GAME PROGRAM, GAME METHOD, AND GAME SYSTEM
Patent Information
- Application Number
- JP2021026316
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-02-22
- Publication Date
- 2025-03-03
- Estimated Expiration
- 2041-02-22
AI Technical Summary
【0009】 本発明によれば、ユーザにポイントを付与する仕組みを改善することで、ゲームに対するユーザの興趣性を高めることができるゲームプログラム、ゲーム方法及びゲームシステムを提供することが可能となる。
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a game program, a game method, and a game system. [Background technology]
[0002] The following Patent Document 1 discloses a game system that executes a lottery game in which a character to be acquired by a user is selected from a plurality of characters to be selected. In this game system, if the selected character is the same type as a character owned by the user, points are awarded to the user. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 6705101 Summary of the Invention [Problem to be solved by the invention]
[0004] The provision of points is a factor that attracts users to the game. However, if points are not accumulated as expected, it can cause the user to lose interest in the game.
[0005] The present invention has been made to solve the above-mentioned problems, and one of its objectives is to provide a game program, a game method, and a game system that can increase users' interest in the game by improving the mechanism for awarding points to users. [Means for solving the problem]
[0006] The game program of the present disclosure is a game program to be executed by a processor of a game system, and causes the processor to execute a lottery step of identifying, by lottery, an acquisition content to be acquired by the user from among the contents included in a content group containing a plurality of contents in response to operational input from the user, and an awarding step of awarding a bonus to the user if the acquisition content identified in the lottery step and an owned content owned by the user are of the same type, and in the awarding step, the lower the probability that the user will be able to acquire the acquisition content in the lottery step, the larger the bonus is awarded to the user.
[0007] The gaming method of the present disclosure includes a processor, in response to operational input from the user, identifying by lottery an acquisition content to be acquired by the user from among the contents included in a content group including a plurality of contents; if the acquisition content identified by the lottery and an owned content owned by the user are of the same type, granting a bonus to the user; and the lower the probability that the user will be able to acquire the acquisition content in the lottery, the greater the bonus granted to the user.
[0008] The game system of the present disclosure includes a lottery unit that, in response to operational input from the user, identifies by lottery an acquisition content to be acquired by the user from among the contents included in a content group including a plurality of contents, and an awarding unit that awards a bonus to the user when the acquisition content identified by the lottery unit and an owned content owned by the user are of the same type, and the awarding unit awards a larger bonus to the user the lower the probability that the user will be able to acquire the acquisition content in the lottery unit. Effect of the Invention
[0009] According to the present invention, it is possible to provide a game program, a game method, and a game system that can increase the user's interest in the game by improving the mechanism for awarding points to the user. [Brief description of the drawings]
[0010] [Figure 1] 1 is a schematic configuration diagram of a game system including a terminal device according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a block diagram illustrating a functional configuration of a server. [Diagram 3] FIG. 2 is a block diagram illustrating a functional configuration of a terminal device. [Figure 4] FIG. 13 is a diagram showing an example of a set of contents that are the subject of a lottery. [Diagram 5] FIG. 13 is a diagram showing an example of a lottery event execution screen. [Figure 6] FIG. 13 illustrates an example of a selection screen. [Figure 7] 13 is a flowchart illustrating an example of a processing procedure of the game system. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0011] Hereinafter, an embodiment of the present invention will be described in detail with reference to the drawings. Note that the same elements are given the same reference numerals and duplicated explanations will be omitted.
[0012] ===Game System Configuration=== The configuration of a game system 1 will be described with reference to Fig. 1. Fig. 1 is a schematic configuration diagram of a game system 1 including a terminal device 20 according to an embodiment of the present invention. As shown in Fig. 1, the game system 1 includes a server 10 and a plurality of terminal devices 20.
[0013] The server 10 is connected to the terminal device 20 via a network N. The network N may be, for example, the Internet, a mobile communication system (e.g., 3G, 4G, 5G, LTE (Long Term Evolution), etc.), WiFi (Wireless Fidelity), Bluetooth (registered trademark), other communication lines, or a combination thereof, and may be either wired or wireless.
[0014] <<Server 10 hardware configuration>> The server 10 may be, for example, a general-purpose computer such as a workstation or a personal computer. As shown in Fig. 1, the server 10 includes, as physical components, a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, and an input / output IF 25. These components of the server 10 are connected to each other by a communication bus.
[0015] The processor 11 controls the overall operation of the server 10. The processor 11 may include a CPU (Central Processing Unit), an MPU (Micro Processing Unit), a GPU (Graphics Processing Unit), etc. The processor 11, for example, reads a program from the storage 13, loads it in the memory 12, and executes the loaded program.
[0016] The memory 12 is a main storage device. The memory 12 is composed of, for example, a volatile storage device such as a Read Only Memory (ROM) and a Random Access Memory (RAM). The memory 12 temporarily stores various programs and data read by the processor 11 from the storage 13, thereby providing a working area for the processor 11. The memory 12 also temporarily stores various data generated while the processor 11 is operating according to a program.
[0017] The program in this embodiment is, for example, a game program that realizes a game through cooperation between a plurality of terminal devices 20 and the server 10. The various data includes, for example, data related to the game such as game information, user information, and instructions and notifications transmitted and received between the terminal devices 20 and the server 10.
[0018] The storage 13 is an auxiliary storage device. The storage 13 is configured with a non-volatile storage device such as a flash memory or a hard disk drive (HDD). The storage 13 stores various data related to the game.
[0019] The communication IF 14 controls the transmission and reception of various data in the server 10 .
[0020] The input / output IF 15 is an interface through which the server 10 receives input of data, and is also an interface through which the server 10 outputs data. The input / output IF 15 may include, for example, an input unit that is an information input device such as a mouse or a keyboard, and a display unit that is a device that displays and outputs an image.
[0021] <<Hardware configuration of terminal device 20>> The terminal device 20 may be, for example, a mobile terminal such as a smartphone, a feature phone, a PDA (Personal Digital Assistant), a tablet computer, etc. The terminal device 20 is preferably a portable terminal that can be used by a user as a player when executing a computer game.
