of the possessed object only when the parameter stage of the possessed object that is common to the acquired object has not reached the upper limit.
[0053] Furthermore, the parameter variation unit 34 may be configured to change the amount of variation as the parameter level increases in at least one of the parameter variation process due to consumption of a variation item T and the automatic parameter variation process.
[0054] Fig. 9 is a diagram showing an example of the relationship between the amount of parameter variation by the parameter varying section 34 and the parameter stages. As shown in Fig. 9, for example, the parameter varying section 34 can reduce the amount of parameter variation for one stage as the parameter stage increases.
[0055] However, when the acquired object and the owned object are the same, if the value of the benefit given to the user is low, the user's interest may decrease. In contrast, in the server 20 of the first embodiment, when the acquired object and the owned object are the same, the variable item T is given to the user, and further, the parameters of the owned object are automatically changed.
[0056] In this way, the user can receive a large benefit when the acquired object and the owned object are the same, which increases the user's interest. Also, the more objects a user has, i.e., the more frequently the user plays the game, the more benefit he or she can receive.
[0057] In addition, since the parameters are changed automatically, the user's effort to change the parameters can be reduced. Furthermore, the user has a wider range of options to choose from, that is, to change the parameters of a possessed object that is common to the acquired object, or to change the parameters of possessed objects other than the possessed object, by using the variable item T. This can further increase the user's interest.
[0058] <Second embodiment> Next, a second embodiment of the present disclosure will be described. The configuration of the server (computer) 120 according to the second embodiment is similar to that of the server 20 according to the first embodiment shown in FIG. 2, except for the contents described below, and therefore detailed description of the similar configuration will not be repeated.
[0059] In the first embodiment, if an acquired object by the lottery process is the same as an object already owned by the user, a variable item T is given to the user, and the parameters of the object are automatically changed. In contrast, in the second embodiment, if an acquired object is the same as an object already owned by the user, the game content given to the user changes depending on whether the object already owned satisfies a specific condition.
[0060] [Object Attributes] Here, each object that can be used in the game is associated with an attribute. An attribute is a job such as warrior or wizard, or the appearance (skin) of an object, and defines the skills that the object can use. Attributes do not include the rarity of an object or the superiority or inferiority of its abilities.
[0061] Also, one object may have multiple attributes. In such a case, the user can select an attribute to be applied to the object from among the multiple attributes. For example, the user can change the occupation of a character, which is an object, from "warrior" to "wizard."
[0062] Fig. 10 is a diagram showing an example of an operation screen for changing the attributes of an object. Specifically, assume that the user performs an operation to select the area R21 in which the object C21 is displayed in a state in which the details screen G21 as shown in Fig. 7 is displayed on the terminal 10. In this case, an attribute selection screen G31 of the object C21 as shown in Fig. 10 is displayed on the terminal 10.
[0063] In the attribute selection screen G31, for example, a selection button B21 for setting the occupation to "swordsman" and a selection button B22 for setting the occupation to "wizardman" are displayed as the attributes of the object C21. In this state, when the user performs an operation to select the selection button B21, "swordsman" is set as the occupation of the object C21. Also, when the user performs an operation to select the selection button B22, "wizardman" is set as the occupation of the object C21.
[0064] When an attribute such as an object's occupation is changed, for example, the operability, actions, motions, etc. of the object during the game change. On the other hand, even when the attribute of an object is changed, the name and parameters of the object do not change.
[0065] In addition, the attributes of the objects are classified into a first attribute and a second attribute. The objects to be selected by the parameter varying unit 34 include both objects having the first attribute and objects having the second attribute. For example, an object that appears in the game after a certain timing has the first attribute, and an object that has appeared in the game before that timing has the second attribute.
[0066] More specifically, suppose that an object having a second attribute appeared in the game before a certain timing, and the user possessed the object. In this situation, suppose that an object having a first attribute appears in the game after the certain timing. In this case, the user can switch the attribute of the object possessed by the user between the first attribute and the second attribute.
[0067] Also, for example, suppose that an object having a second attribute appeared in the game before a certain timing, and the user did not possess the object. In this situation, suppose that the object having a first attribute appears in the game after the timing. In this case, if the user acquires the object having the first attribute through a lottery process, the user can use the object by switching between the first attribute and the second attribute.
