program
Patent Information
- Application Number
- JP2021026143
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-02-22
- Publication Date
- 2025-03-14
- 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、ゲーム方法及びサーバを提供することが可能となる。
Smart Images

Figure 0007645657000001 
Figure 0007645657000002 
Figure 0007645657000003
Abstract
Description
[Technical field]
[0001] The present invention relates to a game program, a game method, and a server. [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 server that can increase users' interest in the game by improving the mechanism for awarding points to users. [Means for solving the problem]
[0006] One aspect of the present invention is a game program that is executed by a processor of a server that provides a game to a terminal device used by a user, and causes the processor to execute the following steps: a step of consecutively executing a lottery game multiple times, in which a game medium selected from a group of game media to be selected by lottery is identified as an acquired game medium to be acquired by the user, based on an execution instruction from the terminal device; and a step of granting the acquired game medium to the user if the acquired game medium identified by the lottery game is of a different type from the owned game medium, which is a game medium owned by the user, and granting a reward to the user if the acquired game medium identified by the lottery game is of the same type as the owned game medium, and the reward granted to the user varies depending on the number of acquired game media that are of the same type as the owned game media.
[0007] Another aspect of the present invention is a gaming method executed by a processor of a server that provides a game to a terminal device used by a user, the method including the steps of: executing a lottery game multiple times in succession, based on an execution instruction from the terminal device, to identify a game medium selected from a group of game media to be selected by lottery as an acquired game medium to be acquired by the user; and, if the acquired game medium identified by the lottery game is of a different type from the owned game medium that is the game medium owned by the user, granting the acquired game medium to the user, and, if the acquired game medium identified by the lottery game is of the same type as the owned game medium, granting a reward to the user, wherein the reward granted to the user varies depending on the number of acquired game media that overlap in type with the owned game media.
[0008] Another aspect of the present invention is a server that provides a game to a terminal device used by a user, and includes a first processing unit that executes a lottery game multiple times in succession to identify a game medium selected from a group of game media to be selected by lottery as an acquired game medium to be acquired by the user based on an execution instruction from the terminal device, and a second processing unit that grants the acquired game medium to the user when the acquired game medium identified by the lottery game is of a different type from the owned game medium, which is a game medium owned by the user, and grants a reward to the user when the acquired game medium identified by the lottery game is of the same type as the owned game media, and the reward granted to the user varies depending on the number of acquired game media that are of the same type as the owned game media. Effect of the Invention
[0009] According to the present invention, it is possible to provide a game program, a game method, and a server that can increase the user's interest in a game by improving the mechanism for awarding points to the user. [Brief description of the drawings]
[0010] [Figure 1] FIG. 1 is a diagram illustrating an example of a configuration of a game system according to an embodiment. [Diagram 2] 2 is a diagram illustrating an example of a functional configuration of a server shown in FIG. 1; [Diagram 3] 2 is a diagram illustrating an example of a functional configuration of the terminal device shown in FIG. 1; [Figure 4] 13 is a diagram illustrating an example of the contents of a probability table that sets the appearance probability when identifying an acquired character through gacha. [Diagram 5] 13 is a diagram illustrating an example of points set for each rarity of an acquired character. FIG. [Figure 6] FIG. 13 is a diagram illustrating an example of points set according to the number of consecutive unsuccessful attempts at 10 consecutive gachas. [Figure 7] 13 is a flowchart for explaining an example of a processing procedure when a 10-consecutive gacha is executed in the game system according to the present embodiment. 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] 1 is a schematic configuration diagram of a game system 1 according to an embodiment of the present invention. As shown in the figure, the game system 1 includes a plurality of terminal devices 10 and a server 20.
[0013] The terminal device 10 and the server 20 are connected 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 hardware configuration] The server 20 may be, for example, a general-purpose computer such as a workstation or a personal computer. As shown in Fig. 1, the server 20 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 included in the server 20 are connected to each other by a communication bus.