[0022] 1, the terminal device 20 includes, as physical components, for example, a processor 21, a memory 22, a storage 23, a communication IF 24, an input / output IF 25, and a touch screen 26. These components included in the terminal device 20 are connected to each other by a communication bus.
[0023] The processor 21 controls the overall operation of the terminal device 20. The processor 21 may include a CPU, an MPU, a GPU, etc. The processor 21, for example, reads a program from the storage 23, loads it in the memory 22, and executes the loaded program.
[0024] The memory 22 is a main storage device. The memory 22 is composed of, for example, volatile storage devices such as a ROM and a RAM. The memory 22 temporarily stores the programs and various data that the processor 21 reads from the storage 23, thereby providing a working area for the processor 21. The memory 22 also temporarily stores various data that the processor 21 generates while operating according to the programs.
[0025] The storage 23 is an auxiliary storage device. The storage 23 is configured with a non-volatile storage device such as a flash memory or a HDD. The storage 23 stores, for example, various data related to the game.
[0026] The communication IF 24 controls transmission and reception of various data. The communication IF 24 controls, for example, communication via a wireless LAN (Local Area Network) or a mobile phone network, and communication using short-distance wireless communication.
[0027] The input / output IF 25 is an interface through which the terminal device 20 receives input of data and also an interface through which the terminal device 20 outputs data. The input / output IF 25 may input and output data via, for example, a Universal Serial Bus (USB) or the like. The input / output IF 25 may include, for example, physical buttons, a camera, a microphone, a speaker, and the like provided in the terminal device 20.
[0028] The touch screen 26 is an electronic component that combines an input unit 27 and a display unit 28. The input unit 27 is, for example, a touch pad. The display unit 28 is, for example, a liquid crystal display, an organic EL (Electro-Luminescence) display, or the like.
[0029] The input unit 27 has a function of detecting a position input on the input surface by a user operation (for example, a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, etc.) and transmitting information indicating the detected position as an input signal. The input unit 27 may include, for example, a touch sensing unit. The touch sensing unit may employ, for example, a capacitive type or a resistive film type, but may employ other types.
[0030] <<Functional configuration of Server 10>> Next, the functional configuration of the server 10 will be described with reference to Fig. 2. Fig. 2 is a block diagram illustrating the functional configuration of the server 10. The server 10 has, for example, a function of providing each terminal device 20 with various data and programs necessary for implementing a game, a function of collecting and managing data related to the game from each terminal device 20, and a function of performing synchronization processing between the multiple terminal devices 20.
[0031] In this embodiment, the server 10 identifies each user and the terminal device 20 using a user account that is registered in advance for each game. The method of registering the account is not particularly limited. For example, the terminal device 20 or another device such as a personal computer can transmit information required for registering a user's account to the server 10 in accordance with a user's operation, and the server 10 can create and store an account for each user based on the received information.
[0032] As shown in FIG. 2, the server 10 has, as its functional components, a control unit 110 and a storage unit 120, for example.
[0033] The storage unit 120 stores various information used by the control unit 110. The storage unit 120 includes, for example, a game program 121, user information 122, and game information 123.
[0034] The game program 121 is a program for implementing a game. The game program 121 may include, in addition to the game program executed on the server 10 side, a program (game program 121 described later) that is transmitted to the terminal device 20 and executed on the terminal device 20 side. Alternatively, the storage unit 120 may store the game program 121 executed on the server 10 side and the program executed on the terminal device 20 side.
[0035] The user information 122 is information about the user who plays the game. The user information 122 will be described later.
[0036] The game information 123 is information common between accounts. The game information 123 includes, for example, information for defining various game spaces. The game space is a space in which objects of characters owned or operable by a user are placed. The game information 123 also includes, for example, various setting information related to objects common between accounts, such as background objects such as buildings, trees, and stones placed in the game space, and the placement positions, sizes, colors, and shapes of objects of non-player characters (NPCs). The game information 123 also includes, for example, setting values of various parameters of non-player characters and information related to quests. A quest is, for example, an event in a game in which an achievement condition is set. A quest may have, for example, a failure condition set in addition to the achievement condition. The various information included in the game information 123 will be described later.
[0037] The control unit 110 controls various processes related to the game by executing a game program 121 stored in the storage unit 120. The control unit 110 has, for example, a transmission / reception unit 111, a server processing unit 112, a data management unit 113, and a synchronization processing unit 114.
[0038] The transmitting / receiving unit 111 transmits or receives various data. For example, the transmitting / receiving unit 111 receives requests to transmit various data and programs, requests for synchronization processing to support the multiplay function, data to be subjected to synchronization processing, and the like from each terminal device 20, and passes them to the server processing unit 112. In addition, the transmitting / receiving unit 111 transmits various data and programs including instructions for synchronization, and the like, to each terminal device 20 in accordance with the control of the server processing unit 112.
[0039] In this embodiment, the multiplay function is a function for synchronizing game processing by multiple accounts. When multiple accounts logged in to the game system 1 participate in the same game, the server 10 and the terminal device 20 of the game system 1 execute various processes to support the multiplay function.
[0040] The server processing unit 112 provides a game to the terminal device 20 by executing arithmetic processing described in the game program 221 in response to a request from the terminal device 20. For example, when the server processing unit 112 receives a request for synchronization processing to support the multiplay function or data to be subjected to the synchronization processing from the terminal device 20 via the transmission / reception unit 111, the server processing unit 112 executes the synchronization processing to support the multiplay function. In addition, the server processing unit 112 issues a command to the transmission / reception unit 111 to transmit the game information 123 or the user information 122. In addition, the server processing unit 112 issues a command to the data management unit 113 to add, update, or delete a record of the game information 123 or the user information 122. Details of the functions of the server processing unit 112 will be described later.
[0041] The data management unit 113 manages various data stored in the memory unit 120 in accordance with instructions from the server processing unit 112. For example, the data management unit 113 reads out the game information 123 or the user information 122 in accordance with instructions from the server processing unit 112, and transmits the game information 123 or the user information 122 to the terminal device 20 via the transmission / reception unit 111. In addition, the data management unit 113 adds, updates, or deletes records of the game information 123 or the user information 122 in accordance with instructions from the server processing unit 112.