[0068] [Lottery process] Fig. 11 is a block diagram showing a configuration of a server 120 according to a second embodiment of the present disclosure. The server 120 according to the second embodiment includes a control unit 122 instead of the control unit 22 shown in Fig. 2. The control unit 122 has a game progression unit 31, a lottery unit 32, an awarding unit 133, and a parameter variation unit 134. The configurations of the game progression unit 31 and the lottery unit 32 are similar to the configurations of the game progression unit 31 and the lottery unit 32 shown in Fig. 2, respectively.
[0069] 12 is a flowchart showing the flow of operations of the granting unit 133 when a game medium is granted after a lottery process according to the second embodiment. Referring to Fig. 12, first, upon receiving a notification of an acquired object selected by the lottery unit 32, the granting unit 133 refers to the game medium information stored in the memory 24 and determines whether the acquired object and the owned object are the same (step S21).
[0070] Then, when the granting unit 33 determines that the acquired object and the possessed object are not the same ("NO" in step S21), it grants the acquired object to the user (step S22).
[0071] On the other hand, when the granting unit 33 determines that the acquired object and the possessed object are the same ("YES" in step S21), it determines whether the possessed object is an object (first object) that satisfies a specific condition (step S23). Here, as an example, when the possessed object has a first attribute, the granting unit 33 determines that the possessed object is an object that satisfies a specific condition.
[0072] Then, the granting unit 33 determines that the possessed object is an object (second object) that does not satisfy a specific condition, that is, an object that has a second attribute ("NO" in step S23). In this case, the granting unit 33 grants the user a variable item T (hereinafter referred to as a "general variable item Tb") that can be used for the possessed object and each of the objects other than the possessed object (step S24).
[0073] On the other hand, it is assumed that the granting unit 33 determines that the possessed object is an object that satisfies a specific condition, that is, an object that has a first attribute ("YES" in step S23). In this case, the granting unit 33 grants the user a variable item T (hereinafter referred to as a "unique variable item Ta") that can be used for the possessed object and whose use for objects other than the possessed object is restricted (step S25).
[0074] Fig. 13 is a diagram showing a game screen showing the result of the lottery process when a unique variable item Ta is granted by the granting unit 33 according to the second embodiment. When a unique variable item (first item) Ta is granted to a user by the granting unit 33, the game progression unit 31 generates screen data for a result screen G32 as shown in Fig. 13 as a game screen. Then, the game progression unit 31 transmits the generated screen data to the terminal 10 of the user, thereby causing the result screen G32 to be displayed on the terminal 10.
[0075] The result screen G32 shown in Figure 13 indicates that, instead of the acquired object C3, the user is given a unique variable item Ta that can be used on the acquired object C3 and has limited use on objects other than the acquired object C3.
[0076] In addition, if multiple lottery processes are performed in succession, the user will be notified, for example, of the total number of acquired objects granted to the user, the total number of unique variable items Ta, and the total number of general variable items (second items) Tb.
[0077] In the course of a long-term game operation, an object with a new attribute (e.g., a first attribute) may appear. In this case, it is possible to change the behavior of the game medium when the acquired object by the lottery process and the owned object are the same, from the conventional behavior used for objects with existing attributes (e.g., a second attribute). However, when the operation of the new privilege-granting behavior is started, the game medium that the user has saved up so far may become useless and go to waste.
[0078] In contrast, in the server 120 according to the second embodiment of the present disclosure, as described above, the behavior in granting game media is changed between when a possessed object that is common to an acquired object has a first attribute and when the possessed object has a second attribute.
[0079] That is, both the existing behavior when the possessed object has the second attribute (for example, the addition of the general variable item Tb) and the new behavior when the possessed object has the first attribute (for example, the addition of the specific variable item Ta) are used in combination. This increases the interest of the user by providing multiple behaviors, and also ensures that the user has opportunities to use the game media that he or she has saved up to now.
[0080] (Modification) If the possessed object that is common to the acquired object is an object that satisfies a specific condition ("YES" in step S23 shown in FIG. 12), at least one of the unique variable item Ta and the general variable item Tb may be granted. For example, the granting unit 33 may grant the user both the unique variable item Ta and the general variable item Tb, or may grant the user one of the unique variable item Ta and the general variable item Tb selected by the user.