[0015] The processor 21 controls the overall operation of the server 20. The processor 21 may include a central processing unit (CPU), a micro processing unit (MPU), a graphics processing unit (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.
[0016] The memory 22 is a main storage device. The memory 22 is composed of, for example, a volatile storage device such as a Read Only Memory (ROM) and a Random Access Memory (RAM). The memory 22 temporarily stores various programs and data read by the processor 21 from the storage 23, thereby providing a working area for the processor 21. The memory 22 also temporarily stores various data generated while the processor 21 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 10 and the server 20. 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 10 and the server 20.
[0018] 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 hard disk drive (HDD), etc. The storage 23 stores various data related to the game.
[0019] The communication IF 24 controls the transmission and reception of various data in the server 20 .
[0020] The input / output IF 25 is an interface through which the server 20 receives input of data, and is also an interface through which the server 20 outputs data. The input / output IF 25 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] [Terminal device hardware configuration] The terminal device 10 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 10 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 10 includes, as physical components, a processor 11, a memory 12, a storage 13, a communication IF 14, an input / output IF 15, and a touch screen 16. These components of the terminal device 10 are connected to each other by a communication bus.
[0023] The processor 11 controls the overall operation of the terminal device 10. The processor 11 may include a CPU, an MPU, a GPU, etc. The processor 11, for example, reads a program from the storage 13, loads the program in the memory 12, and executes the loaded program.
[0024] The memory 12 is a main storage device. The memory 12 is composed of, for example, volatile storage devices such as a ROM and a RAM. The memory 12 temporarily stores the programs and various data that the processor 11 reads from the storage 13, thereby providing a working area for the processor 11. The memory 12 also temporarily stores various data that the processor 11 generates while it is operating according to the programs.
[0025] 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 HDD. The storage 13 stores, for example, various data related to the game.
[0026] The communication IF 14 controls transmission and reception of various data. The communication IF 14 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 15 is an interface through which the terminal device 10 receives input of data, and is also an interface through which the terminal device 10 outputs data. The input / output IF 15 may input and output data via, for example, a Universal Serial Bus (USB) or the like. The input / output IF 15 may include, for example, physical buttons, a camera, a microphone, a speaker, and the like provided in the terminal device 10.
[0028] The touch screen 16 is an electronic component that combines an input unit 17 and a display unit 18. The input unit 17 is, for example, a touch pad. The display unit 18 is, for example, a liquid crystal display, an organic EL (Electro-Luminescence) display, or the like.
[0029] The input unit 17 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 17 may include, for example, a touch sensing unit. The touch sensing unit may employ, for example, a capacitive type or a resistive film type, or may employ another type.
[0030] [Server Functionality Configuration] 2 is a block diagram illustrating a functional configuration of the server 20. The server 20 in this embodiment has, for example, a function to provide each terminal device 10 with various data and programs necessary to realize a game, a function to collect and manage data related to the game from each terminal device 10, and a function to perform synchronization processing between the multiple terminal devices 10.
[0031] In this embodiment, the server 20 identifies each user and the terminal device 10 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 10 or another device such as a personal computer can transmit information required for registering a user's account to the server 20 in accordance with a user's operation, and the server 20 can create and store an account for each user based on the received information.
[0032] 2, the server 20 has, as its functional configuration, 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.
[0033] The game program 221 is a program for implementing a game. The game information 222 and the user information 223 are data that the control unit 210 refers to when executing the game program 221.
[0034] The game program 221 may include a program (a game program 121 described later) that is transmitted to the terminal device 10 and executed on the terminal device 10, in addition to the game program executed on the server 20. Alternatively, the storage unit 220 may store the game program 221 that is executed on the server 20 and a program that is executed on the terminal device.