[0042] The synchronization processing unit 114 executes synchronization processing to support the multi-play function of the game according to an instruction from the server processing unit 112. For example, when the server 10 transmits information to a plurality of terminal devices 20, the synchronization processing unit 114 transmits information to each terminal device 20 at the same time, thereby synchronizing the game proceeding among the terminal devices 20. Specifically, the synchronization processing unit 114 transmits operation information received from the terminal device 20 corresponding to each account within a predetermined period (for example, one frame) to each terminal device 20 at the same time for each predetermined period. The operation information is information related to an operation input to the terminal device 20. The timing of synchronization and information to be synchronized may be received from the server processing unit 112 at any time. By executing the synchronization processing, it becomes possible to simultaneously reflect an event in the game caused by an operation input in one terminal device 20 in the other terminal devices 20.
[0043] <<Functional configuration of terminal device 20>> Next, the functional configuration of the terminal device 20 will be described with reference to Fig. 3. Fig. 3 is a block diagram illustrating the functional configuration of the terminal device 20. The terminal device 20 has, for example, a function as an input device that accepts input operations by a user, and a function as an output device that outputs images and sounds of a game.
[0044] 3, the terminal device 20 has, as functional components, for example, a control unit 210 and a storage unit 220. The storage unit 220 stores various data used by the control unit 210. The various data include, for example, a game program 221, game information 222, and user information 223.
[0045] The game program 221 is a program for implementing a game on the terminal device 20 side. The game information 222 and the user information 223 are data that the control unit 210 refers to when executing the game program 221.
[0046] The game information 222 includes information similar to the game information 222 of the server 10 described above, and therefore a description of the game information 222 will be omitted here.
[0047] The user information 223 is data related to the account of the user who uses the terminal device 20, and includes information similar to the above-mentioned user information 223 of the server 10. Therefore, a description of the user information 223 will be omitted here.
[0048] The control unit 210 executes a game program 221 stored in the memory unit 220, thereby controlling various processes related to the game executed on the terminal device 20. The control unit 210 has, for example, an operation reception unit 211, a transmission / reception unit 212, a game progression unit 213, and a display control unit 214.
[0049] The operation reception unit 211 receives an operation (hereinafter, also referred to as an "input operation") input by a user via the input unit 27 of the touch screen 26. Specifically, when the operation reception unit 211 receives an input operation on the input unit 27, it detects the coordinates of the input position and the type of the input operation. Examples of the types of input operations include a touch operation, a tap operation, a slide operation, a swipe operation, and a flick operation. The input operation is not limited to an operation of physically contacting the touch screen 26, but may also include a non-contact operation. For example, when the operation reception unit 211 detects that a continuously detected input operation has been interrupted, it detects that the input operation on the input unit 17 has been released. Here, the operation reception unit 211 can also receive an operation input by a user using an operating device connected via the input / output IF 25 in the same manner as the input operation on the input unit 27.
[0050] The transmitting / receiving unit 212 transmits and receives various data. A specific example will be described below. The transmitting / receiving unit 212 transmits the game information 222 or the user information 223, and a synchronization request for supporting the multiplay function to the server 10. The transmitting / receiving unit 212 receives various data, programs, data for synchronization for supporting the multiplay function, and the like from the server 10. The data for synchronization includes, for example, synchronization instruction data for instructing each of the terminal devices 20 participating in the multiplay to synchronize. The synchronization instruction data includes, for example, data to be synchronized and the type of the data, data for specifying the time of synchronization, and the like. The transmitting / receiving unit 212 transmits operation information (hereinafter also referred to as "first operation information") related to the operation accepted by the operation accepting unit 211 to the server 10. The transmitting / receiving unit 212 receives operation information (hereinafter also referred to as "second operation information") related to the operation input by another user in another terminal device 20 from the server 10.
[0051] The game progression unit 213 executes various processes related to the progression of the game. A specific example will be described below. The game progression unit 213 defines a game space based on information for defining the game space included in the game information 222. The game progression unit 213 places objects in the game space based on setting information of the objects included in the game information 222. The game progression unit 213 controls the objects placed in the game space. Specifically, the game progression unit 213 controls the objects to change the position, orientation, shape, color, etc. of the objects in the game space and to cause the objects to perform a predetermined action. The game progression unit 213 defines a virtual camera for designating an area of the game space to be presented to the user. The game progression unit 213 places the virtual camera in the game space by defining the position and orientation of the virtual camera in the game space. The game progression unit 213 instructs the display control unit 214 to generate an image depicting the field of view defined by the virtual camera and the objects placed in this field of view.
[0052] The position and orientation of the virtual camera can be appropriately determined for each game space. For example, the game progression unit 213 uses the position and orientation of a specific object as a reference and positions the virtual camera so that the specific object is located at the center of the field of view area in a specific orientation. At that time, the game progression unit 213 adjusts the position and orientation of the virtual camera using the direction, distance, and angle to the specific object. The specific object may be, for example, a dynamic object such as an operated character or a non-player character, or a static object such as a building, tree, or stone. Dynamic objects include operated characters that act based on the operation of each user, and characters that act based on the game programs 221 and 221 (for example, non-player characters, enemy characters, etc.).
[0053] The game progression unit 213 interprets the user's instructions based on the coordinates of the input position and the type of input operation detected by the operation reception unit 211. The game progression unit 213 executes various determination processes related to the progress of the game based on the interpreted instructions, etc. The game progression unit 213 progresses the game while controlling objects, the virtual camera, etc. based on the results of the determination processes, etc. The game progression unit 213 updates, adds, or deletes game information 222 and user information 223 according to the progress of the game.
[0054] The display control unit 214 causes an image to be displayed on the display unit 28. A specific example will be described below. The display control unit 214 generates an image that depicts the area of the field of view of the virtual camera defined by the game progression unit 213 within the game space and objects present in that area, and causes the image to be displayed on the display unit 18. The display control unit 214 can superimpose and draw objects related to a UI (user interface) required for various operations of the game, such as icons, buttons, and menus showing various parameters, on the image to be displayed on the display unit 28.
[0055] ===Game Overview=== The game according to the present embodiment includes a lottery event for allowing the user to acquire content. Here, the content may include, for example, a character, a weapon to be equipped to the character, or an item. The user can use the content to challenge a quest in the game. Here, the quest may include, for example, what is called a fighting game, a dungeon, a search, a mission, and the like.