[0081] In addition, the granting unit 33 may be configured to, in addition to determining whether a possessed object that is common to the acquired object satisfies a specific condition (step S23 shown in FIG. 12), further determine whether the attributes of the acquired object match the attributes of the possessed object.
[0082] In such a configuration, for example, when the possessed object that is common to the acquired object satisfies a specific condition ("YES" in step S23 shown in FIG. 12) and the attribute of the acquired object matches the attribute of the possessed object, the granting unit 33 grants the user a specific variable item Ta. Also, even if the possessed object that is common to the acquired object satisfies a specific condition ("YES" in step S23 shown in FIG. 12), when the attribute of the acquired object does not match the attribute of the possessed object, the granting unit 33 grants the user, for example, a general variable item Tb.
[0083] The granting unit 33 may be configured to grant the general-purpose variable item Tb to the user when the possessed object that is common to the acquired object does not satisfy a specific condition ("NO" in step S23 shown in FIG. 12) and the attribute of the acquired object and the attribute of the possessed object match. In such a configuration, the granting unit 33 does not grant, for example, the general-purpose variable item Tb when the possessed object that is common to the acquired object does not satisfy a specific condition ("NO" in step S23 shown in FIG. 12) and the attribute of the acquired object and the attribute of the possessed object do not match.
[0084] [Parameter variation processing] 11 again, the parameter varying unit 134 has a first varying unit 134a and a second varying unit 134b. The first varying unit 134a varies the parameters of a possession object associated with the inherent variable item Ta as an object that can use the inherent variable item Ta, among one or more possession objects held by the user, in exchange for consuming a predetermined number of inherent variable items Ta.
[0085] As shown in step S25 of Fig. 12, the unique variable item Ta is given when, for example, the acquired object and the possessed object are the same and the possessed object satisfies a specific condition. Therefore, the possessed object that is associated as an object that can use the unique variable item Ta is an object that satisfies a specific condition.
[0086] In the parameter variation process using the unique variation item Ta, the parameter variation unit 134 can vary the parameters of the possessed object without setting an upper limit on the parameter stage. For example, the parameter variation unit 34 varies the parameters of the possessed object so as to increase them by 10 stages.
[0087] The second variation unit 134b varies the parameters of an object selected by the user from among one or more objects possessed by the user, for example, by increasing the parameter by one level, in exchange for consuming a predetermined number of general-purpose variable items Tb owned by the user. Objects whose parameters can be varied by consuming the general-purpose variable items Tb include both objects that satisfy a specific condition and objects that do not satisfy a specific condition.
[0088] Therefore, when a user changes the parameters of a possessed object that satisfies a specific condition, the user can choose to use either the specific variable item Ta corresponding to the possessed object or the general variable item Tb. This allows the user a wider range of choices, improving the user's interest.
[0089] The general-purpose variable item Tb may be configured to be usable for objects that do not satisfy a certain condition, but not usable for objects that do satisfy the certain condition. In this case, when changing the parameters of a possessed object that satisfies the certain condition, the user selects to use the specific variable item Ta corresponding to the possessed object.
[0090] <Third embodiment> Next, a third embodiment of the present disclosure will be described. The configuration of a server (computer) 220 according to the third embodiment is similar to that of the server 120 according to the second embodiment shown in FIG. 11 except for the contents described later, and therefore detailed description of the similar configuration will not be repeated.
[0091] [Lottery process] Fig. 14 is a block diagram showing a configuration of a server 220 according to a third embodiment of the present disclosure. The server 220 according to the third embodiment includes a control unit 222 instead of the control unit 122 shown in Fig. 11. The control unit 222 has a game progression unit 31, a lottery unit 32, an awarding unit 233, and a parameter variation unit 234. The configurations of the game progression unit 31 and the lottery unit 32 are similar to the configurations of the game progression unit 31 and the lottery unit 32 shown in Fig. 2, respectively.
[0092] Fig. 15 is a flowchart showing the flow of the operation of the granting unit 233 when granting game media after a lottery process according to the third embodiment. The operations from step S31 to step S34 shown in Fig. 15 are similar to the operations from step S21 to step S24 shown in Fig. 12, and therefore detailed description thereof will not be repeated here.
[0093] It is assumed that the granting unit 133 determines in step S33 that the possessed object that is common to the acquired object is an object that satisfies a specific condition ("YES" in step S33). In this case, the granting unit 133 determines whether the possessed object is in a first situation or a second situation that is more advantageous than the first situation (step S35).