[0035] The game information 222 is information common between accounts. The game information 222 includes, for example, information for defining various game spaces. The game space is a space in which objects of characters that can be operated by a user (hereinafter also referred to as "operable characters") are arranged. The game information 222 also includes, for example, various setting information related to objects common between accounts, such as background objects such as buildings, trees, and stones arranged in the game space, and objects of non-player characters (NPCs), such as their arrangement positions, sizes, colors, and shapes. The game information 222 also includes, for example, setting values of various parameters of non-player characters and information related to quests. A quest is an event in a game for which an achievement condition is set. A failure condition may be set for this quest in addition to the achievement condition. Hereinafter, the object of a character arranged in the game space may be simply referred to as a "character".
[0036] The user information 223 is information managed for each game account. The user information 223 includes, for example, information on the playable character, information on owned assets, and information indicating the progress of the game. Examples of owned assets include in-game currency, items, character equipment, cards, and the like.
[0037] The control unit 210 controls various processes related to the game by executing a game program 221 stored in the storage unit 220. The control unit 210 includes, for example, a transmission / reception unit 211, a server processing unit 212, a data management unit 213, and a synchronization processing unit 214.
[0038] The transmission / reception unit 211 transmits or receives various data. For example, the transmission / reception unit 211 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 10, and passes them to the server processing unit 212. In addition, the transmission / reception unit 211 transmits various data and programs including instructions for synchronization, and the like, to each terminal device 10 in accordance with the control of the server processing unit 212.
[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 20 and the terminal device 10 of the game system 1 execute various processes to support the multiplay function.
[0040] The server processing unit 212 provides a game to the terminal device 10 by executing arithmetic processing described in the game program 221 in response to a request from the terminal device 10. For example, when the server processing unit 212 receives a request for synchronization processing to support the multiplay function or data to be subjected to synchronization processing from the terminal device 10 via the transmission / reception unit 211, the server processing unit 212 executes synchronization processing to support the multiplay function. In addition, the server processing unit 212 issues a command to the transmission / reception unit 211 to transmit the game information 222 or the user information 223. In addition, the server processing unit 212 issues a command to the data management unit 213 to add, update, or delete a record of the game information 222 or the user information 223.
[0041] The data management unit 213 manages various data stored in the storage unit 220 in accordance with instructions from the server processing unit 212. For example, the data management unit 213 reads out the game information 222 or the user information 223 in accordance with instructions from the server processing unit 212, and transmits it to the terminal device 10 via the transmission / reception unit 211. In addition, the data management unit 213 adds, updates, or deletes records of the game information 222 or the user information 223 in accordance with instructions from the server processing unit 212.
[0042] The synchronization processing unit 214 executes synchronization processing to support the multi-play function of the game according to an instruction from the server processing unit 212. For example, when the server 20 transmits information to a plurality of terminal devices 10, the synchronization processing unit 214 transmits information to each terminal device 10 at the same time, thereby synchronizing the game proceeding among the terminal devices 10. Specifically, the synchronization processing unit 214 transmits operation information received from the terminal device 10 corresponding to each account within a predetermined period (for example, one frame) to each terminal device 10 at the same time for each predetermined period. The operation information is information related to an operation input to the terminal device 10. The timing of synchronization and information to be synchronized may be received from the server processing unit 212 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 10 in the other terminal devices 10.
[0043] [Functional configuration of terminal device] 3 is a block diagram illustrating a functional configuration of the terminal device 10. The terminal device 10 in this embodiment 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 10 has, as functional components, for example, a control unit 110 and a storage unit 120. The storage unit 120 stores various data used by the control unit 110. The various data include, for example, a game program 121, game information 122, and user information 123.
[0045] The game program 121 is a program for implementing a game on the terminal device 10. Game information 122 and user information 123 are data that the control unit 110 refers to when executing the game program 121.
[0046] The game information 122 includes information similar to the game information 222 of the server 20 described above, and therefore a description thereof will be omitted here.
[0047] The user information 123 is data related to the account of the user who uses the terminal device 10, but since it includes information similar to the user information 223 of the server 20 described above, a description thereof will be omitted here.
[0048] The control unit 110 executes a game program 121 stored in the memory unit 120, thereby controlling various processes related to the game executed on the terminal device 10. The control unit 110 has, for example, an operation reception unit 111, a transmission / reception unit 112, a game progression unit 113, and a display control unit 114.