[0056] First, referring to FIG. 4, a lottery event executed in a game will be described. FIG. 4 is a diagram showing an example of a set of contents to be selected by lottery (lottery content group). The lottery event is, for example, an event in which a lottery is executed for a user to acquire a content. In the lottery event, a set of contents that a user can acquire by lottery is specified. As shown in FIG. 4, the set of contents to be selected by lottery (hereinafter, referred to as a "lottery content group") is, for example, linked to the content and the probability that the user can acquire each content. Specifically, the character "Character A" is specified as having a "1%" probability that the user can acquire the character, and the number of stars "★" indicating rarity is specified as "4". Furthermore, the character "Character B" is specified as having a "10%" probability that the user can acquire the character, and the number of stars "★" indicating rarity is specified as "3". In other words, the "Character A" is specified as having a lower probability that the user can acquire the character, and a higher rarity than the "Character B". Note that the "probability of acquisition" may be, for example, the probability of acquiring the content in one lottery, or the probability of acquiring the content in all of a number of consecutive lotteries. For convenience, the following description will be given assuming that the content is a "character" as an example. Note that, in the following description, "character" may be replaced with a weapon, an item, or the like.
[0057] A user can execute a lottery event by consuming a predetermined exchange item, for example. The predetermined exchange item is, for example, a lottery ticket, coins, jewels, points, etc. A lottery ticket is, for example, a lottery event can be executed in exchange for the lottery ticket. A coin is, for example, a lottery event can be executed in exchange for a certain amount or more of the coins. A jewel is, for example, a lottery event can be executed in exchange for a certain amount or more of the jewels. Here, the jewels may include, for example, jewels that a user can acquire for free by challenging a quest (hereinafter, referred to as "free jewels"), and jewels that a user can acquire for a fee by paying a price (hereinafter, referred to as "paid jewels"). A free jewel is, for example, jewels that a user can acquire for free by playing a quest. Specifically, a free jewel is, for example, jewels that can be acquired when logging in to a game, when clearing a quest, when completing a specific mission, or when interacting with other users. Paid jewels can be acquired by the user through, for example, a purchase procedure (payment of cash or electronic money, credit card payment, etc.). Paid jewels may be more valuable than free jewels. For example, a lottery event executed by consuming only paid jewels may make it easier to obtain content of higher rarity than a lottery event executed by consuming only free jewels. This can motivate the user to purchase paid jewels, thereby increasing the user's interest in the game.
[0058] The points may be, for example, points that a user can acquire by challenging a quest. The points may be, for example, points that can be exchanged for a lottery event. The points may be, for example, points that can be exchanged for a specific character, jewel, or weapon. The points may be, for example, points that can be exchanged for an item at any time, or points that can be exchanged for an item based on the total amount of points acquired by the user in a predetermined period. The points may be, for example, points that can change the state of a quest, such as making a quest retryable or clearing a difficult quest, by consuming a predetermined number of points ... be granted only once by the user who owns the points to another user within the validity period. The predetermined exchange items are not limited to the above, and may be items that can be exchanged to execute a lottery event.
[0059] The lottery event may include, for example, a time-limited event (such as Christmas). Here, the time-limited event (hereinafter, referred to as a "time-limited event") may disappear when the time period has elapsed. The lottery event may also include, for example, an event in which a specific character can be obtained.
[0060] ===Functional Means of Server Processing Unit 112 Related to Granting Benefits=== Next, the details of the functional means of the server processing unit 112 that executes the lottery event will be described. The server processing unit 112 grants a character to a user by executing a lottery event. However, in a game, for example, a setting may be made such that a user cannot possess a character of the same type as a character already owned (hereinafter referred to as an "owned character"). However, in the following, when referring to a game, a game may also include a game in which a user can possess a character of the same type as an owned character. In the following, for convenience, the game will be described as being set such that a user cannot possess a character of the same type as an owned character. Therefore, when a user acquires a character of the same type as an owned character in a lottery event, the server processing unit 112 grants a privilege (for example, points, items, etc.) to the user. In this way, the server processing unit 112 employs a mechanism for granting points to a user who was unable to acquire a character in a lottery event. In this way, the server processing unit 112 can increase the user's interest in the game. In the following, for convenience, a character that a user acquires by lottery will be described as an "acquired character".
[0061] As shown in FIG. 2, the server processing unit 112 may include, for example, functional means of a storage means 112a, a lottery means 112b, a determination means 112c, a granting means 112d, and a benefit management means 112e.
[0062] <<Storage means 112a>> The storage means 112a is a functional means for causing the data management unit to store various information in the storage unit 120. Specifically, the storage means 112a stores, for example, user information 122, game information 123, and the like in the storage unit 120. The user information 122 and game information 123 will be described below.
[0063] First, the user information 122 is information that is managed by assigning an identification code for identifying each user. The user information 122 may include, for example, an identification code for identifying the user (hereinafter referred to as a "user ID"), personal information such as the user's name and age, information on the owned character (hereinafter referred to as "owned character information"), information on the owned item (hereinafter referred to as "owned item information"), information on the owned privilege (hereinafter referred to as "owned privilege information"), and the like.
[0064] The owned character information may include an identification code for identifying the owned character owned by the user (hereinafter referred to as "owned character ID"), a parameter indicating the ability of the owned character (hereinafter referred to as "ability parameter"), and information regarding the frequency with which the owned character is used (hereinafter referred to as "usage frequency information"). The ability parameter may include, for example, the level, hit points, attack power, defense power, and the like of the owned character. The level increases based on the experience points acquired when the user clears a quest, for example. For example, when the level of the owned character increases, the hit points, attack power, defense power, and the like also increase. The use frequency information is, for example, information regarding the frequency with which the owned character is used in a quest, a mission, and the like. The use frequency may be the number of times the owned character is used in a quest (such as being organized into a team). For example, the use frequency may be a value that is initially set to 0 and increases by 1 each time the owned character is used in a quest, or may be a value that increases by 1 each time the owned character is used multiple times.