[0094] The case where an object is in a first state includes, for example, a state where the parameter of the object is in a first specific state, specifically, a state where the parameter stage is equal to or lower than a predetermined stage, and the case where an object is in a second state includes, for example, a state where the parameter of the object is in a second specific state, specifically, a state where the parameter stage is higher than a predetermined stage.
[0095] Here, if the upper limit of the parameter stage is set to stage 8 and the parameter stage of the object is divided into stages 0 to 8, the object is determined to be in the first situation. Also, if the upper limit of the parameter stage is set to stage 9 or higher and the parameter stage of the object is stage 9 or higher, the object is determined to be in the second situation.
[0096] When it is determined in step S35 that the possessed object is in the first situation ("first situation" in step S35), the granting unit 233 grants the general-purpose variable item Tb to the user (step S34).
[0097] On the other hand, it is assumed that the granting unit 233 determines that the possessed object is in the second state ("second state" in step S35). In this case, a specific control is performed by at least one of the granting unit 233 and the parameter varying unit 234 (step S36). For example, as the specific control, the granting unit 233 grants the user a unique variable item Ta that can be used for the possessed object.
[0098] Furthermore, as a specific control, the parameter varying section 234 may automatically vary the parameters of the possessed object. Specifically, the parameter varying section 234 automatically varies the parameters of the possessed object so as to increase the parameters by 10 stages.
[0099] Also, the granting unit 233 may grant the user a general-purpose variable item Tb as a specific control. In such a configuration, the granting unit 33 may not judge whether the possessed object is an object that satisfies a specific condition (step S33) and may not judge whether the possessed object is in the first state or the second state (step S35). In other words, when the granting unit 33 judges that the acquired object and the possessed object are common ("YES" in step S31), the granting unit 33 may grant the user a general-purpose variable item Tb without performing the judgment processing of steps S33 and S35.
[0100] In addition, a parameter may be set for the acquired object. In this case, in addition to the above-mentioned determination process, the granting unit 233 may determine whether the acquired object is in the first state or the second state, specifically, whether the parameter of the acquired object is higher than a predetermined level.
[0101] For example, when a possessed object that is common to an acquired object is in a first situation ("first situation" in step S35), the granting unit 233 may be configured to perform different control depending on whether the acquired object is in the first situation or not.
[0102] Similarly, when a possessed object that is common to the acquired object is in the second situation ("second situation" in step S35), the granting unit 233 may be configured to perform different control depending on whether the acquired object is in the second situation or not.
[0103] [Parameter variation processing] Referring again to FIG. 14, parameter varying section 234 has a first varying section 234a and a second varying section 234b.
[0104] The first varying unit 234a varies the parameters of one or more possessed objects held by the user, which are associated with the possessed object as an object that can use the inherent variable item Ta, in exchange for consuming a predetermined number of inherent variable items Ta. For example, the first varying unit 234a varies the parameters of the possessed object so as to increase them by 10 stages.
[0105] In addition, the second varying unit 234b varies the parameters of a possession object selected by the user from among one or more possession objects owned by the user in exchange for consuming a predetermined number of general-purpose variable items Tb. For example, the second varying unit 234b varies the parameters of the possession object so as to increase the parameters by one level.
[0106] The number of generic variable items Tb consumed when increasing a parameter by a predetermined amount may be different from the number of specific variable items Ta consumed when increasing the parameter by the same predetermined amount. For example, when increasing a parameter by one level, 50 generic variable items Tb are consumed when using generic variable item Tb, whereas 1 specific variable item Ta is consumed when using specific variable item Ta.
[0107] The user can vary the parameters of a possessed object that satisfies a specific condition by using any of a number of methods described below. Figure 16 is a diagram for explaining a parameter variation process method by the parameter variation unit 234 shown in Figure 14. Here, a method for varying the parameters of a possessed object having a first attribute will be explained as an example of a possessed object that satisfies a specific condition.
[0108] (a) Method 1 As shown in Figure 16, when the parameter stage of a possessed object having a first attribute is between stage 0 and stage 8, i.e., when the possessed object is in a first situation, the user can vary the parameters of the object by using a general-purpose variation item Tb.