[0049] The operation reception unit 111 receives an operation (hereinafter also referred to as an "input operation") input by the user via the input unit 17 of the touch screen 16. Specifically, when the operation reception unit 111 receives an input operation on the input unit 17, it detects the coordinates of the input position and the type of 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 16, but may also include a non-contact operation. For example, when the operation reception unit 111 detects that a continuously detected input operation has been interrupted, it detects that the input operation on the input unit 17 has been released.
[0050] Here, the operation reception unit 111 can also receive operations input by the user using an operation device connected via the input / output IF 15 in the same manner as the input operations to the input unit 17 described above.
[0051] The transmitting / receiving unit 112 transmits and receives various data. A specific example will be described below.
[0052] The transmitting / receiving unit 112 transmits game information 122 or user information 123, or a synchronization request for supporting the multiplay function, to the server 20. The transmitting / receiving unit 112 receives various data, programs, data for synchronization for supporting the multiplay function, and the like from the server 20. The data for synchronization includes, for example, synchronization instruction data for instructing each of the terminal devices 10 participating in the multiplay to synchronize. The synchronization instruction data includes, for example, data to be synchronized and the type of that data, data for specifying the time to synchronize, and the like.
[0053] The transmitting / receiving unit 112 transmits operation information (hereinafter also referred to as “first operation information”) related to the operation accepted by the operation accepting unit 111 to the server 20. The transmitting / receiving unit 112 receives operation information (hereinafter also referred to as “second operation information”) related to an operation input by another user in another terminal device 10 from the server 20.
[0054] The game progression unit 113 executes various processes related to the progression of the game. A specific example will be explained below.
[0055] The game progression unit 113 defines the game space based on information for defining the game space, which is included in the game information 122. The game progression unit 113 places objects in the game space based on setting information for the objects, which is included in the game information 122. The game progression unit 113 controls the objects placed in the game space. Specifically, the game progression unit 113 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.
[0056] The game progression unit 113 defines a virtual camera for specifying an area of the game space to be presented to the user. The game progression unit 113 places the virtual camera within the game space by defining the position and orientation of the virtual camera within the game space. The game progression unit 113 instructs the display control unit 114 to generate an image that depicts the field of view defined by the virtual camera and the objects placed in this field of view.
[0057] The position and orientation of the virtual camera can be appropriately determined for each game space. For example, the game progression unit 113 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 113 adjusts the position and orientation of the virtual camera using the direction, distance, and angle relative 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 (for example, non-player characters, enemy characters, etc.) that act based on the game programs 121 and 221.
[0058] The game progression unit 113 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 111. The game progression unit 113 executes various determination processes related to the progress of the game based on the interpreted instructions, etc. The game progression unit 113 progresses the game while controlling objects, a virtual camera, etc. based on the results of the determination processes, etc. The game progression unit 113 updates, adds, or deletes game information 122 and user information 123 according to the progress of the game.
[0059] The display control unit 114 causes the display unit 18 to display an image. A specific example will be described below.
[0060] The display control unit 114 generates an image that depicts the area of the field of view of the virtual camera defined by the game progression unit 113 within the game space and objects present in that area, and displays it on the display unit 18. The display control unit 114 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 18.
[0061] [Function to award points according to lottery game results] The game system 1 in this embodiment is characterized in that, in each of the above-mentioned configurations, it has a function of granting a reward according to the lottery result of the lottery game. Specifically, in a lottery game that is executed multiple times in succession, if any of the game media identified by multiple lotteries is the same as a game medium owned by the user, a reward is granted to the user according to the number of duplicate game media or the value of the duplicate game media.
[0062] A lottery game is a game in which a game medium selected from a group of game media that are the subject of a lottery (hereinafter also referred to as "lottery-subject game media") is identified as the game medium that the user will acquire (hereinafter also referred to as "acquired game medium").