[0065] The owned item information may include items owned by the user, the number of the items, the date and time when the items were acquired, etc. The items may be, for example, paid jewels, paid gacha tickets, free jewels, free gacha tickets, weapons, etc.
[0066] The owned privilege information is information indicating the privilege owned by the user. The privilege may be acquired by the user when the character acquired by the user as a result of the lottery event is the same type as the character already owned by the user. The privilege may be, for example, jewels, gacha tickets, points, etc.
[0067] Next, the game information 123 is information that is managed by assigning an identification code for identifying a game linked to a user ID for each game. As shown in Fig. 2, the game information 123 may include, for example, character information, lottery event information, screen information, and the like.
[0068] Character information may include, for example, the character's name, image, initial values of ability parameters (e.g., attack power and defense power at level 1) and maximum values (e.g., attack power and defense power at level 100), rarity, version information, acquisition period, attributes, type, etc., associated with an identification code that identifies the character (hereinafter referred to as a "character ID").
[0069] The rarity may include a number ranging from 1 to 4, for example. The number may be indicated by a number of stars, for example. A character with a high rarity (e.g., a character with a low probability of being acquired in a lottery event) may have ability parameters or skills that are advantageous for quests or missions, for example.
[0070] The version information may include, for example, one or more pre-evolved character IDs and one or more evolved character IDs. For example, the evolved characters may be set to have a higher rarity than the pre-evolved characters, and may be set with ability parameters or skills that are advantageous for quests, missions, etc.
[0071] The acquisition period is information about the period during which the character can be acquired in the lottery event. Specifically, if the lottery event is a Christmas-only event, the acquisition period is set to December 24th and December 25th, for example.
[0072] The attribute is an example of a characteristic unique to a character. Specifically, the attributes include, for example, a fire attribute, a water attribute, a lightning attribute, a dark attribute, and a light attribute.
[0073] The type is an example of a characteristic according to the physical ability and personality of a character. Examples of types include an attacker type, a defense type, a balance type, a skill type, a support type, a technical type, a hero type, etc. Characters have different attack and defense parameters, for example, depending on the type.
[0074] The lottery event information is stored in association with an identification code (hereinafter referred to as a "lottery event ID") that identifies each lottery event. The lottery event information may include, for example, a name (title), information about a lottery content group that is the subject of the lottery (hereinafter referred to as "lottery content group information"), and information about the compensation (hereinafter referred to as "compensation information").
[0075] The lottery content group information may include a character ID of a character included in the lottery content group (e.g., a gacha machine) and a probability (hereinafter referred to as "acquisition probability") that the user can acquire the character by lottery, which is associated with the character ID. For example, a low probability may be set for a character with a high rarity, and a high probability may be set for a character with a low rarity. Note that for some characters included in the lottery content group, an acquisition probability different from the acquisition probability for other characters of the same rarity as the character in question (e.g., a high acquisition probability) may be set.
[0076] The compensation information may be associated with a lottery event and may include information regarding the number of items or points required to execute the lottery event. The items may be, for example, paid jewels or free jewels. Here, for example, the compensation for executing a lottery event in which it is easy to obtain a character with a high rarity may be set to a larger number of items or points than the compensation for executing a lottery event in which it is difficult to obtain a character with a high rarity. Furthermore, only high-value items (for example, paid jewels) may be set as compensation for executing a lottery event in which it is easy to obtain a character with a high rarity.
[0077] The screen information may include various screens for accepting user operation input. The screen information may include a screen for accepting user operation input and executing a lottery event (hereinafter, referred to as a "lottery event execution screen T1"). With reference to FIG. 5, an example of the lottery event execution screen T1 will be described. FIG. 5 is a diagram showing an example of the lottery event execution screen T1. As shown in FIG. 5, the lottery game execution screen T1 may include a type selection button T11, an event selection button T12, a number selection button T13, and an acquisition probability table T14. The type selection button T11 is a button indicating the type of the lottery event. The event selection button T12 is a button indicating the lottery event corresponding to the type selection button T11. The number selection button T13 is a button for selecting the number of lotteries in the lottery event. Specifically, for example, if the user wants to execute a lottery event in which a character can be obtained, the user selects the type selection button T11 of "character lottery", and if the user wants to execute a lottery event in which a weapon can be obtained, the user selects the type selection button T11 of "weapon lottery". Then, when the user selects the "character" type selection button T11, the user selects, for example, one of the multiple number of times selection buttons T13 to determine the number of times to be drawn in the lottery event. The user executes the lottery event by selecting, for example, one of the event selection buttons T12 for the multiple lottery events. The winning probability table T14 is a button for transitioning to a screen that displays a lottery content group shown in FIG. 4 that corresponds to the lottery event displayed on the event selection button T12.
[0078] <<Lottery means 112b>> The lottery means 112b is a functional means for, for example, executing a lottery event in response to an operational input by the user, to specify an acquisition character to be acquired by the user from among characters included in the lottery content group.
[0079] <<Determination means 112c>> The determination means 112c is a functional means for performing various determinations. For example, the determination means 112c determines whether or not the acquired character provided in the lottery event and the owned character owned by the user are of the same type.
[0080] Here, "being of the same type" may mean, for example, that the character ID of the acquired character is the same as the character ID of the owned character. Also, it may mean that at least one of the attributes or type of the acquired character is the same as at least one of the attributes or type of the owned character.
[0081] <<Giving Means 112d>> The granting means 112d is a functional means for granting a privilege to the user when, for example, the determining means 112c determines that the acquired character and the owned character are of the same type. For example, the granting means 112d may grant a larger privilege to the user as the probability that the user can acquire the acquired content in the lottery means 112b decreases (for example, as the rarity increases). For convenience, the granting means 112d will be described as an example in which the privilege granted to the user by the granting means 112d is "points." The granting means 112d will be described in detail below.
[0082] When the determining means 112c determines that the acquired character and the owned character are the same type, the granting means 112d may grant points (benefits) to the user instead of the acquired character. In this way, even if the lottery means 112b produces an acquired character of the same type as the owned character, the points can be granted to the user instead of acquiring the acquired character, thereby increasing the user's interest in the game.