[0109] In addition, suppose that the parameter stage of the possessed object having the first attribute is at or above the ninth stage. In other words, suppose that the possessed object is in the second state. In this case, the user can vary the parameter of the possessed object by using the inherent variation item Ta.
[0110] (b) Method 2 In addition, when the parameter stage of the possessed object having the first attribute reaches the ninth stage or higher, that is, when the possessed object is in the second state, an object common to the possessed object is acquired by the lottery process. In this case, the parameters of the possessed object can be changed by automatic parameter change.
[0111] (c) Method 3 Also, suppose that the parameter stage of the possessed object having the first attribute is stage 9 or higher. That is, suppose that the possessed object is in the second situation. In this case, the user can vary the parameter of the possessed object by using the general-purpose variable item Tb in the same manner as when the parameter stage of the possessed object is stage 0 to stage 8, that is, when the possessed object is in the first situation.
[0112] (d) Method 4 Furthermore, regardless of the stage of the parameters of a possessed object having the first attribute, the user can vary the parameters of the possessed object by using a specific variation item Ta or a general-purpose variation item Tb.
[0113] Note that the case where an object is in the first or second state is not limited to the case where the parameters of the object are in a specific state, but may also be, for example, the case where the number of skins of the object owned by the user is equal to or greater than a predetermined number, etc. In this case, the number of skins of the object owned by the user is greater when the object is in the second state than when the object is in the first state.
[0114] As described above, in the third embodiment of the present disclosure, when the acquired object by the lottery process and the possessed object are the same, the behavior of the possessed object changes according to the parameter level of the possessed object. This motivates the user to further strengthen the possessed object with high parameters, thereby improving the interest.
[0115] The elements included in each of the first to third embodiments of the present disclosure can be combined with each other, and the combined result is also considered to be a part of the embodiment shown in the present disclosure. Furthermore, within the scope of the present invention, it is possible to freely combine each component, modify any component, replace any component, omit any component, or add other components. Furthermore, the process flow described in this specification is merely an example, and the order and configuration of each process may be different. Furthermore, some processes described in this specification may not exist. In other words, the process flow and specific determination processes may be different from those exemplified in this specification.
[0116] [Additional Notes] The contents relating to the embodiments of the present disclosure are listed as follows. [assignment] The purpose is to further improve convenience.
[0117] [Solution] (Item 1) Computer, When the acquired object selected by lottery is the same as an object already possessed by the user, an automatic variation is executed to automatically vary the parameters of the possessed object, and further, the control means functions as granting the user an item used to vary the parameters of the possessed object or an object other than the possessed object.
[0118] In this way, when the acquired object and the owned object are the same, the user can receive a large benefit, which increases the user's interest. Also, the more objects a user has, i.e., the more frequently the user plays the game, the more benefit the user can receive.
[0119] In addition, since the parameters are changed automatically, the user's effort to change the parameters can be reduced. Furthermore, the user has a wider range of options to choose from, that is, to change the parameters of a possessed object that is common to the acquired object, or to change the parameters of possessed objects other than the possessed object, by using an item. This can further increase the user's interest.
[0120] Furthermore, when the acquired object and the possessed object are the same, parameters are automatically changed and items are granted regardless of the attributes or situation of the possessed object, which is simple and easy for the user to understand.
[0121] (Item 2) 2. The program according to item 1, wherein the amount of variation of the parameter due to the automatic variation is different from the amount of variation of the parameter due to use of the item. With this configuration, for example, the amount of parameter change due to automatic change can be set to be larger than the amount of parameter change due to the use of an item, and this can increase the benefit received by the user when an object that is common to the possessed object is selected by the lottery process.
[0122] (Item 3) In order to vary the parameter by a predetermined amount by the automatic variation, the acquired object and the possessed object must have a commonality of N (a natural number) times or more; The program described in item 1 or 2, wherein in order to change the parameter by the specified amount using only the item that is granted because the acquired object and the possessed object are common to each other, the number of times must be K (a natural number different from N) or more.
[0123] With this configuration, for example, when K is a number larger than N, the amount of parameter variation due to automatic variation is larger than the amount of parameter variation due to the use of an item. In this case, the user can receive a greater benefit when an object that is common to the possessed object is selected by the lottery process.
[0124] (Item 4) 4. The program according to any one of items 1 to 3, wherein no upper limit is set for the variation of the parameter.