[0063] Specifically, a lottery game is a game that has a lottery function, such as gacha, lotteries, and treasure chests, and is a game that is incorporated into a social game.
[0064] Game media is electronic data used in a game, and includes, for example, characters, items, cards, etc. Game media can be, for example, acquired, held, used, exchanged, sold, discarded, etc. within a game. The value of game media includes, for example, the value of characters and items (level, rarity, etc.), the number of cards, etc. Rarity represents the scarcity of game media. In addition to differences in value, game media are given properties that indicate differences in types of attributes, etc.
[0065] Rewards given to users may be, for example, points, in-game currency, items, characters, cards, etc.
[0066] This function can be applied to social games in general, and can also be applied to game apps that are executed by downloading an application.
[0067] In the following, as an example, we will explain a case where the "lottery game" is "gacha", the "reward" is "points", the "game medium" is a "character", and the "value of the game medium" is the "rarity of the character".
[0068] Gacha is a game in which a player obtains a gacha machine (the right to play a lottery game) for drawing gacha, and enters an execution instruction operation into a lottery instruction unit provided on the gacha machine, whereby the player draws a lottery. Gacha machines can be obtained, for example, by a user fulfilling a specific condition, by being distributed at an event, or by a user purchasing the machine. The specific conditions include, for example, clearing a quest, defeating a boss character, defeating an opponent, reaching a specific skill or level, etc.
[0069] The following describes the process when a user selects and executes a gacha that is executed multiple times in succession (hereinafter also referred to as "consecutive gacha"). In this embodiment, as an example, a case where a "10 consecutive gacha" is executed in which the gacha is drawn 10 times in succession is described. The number of consecutive executions is not limited to 10 times, and may be 9 times or less, or 11 times or more. In addition, the following describes a case where each process is executed between the game progression unit 113 of the terminal device 10 and the server processing unit 212 of the server 20, assuming a social game; however, each process may also be executed by the game progression unit 113 of the terminal device 10, as in a game app.
[0070] When an operation to instruct the execution of a 10-consecutive gacha is input to the terminal device 10, the server processing unit 212 of the server 20 shown in FIG. 2 executes 10 consecutive gachas to identify an acquired character from a group of characters to be selected corresponding to the 10-consecutive gacha.
[0071] In each gacha, the acquired character is specified based on the probability table illustrated in FIG. 4. In the probability table in the same figure, five characters, A to E, are registered as characters to be selected by lottery. A rarity and an appearance probability are set for each character. Rarity is a value that indicates the rarity of the character, and the values increase in the order of c, b, a, and s. The appearance probability is the probability that the character will be specified as an acquired character when the gacha is drawn. For example, characters A and B are set to c, the lowest rarity, and 40%, the highest appearance probability. On the other hand, character E is set to s, the highest rarity, and 1%, the lowest appearance probability.
[0072] In this embodiment, if the acquired character identified by the gacha is different from a character owned by the user (hereinafter also referred to as an "owned character"), the acquired character is awarded to the user, whereas if the acquired character identified by the gacha is the same as the owned character, points are awarded to the user.
[0073] In this embodiment, whether to grant an acquired character or points is determined based on whether the acquired character and the owned character are the same, but the criteria for determining the grant target are not limited to whether the characters are the same. For example, whether to grant an acquired character or points may be determined based on whether the acquired character and the owned character are the same type of character.
[0074] The points given to a user can be varied according to the following conditions (1) to (4).
[0075] (1) The points given to the user may vary depending on the number of acquired characters determined to be the same as (duplicate) the owned characters and the rarity of the acquired characters. For example, the points may be increased as the number of acquired characters determined to be duplicates of owned characters increases, and the points may be increased as the rarity of the acquired characters determined to be duplicates of owned characters increases.
[0076] A specific description will be given with reference to Fig. 5. As shown in the figure, for example, if the rarity of an acquired character is the lowest, c, 1 point is awarded for each acquired character. If the rarity of an acquired character is the second lowest, b, 5 points are awarded for each acquired character. If the rarity of an acquired character is the second highest, a, 10 points are awarded for each acquired character. If the rarity of an acquired character is the highest, s, 15 points are awarded for each acquired character.