[0083] Furthermore, the granting means 112d may grant points and items (for example, runes (which can be exchanged for items or lottery tickets in a certain quantity) or jewels) to the user instead of the acquired character. In this way, even if an acquired character of the same type as the owned character appears by the lottery means 112b, points and items can be granted to the user instead of acquiring the acquired character, so that the user's interest in the game can be further increased. Note that here, if the item acquired by the user is a jewel, the jewel may be a jewel equivalent to a paid jewel. This makes it possible to provide the user with something of higher value, thereby increasing the user's interest in the game.
[0084] In addition, when the granting means 112d receives an operation input from a user on a predetermined day, the granting means 112d may grant a privilege (e.g., points or items) to a user according to the number of points (privileges) owned by the user at that time. That is, the granting means 112d may grant more privileges to a user who has performed many lottery events in the past (e.g., a user who has paid a lot of money) than to a user other than the user. In this way, by constructing a mechanism for granting more privileges to a user who plays more games, it is possible to encourage the user to pay more to play games. Note that the above-mentioned "number of points" is an example of an index indicating the degree to which the user was unable to acquire characters other than the owned characters in lottery events performed in the past. Therefore, the granting means 112d may grant a privilege to a user according to another index (e.g., "number of items") other than the "number of points".
[0085] In addition, the granting means 112d may grant more points to the user when the attribute or type of the acquired character in the previous drawing is the same as the attribute or type of the acquired character in the current drawing, when the acquired character in the current drawing and the owned character are the same type, than the bonus granted to the user when the attribute or type of the acquired character in the previous drawing is not the same as the attribute or type of the acquired character in the current drawing, and when the acquired content in the current drawing and the owned content are the same type. Specifically, the granting means 112d grants the user "100" points when the character A with a fire attribute was granted in the previous drawing and the character A with a fire attribute is granted in the current drawing. On the other hand, the granting means 112d grants the user "50" points when the character A with a water attribute was granted in the previous drawing and the character A with a fire attribute is granted in the current drawing. This can increase the user's interest in the game. The above-mentioned "giving more points than the points" may include adding a predetermined number of points to the points normally given, or multiplying the points normally given by a predetermined factor.
[0086] The granting means 112d may also grant higher points (benefits) to the user as the number of times that the acquired character and the owned character in the lottery means 112b are the same type increases. Specifically, in a lottery event in which lotteries are performed multiple times in succession, the granting means 112d may grant "10" points when the acquired character and the owned character are the same type in the first lottery, and grant "20" points when the acquired character and the owned character are the same type in the second lottery performed consecutively from the first lottery. This allows more points to be granted when characters cannot be acquired consecutively, thereby increasing the user's interest in the game. The granting means 112d may also grant "10" points when the characters are the same type in the first lottery, and grant an item such as a "lottery ticket" that is more valuable than points when the characters are the same type in the second lottery. This allows the user's interest in the game to be increased. In addition, when one lottery is executed multiple times, the granting means 112d may count the number of times that the acquired character and the owned character are the same type, and grant points according to the number of times. This can increase the user's interest in a single lottery.
[0087] Furthermore, when the granting unit 112d grants a predetermined item (first benefit) and points (second benefit) to a user, the number of points granted when the user refuses to acquire the predetermined item may be greater than the number of points granted when the user does not refuse to acquire the predetermined item. This can increase the interest of users who want to acquire more points in the game.
[0088] The awarding unit 112d may arbitrarily combine the above-mentioned methods of awarding rewards, thereby improving the system for awarding points to users, thereby increasing users' interest in the game.
[0089] <<Benefit management means 112e>> The privilege management means 112e is a functional means for managing the privileges granted to the user by the granting means 112d. For convenience, the privileges managed by the privilege management means 112e are described as "points" as an example. The privilege management means 112e will be described in detail below.
[0090] The benefit management means 112e may manage the points (benefits) granted to the user by the granting means 112d in association with the user. Specifically, the benefit management means 112e may associate the user ID of the user information 122 stored in the storage unit 120 with the owned benefit information and store the associated information in the storage unit 120. This allows the user to centrally manage and use points obtained by executing a plurality of different lottery events, thereby increasing the user's interest in the game.
[0091] Furthermore, the privilege management means 112e may manage the points (privileges) granted to the user by the granting means 112d by linking them to a predetermined lottery content group selected by the lottery means 112b. Specifically, the privilege management means 112e may link the lottery event ID of the lottery event information to the user ID and possessed privilege information of the user information 122 and store them in the storage unit 120. In other words, the privilege management means 112e may manage the points so that they can be used only for lottery events corresponding to the lottery content group linked to the points. This makes it possible to prompt the user to execute a specific lottery event.
[0092] Furthermore, the benefit management means 112e may cancel points (benefits) linked to and managed by the lottery content group when the validity period of the lottery content group has elapsed. Specifically, the benefit management means 112e updates the user information 122 in the storage unit 120 so that the owned benefit information linked to the lottery event ID is cancelled when the lottery event ID is cancelled due to the expiration date having elapsed. This makes it possible to encourage the user to use the points.
[0093] Furthermore, the benefit management means 112e may extend the validity period of points (benefits) owned by the user when a predetermined item is used in response to an operation input by the user. Specifically, the benefit management means 112e updates the user information 122 in the storage unit 120 so as to extend information on the validity period of owned benefit information linked to the user ID by a predetermined period when the predetermined item is used by the user. This encourages the purchase of a predetermined item and provides the user with a means for extending the validity period of points, thereby increasing the user's interest in the game.
[0094] The benefit management means 112e may predetermine an upper limit value for points that a user can own. In this case, the benefit management means 112e may execute a process not to grant points exceeding the upper limit value to the user when the points acquired exceed the upper limit value. This can encourage the user to use the points acquired by executing the lottery event. Furthermore, the benefit management means 112e may grant a benefit different from points to the user instead of the points exceeding the upper limit value when the points acquired exceed the upper limit value. This can provide the user with the fun of saving points acquired by executing the lottery event and the fun of receiving a benefit such as an item when the points exceed the upper limit value, thereby increasing the user's interest in the game.