[0125] With this configuration, the possessed object can be continuously strengthened, which can further increase the user's interest.
[0126] (Item 5) The parameters are divided into a plurality of stages, 5. The program according to any one of items 1 to 4, wherein at least one of the amount of variation of the parameter due to the automatic variation and the amount of variation of the parameter due to use of the item becomes smaller as the stage of the parameter increases.
[0127] With this configuration, it is possible to prevent the game difficulty from becoming too low as a result of the possessed objects being strengthened too much.
[0128] (Item 6) Computer, When the acquired object selected by the lottery is the same as a first object that the user already owns and that satisfies a specific condition, the first item is granted to the user; when the acquired object is common to a second object already possessed by the user and does not satisfy a specific condition, the second object is granted to the user as a granting means; the first item is usable for the first object and has limited use for objects other than the first object; The second item is usable to the second object and to objects other than the second object.
[0129] For example, an object with a new attribute may appear in a game that has been in operation for a long period of time. In this case, it is possible to make the behavior of the game medium when the acquired object by the lottery process and the owned object are the same, different from the conventional behavior used for objects with existing attributes. However, when the operation of the new bonus granting behavior is started, there is a possibility that the game medium that the user has saved up so far will become useless and go to waste.
[0130] In contrast, in the information processing system 1 according to the second embodiment of the present disclosure, as described above, the behavior of the game medium after the lottery process is changed depending on whether or not the owned object, which is common to the acquired object, satisfies a specific condition. In addition, both the existing behavior of providing the second item and the new behavior of providing the first item are used in combination. This increases the interest of the user by providing multiple behaviors, and also ensures that the user has opportunities to use the game medium that he or she has saved up.
[0131] (Item 7) 7. The program according to item 6, further comprising: when the specific condition is satisfied, a first attribute is assigned to the first object.
[0132] With this configuration, the behavior in providing the game medium after the lottery process can be changed depending on the attributes of the owned object that are common to the acquired object.
[0133] (Item 8) The program according to item 6 or 7, wherein a predetermined number of the first items are consumed to vary a parameter of the first object.
[0134] In this way, the new behavior of giving the first item that is unique to the first object can improve user preferences.
[0135] (Item 9) The program according to any one of items 6 to 8, wherein the plurality of objects to be selected include both the first object and the second object.
[0136] With this configuration, even if the same type of lottery is drawn, it is possible to enjoy a plurality of different patterns of behavior in the awarding of game media after the lottery.
[0137] (Item 10) Computer, a granting means for granting to the user at least one of a first item that can be used with the first object and whose use is restricted for objects other than the first object, and a second item that can be used with the first object and objects other than the first object, when the acquired object selected by the lottery is the same as a first object that the user already owns and that satisfies a specific condition, to the user; a first variation means for varying a parameter of the first object by using the first item; A program that functions as a second variation means for varying a parameter of the first object by use of the second item.
[0138] In this way, when changing the parameters of a possessed object that meets certain conditions, there are two types of parameter changes: changes made by using a first item and changes made by using a second item, which gives the user a wider range of choices and increases interest.
[0139] (Item 11) Item 11. The program according to item 10, wherein the granting means grants both the first item and the second item to the user when the acquired object is common to the first object.
[0140] In this manner, when the acquired object and the first object are the same, the benefit that the user can receive is set to be large, thereby increasing the user's interest.
[0141] (Item 12) Item 11. The program according to item 10, wherein the granting means grants to the user an item selected by the user from the first item and the second item when the acquired object is common to the first object.
[0142] With this configuration, the user's wishes can be reflected, and the user's interest can be further increased.
[0143] (Item 13) Item 11. The program according to item 10, wherein the granting means grants the first item to the user without granting the second item if the acquired object is common to the first object.
[0144] Such an arrangement ensures an opportunity to vary the parameters of the first object.
[0145] (Item 14) The program according to any one of items 10 to 13, wherein the granting means grants the second item to the user without granting the first item if the acquired object is common to a second object already possessed by the user and does not satisfy a specific condition.
[0146] In this way, the behavior in providing the game medium after the lottery process can be changed depending on whether the owned object, which is common to the acquired object, satisfies a specific condition, thereby improving user enjoyment.