[0095] <<Modifications>> In the above, the lottery means 112b has been described as selecting a character to be given to the user from among the characters included in the lottery content group, but this is not limited thereto. The lottery means 112b may further execute a lottery to determine a multiplier to be applied to the points to be given to the user in the granting means 112d. Specifically, the lottery means 112b may determine a multiplier by lottery based on a table that specifies the multiplier and the probability corresponding to the multiplier when or before the granting means 112d determines to grant "3" points to the user. This can increase the user's interest in the process of determining the multiplier to be applied to the points.
[0096] The granting means 112d may vary the points (benefits) granted to the user according to the price required by the user to execute the lottery event in the lottery means 112b. Specifically, the lottery means 112b may execute a lottery (first lottery) in which the price required to execute the lottery event is high and a lottery (second lottery) in which the price required to execute the lottery event is low according to the user's operation input. The granting means 112d may grant points to the user in the high-price lottery when the acquired character and the owned character are the same type as each other, higher than points to the user in the low-price lottery when the acquired character and the owned character are the same type as each other. This allows more points to be granted to a user who has spent more money when the desired character cannot be acquired, thereby increasing the user's interest in the game.
[0097] The granting means 112d may vary the points (benefits) granted to the user according to the item used by the user to execute the lottery event in the lottery means 112b. Specifically, the lottery means 112b may execute a lottery executed by the user using a paid item and a lottery executed by the user using a free item according to the user's operation input. The granting means 112d may set the points granted to the user when the acquired character in the lottery using the paid item and the owned character are the same type as each other to be higher than the points granted to the user when the acquired character in the lottery using the free item and the owned character are the same type as each other. This allows more points to be granted to a user who has spent more money when the desired character cannot be acquired, thereby increasing the user's interest in the game.
[0098] The server processing unit 112 may further include a selection means. The selection means is a functional means for accepting a selection of at least one or more contents among the characters included in the lottery content group in response to a user's operation input. With reference to FIG. 6, an overview of an operation for a user to select a character will be described. FIG. 6 is a diagram showing an example of a selection screen T2. As shown in FIG. 6, the selection screen T2 displays a name T21 (here, character A, etc.) of a character included in the lottery character group in a selectable manner. The user performs a touch operation or a mouse operation on the name T21 of the character displayed on the selection screen. This changes the display of the character image to a selected state (here, the selection box T22 is filled in black). The selection means may set, for example, the number of selectable characters. In FIG. 6, the number display image T23 shows that 10 characters are selectable. Then, when the determination means 112c determines that the acquired character and the owned character are the same type as the acquired character as a result of the lottery event being executed, the granting means 112d may grant the user more points when the selected content is the same type as the acquired character (for example, as determined by the determination means 112c) than when the content not selected by the selection means is determined to be the same type. This makes it possible to provide the user with an event that allows them to obtain more points, thereby increasing the user's interest in the game.
[0099] The server processing unit 112 may further include a setting means. The setting means is a functional means for setting, for the lottery content group, at least one of a period during which the lottery content group is valid and a predetermined magnification to be multiplied by points granted to the user in the granting means 112d or points to be added to points granted to the user. Here, the setting means, for example, updates the game information 123 in the storage unit 120 by associating information indicating the valid period with information on the predetermined magnification or points to be added, for the lottery content group information. Specifically, the setting means may set the valid period for a lottery content group in an event-limited lottery event such as Christmas to December 24th and December 25th, and set that three times the points are granted during that period. This makes it possible to encourage users to participate in a specific lottery event.
[0100] At least any of the functional means of the server processing unit 112 described above may be included in the game progression unit 213 of the terminal device 20, for example.
[0101] ===Processing flow=== <<Process flow>> An example of a processing procedure when a lottery event is executed and points are awarded to a user in the game system 1 according to the present embodiment will be described with reference to Fig. 7. Fig. 7 is a flowchart showing an example of a processing procedure of the game system.
[0102] First, the server processing unit 112 of the server 10 executes a lottery (step S102) based on an instruction to execute a lottery event transmitted from the terminal device 20 (step S101).
[0103] Next, the server processing unit 112 judges whether the acquired character identified by the lottery is the same type of character as the owned character (step S103). If the judgment is YES (step S103; YES), the server processing unit 112 makes the acquired character identified by the lottery an object for granting a privilege (for example, points) (step S104).
[0104] Next, the server processing unit 112 specifies the privilege to be granted to the user by the granting unit 112d (step S105). Note that the content of the privilege to be granted to the user (e.g., the number of points, etc.) is executed by the granting unit 112d described above, and therefore the description thereof will be omitted.
[0105] In the above step S103, if it is determined that the acquired character specified by lottery is a character different from the possessed character (step S103; NO), the server processing unit 112 designates the acquired character as a target for granting to the user (step S106).
[0106] Next, the server processing unit 112 transmits the benefit identified in step S105 and data of the acquired character to be given to the user in step S106 to the terminal device 10 (step S107). This allows the user to receive a benefit if the acquired character and the owned character are of the same type in the lottery event. Then, this processing procedure ends.
[0107] ===Summary=== Moreover, the embodiment of the present invention can be described as follows.
[0108] [Appendix 1] The game program in this embodiment causes the processor to execute a lottery means 112b (lottery step) for specifying an acquired character (acquired content) to be acquired by the user among the characters (contents) included in a lottery content group (content group) including a plurality of characters (contents) in response to an operation input by the user, and an awarding means 112d (awarding step) for awarding a privilege to the user when the acquired character (acquired content) specified in the lottery means 112b (lottery step) and the owned character (owned content) owned by the user are of the same type, and the awarding means 112d (awarding step) awards a larger privilege to the user as the probability that the user can acquire the acquired character (acquired content) in the lottery means 112b (lottery step) is lower. This improves the mechanism for awarding points to the user, thereby increasing the user's interest in the game.
[0109] [Appendix 2] Furthermore, the program in this embodiment allows the granting means 112d (granting step) to grant a privilege to the user instead of the acquired character (acquired content), thereby making it possible to increase the user's interest in the game.
[0110] [Appendix 3] In addition, the program in this embodiment further executes a benefit management means 112e (benefit management step) that sets a validity period for the benefit granted to the user by the granting means 112d (granting step). This makes it possible to encourage the user to use points.
[0111] [Appendix 4] In addition, in the program of this embodiment, the benefit management means 112e (benefit management step) extends the validity period of the benefit given to the user when a predetermined item is used in response to an operation input by the user, thereby increasing the user's interest in the game.