[0147] (Item 15) Computer, When the acquired object selected by the lottery is the same as a first object that the user already possesses and that is in a first situation, a second item is granted to the user; A program that functions as a control means for performing specific control when the acquired object is common to a second object that is already possessed by the user and is in a second situation.
[0148] In this way, the behavior after the lottery process differs depending on the status of the owned object, which is common to the acquired object, thereby increasing the interest of the user.
[0149] (Item 16) Item 16. The program according to item 15, wherein the first situation includes a parameter indicating a strength of the object being in a first specific situation.
[0150] With this configuration, the behavior of the possessed object after the lottery process can be made to differ depending on the parameters of the possessed object that are common to the acquired object.
[0151] (Item 17) Item 17. The program according to item 16, wherein the second situation includes the parameter being a second specific situation different from the first specific situation.
[0152] In this way, the behavior after the lottery process differs depending on the parameters of the possessed object that are common to the acquired object, which creates an incentive to further strengthen possessed objects with high parameters, thereby further increasing interest.
[0153] (Item 18) The program according to any one of items 15 to 17, wherein the control means grants a first item to the user as the specific control.
[0154] With this configuration, the user can receive benefits even if the acquired object and the owned object are the same.
[0155] (Item 19) The program according to any one of items 15 to 18, wherein the control means automatically varies a parameter indicating a strength of the first object as the specific control.
[0156] This configuration reduces the effort required by the user to vary the parameters.
[0157] (Item 20) the first item is usable for the second object and is restricted in use for objects other than the second object; Item 19. The program of item 18, wherein the second item is usable for the second object and for objects other than the second object.
[0158] In this way, by providing items that can be used for different targets depending on the status of the owned object, which is common to the acquired object, it is possible to obtain an opportunity to strengthen, for example, the second object and objects other than the second object.
[0159] The solution constituted by the above program may be appropriately diverted to the fields of devices, systems, methods, and media.
[0160] In addition, each operation by the control unit 22 in the server 20 in the above embodiment may be executed by one processor or multiple processors. For example, some or all of the operations by the control unit 22 may be executed by the terminal 10 shown in FIG.
[0161] Furthermore, the above-described embodiment is merely an example for facilitating understanding of the present invention, and is not intended to limit the present invention. The present invention can be modified or improved, and some of the configurations of the embodiments can be deleted, without departing from the spirit of the present invention, and it goes without saying that the present invention includes equivalents thereof. [Explanation of symbols]
[0162] 1: information processing system, 10: terminal, 13: network, 20: server, 21: communication unit, 22, 122, 222: control unit, 23: storage unit, 24: memory, 31: game progression unit, 32: lottery unit, 33, 133, 233: grant unit, 34, 134, 234: parameter variation unit, 41: program, 42: game information, 43: user information
Claims
1. Computer, when the acquired object selected by lottery is the same as an object already possessed by the user, executes an automatic variation for automatically varying the parameters of the possessed object, and further functions as a control means for granting to the user an item used for varying the parameters of the possessed object or an object other than the possessed object; In order to vary the parameter by a predetermined amount by the automatic variation, the acquired object and the possessed object must be common to each other N times or more (N is a natural number); The program requires that the number of times be K (a natural number greater than N) or more in order to vary the parameter by the specified amount using only the item that is granted because the acquired object and the possessed object are in common.
2. The program according to claim 1 , wherein an amount of variation of the parameter due to the automatic variation is different from an amount of variation of the parameter due to use of the item.
3. The program as described in claim 1, wherein there is no upper limit to the fluctuation of the parameter due to the automatic fluctuation.
4. The parameters are divided into a plurality of stages, The program according to claim 1 , wherein at least one of an amount of variation of the parameter due to the automatic variation and an amount of variation of the parameter due to use of the item becomes smaller as the stage of the parameter becomes higher.
5. An information processing system including one or more information processing devices, if the acquired object selected by the lottery is the same as an object already possessed by the user, executing an automatic change for automatically changing parameters of the possessed object; Furthermore, an item used to vary the parameter of the possessed object or an object other than the possessed object is given to the user, In order to vary the parameter by a predetermined amount by the automatic variation, the acquired object and the possessed object must be common to each other N times or more (N is a natural number); In an information processing system, in order to change the parameter by the specified amount using only the item that is granted because the acquired object and the possessed object are common to each other, the number of times must be K (a natural number greater than N) or more.
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