[0112] [Appendix 5] In addition, the program in this embodiment further executes a benefit management means 112e (benefit management step) that manages the benefit given to the user by linking it to a lottery content group (content group) selected by the lottery means 112b (lottery step). This makes it possible to prompt the user to execute a specific lottery event.
[0113] [Appendix 6] In addition, in the program of this embodiment, the benefit management means 112e (benefit management step) cancels the benefit managed in association with the selected content group (content group) when the validity period of the selected content group (content group) has elapsed. This makes it possible to encourage the user to use points.
[0114] [Appendix 7] Furthermore, in the program of this embodiment, when an operation input by a user is received on a predetermined day, the granting means 112d (granting step) grants the user a bonus according to the number of bonuses the user owns. In this way, by constructing a mechanism for granting more bonuses to users who play more games, it is possible to encourage users to pay more to play games.
[0115] [Appendix 8] In addition, in the program of this embodiment, in the granting means 112d (granting step), when the attribute or type of the acquired character (acquired content) in the previous drawing is the same as the attribute or type of the acquired character (acquired content) in the current drawing, the points to be granted to the user when the acquired character (acquired content) and the owned character (owned content) in the current drawing are the same type are set to be greater than the bonus granted to the user when the attribute or type of the acquired character (acquired content) in the previous drawing is not the same as the attribute or type of the acquired character (acquired content) in the current drawing, and the acquired character (acquired content) and the owned character (owned content) are the same type in the current drawing. This can increase the user's interest in the game.
[0116] [Appendix 9] In addition, the program in this embodiment further executes a selection step of selecting at least one character (content) from the lottery content group (content group) in response to a user's operation input, and in the granting means 112d (granting step), the bonus granted to the user when the acquired character (acquired content) is the same type as the selected character selected in the selection step is greater than the bonus granted to the user when the acquired character (acquired content) is a character (content) of a different type from the selected character. This makes it possible to provide the user with an event that allows them to earn more points, thereby increasing the user's interest in the game.
[0117] [Appendix 10] In addition, in the program of this embodiment, the granting means 112d (granting step) grants more benefits to the user as the number of times that the acquired character (acquired content) and the owned character (owned content) in the lottery means 112b (lottery step) are the same type increases. This allows more points to be granted when characters cannot be acquired consecutively, thereby increasing the user's interest in the game.
[0118] [Appendix 11] In addition, in the program of this embodiment, when the acquired character (acquired content) and the owned character (owned content) are of the same type, the granting means 112d (granting step) grants a bonus and an item different from the bonus in place of the acquired character (acquired content). This makes it possible to provide the user with something of higher value, thereby increasing the user's interest in the game.
[0119] [Appendix 12] In addition, in the program of this embodiment, when the first benefit and the second benefit are given to the user in the giving means 112d (giving step), the amount of the second benefit given when the user refuses to get the first benefit is greater than the amount of the second benefit given when the user does not refuse to get the first benefit. This can increase the interest of users who want to get more points in the game.
[0120] [Appendix 13] In addition, the program in this embodiment further executes a setting step of setting, for the lottery content group (content group), a period during which the lottery content group (content group) is valid, and at least one of a predetermined rate of multiplication of the benefit given to the user by the giving means 112d (giving step) or a benefit to be added to the benefit given to the user, to the lottery content group (content group). This makes it possible to encourage users to participate in a specific lottery event.
[0121] [Appendix 14] In addition, the program in this embodiment executes a lottery in the lottery means 112b (lottery step) to determine a predetermined rate of multiplication for a privilege to be granted to a user in the granting means 112d (granting step). This can increase the user's interest in the process of determining the rate of multiplication for points.
[0122] [Appendix 15] In addition, in the program of this embodiment, the lottery means 112b (lottery step) executes either a first lottery in which the price required to execute is a first price or a second lottery in which the price required to execute is a second price lower than the first price, in response to the user's operation input, and the granting means 112d (granting step) grants a greater benefit to the user when the acquired character (acquired content) in the first lottery and the owned character (owned content) are the same type than a benefit granted to the user when the acquired character (acquired content) in the second lottery and the owned character (owned content) are the same type. This allows more points to be granted to a user who has spent more money when the desired character cannot be acquired, thereby increasing the user's interest in the game.
[0123] [Appendix 16] In addition, the program in this embodiment executes, in the lottery means 112b (lottery step), either a third lottery executed when the user uses a paid item or a fourth lottery executed when the user uses a free item in response to the user's operation input, and in the granting means 112d (granting step), the bonus granted to the user when the acquired character (acquired content) and the owned character (owned content) in the third lottery are the same type is set to be greater than the bonus granted to the user when the acquired character (acquired content) and the owned character (owned content) in the fourth lottery are the same type. This allows more points to be granted to users who have spent more money when they are unable to obtain the desired character, thereby increasing the user's interest in the game.
[0124] [Appendix 17] In addition, in the program of this embodiment, the lottery means 112b (lottery step) executes a lottery only when the user uses a paid item in response to the user's operation input. This can motivate the user to purchase a paid jewel, thereby increasing the user's interest in the game. [Explanation of symbols]
[0125] 1...game system, 10...server, 110...control unit, 120...storage unit, 121...game program, 112...server processing unit.
Claims
1. Computer, a lottery means for selecting, by lottery, an acquisition content to be acquired by the user from among the contents included in the content group in response to an operation input by the user; a granting means for granting a privilege to the user when the acquired content selected by lottery and the owned content owned by the user are of the same type; and make it work. the granting means, when receiving an operation input from a user on a predetermined day, grants to the user, if the number of privileges owned by the user is greater than the number of privileges owned by other users, a larger number of privileges to the user than the other users; program.
2. A computer, a selection unit for selecting, by lottery, an acquisition content to be acquired by the user from among the contents included in the content group in response to an operation input by the user; When the acquired content selected by the lottery and the owned content owned by the user are of the same type, a first benefit and a second benefit are given to the user; an awarding means for making the number of the second benefits awarded when the user refuses to acquire the first benefit greater than the number of the second benefits awarded when the user does not refuse to acquire the first benefit; A program that makes things work.
Citation Information
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