[0077] Let us assume that a 10-series gacha is performed under the conditions where points are set as shown in Figure 5, and all 10 acquired characters overlap with characters owned. In addition, let us assume that the rarities of the 10 acquired characters are 1 c, 7 b, and 2 a.
[0078] In this case, 56 points calculated by {(1 point x 1) + (5 points x 7) + (10 points x 2)} will be awarded to the user.
[0079] In the above, the points are calculated based on the number of acquired characters determined to overlap with the owned characters and the rarity of the acquired characters, but the points may be calculated based only on the number of acquired characters. In this case, regardless of the rarity of the acquired character, the points for one acquired character may be set to a predetermined point, and the points may be calculated by multiplying the number of acquired characters. Also, the predetermined point may be set in stages so that the points increase according to the number of acquired characters determined to overlap.
[0080] (2) The points given to the user can be different depending on whether the result of executing the 10-series gacha is a “win” or a “lose.” The meaning of “win” and “lose” is explained below.
[0081] As a result of executing a 10-series gacha, for example, one character A, seven characters C, and two characters D are identified as acquired characters. In this case, if the user already owns all of characters A, C, and D, the user will not have been able to acquire any new characters through this 10-series gacha. Therefore, the result of this 10-series gacha is deemed a "lose."
[0082] On the other hand, if the user does not own any of Character A, Character C, and Character D, the user will be able to acquire a new character through this 10-series gacha. Therefore, the result of this 10-series gacha is deemed to be a "win."
[0083] In this embodiment, when the result of the 10-series gacha is a "miss," points are awarded to the user according to the number of consecutive "misses." These points may be awarded separately from the points in (1) above, or may be awarded in place of the points in (1) above.
[0084] A specific description will be given with reference to FIG. 6. As shown in the figure, for example, if a user misses once in a 10-series gacha, 1 point is given, if the user misses twice in a row, 5 points are given, and if the user misses three times in a row, 10 points are given. In other words, the points given to the user increase as the number of consecutive misses increases. In this case, an upper limit may be set for the number of consecutive misses. For example, if the upper limit is set to 5 times, the points for five or more consecutive misses will be the same regardless of the number of times above 5. The number of consecutive misses is reset when a win occurs. Note that, although the number of consecutive misses includes a single miss in the above, this does not have to be included.
[0085] In the case of consecutive losing attempts, instead of giving a specific number of points as described above, the points to be given to the user may be increased by a predetermined percentage. For example, if the user loses once in a 10-series gacha, the points to be given are increased by 10%, if the user loses twice in a row, the points to be given are increased by 15%, and if the user loses three times in a row, the points to be given are increased by 25%.
[0086] The criterion for determining whether the result of the 10-series gacha is a "loss" is not limited to whether the above-mentioned new characters have been acquired. For example, even if new characters have been acquired, if the number of acquired new characters is less than a predetermined number, it may be determined to be a "loss." Furthermore, even if the number of acquired new characters is less than a predetermined number, if the new characters include a character whose rarity is equal to or greater than a predetermined value, it may be determined to be a "win."
[0087] (3) The points given to a user may differ depending on whether the user has purchased a charge pack. A charge pack is sold in the game as a set including, for example, a gacha machine and items, characters, or gacha tickets.
[0088] When a user purchases a paid pack that includes a gacha machine, the user will be given points as a bonus for purchasing the paid pack (hereinafter also referred to as the "purchase bonus") for the next 10-series gacha that is executed.
[0089] The points as a purchase bonus can be awarded separately from the points (1) and (2) above. When awarding points to a user, a specific number of points may be awarded as a purchase bonus, or the points awarded separately from the purchase bonus may be increased by a predetermined percentage.
[0090] The purchase benefit may be given only once after purchase, or may be given a predetermined number of times after purchase.
[0091] (4) The points awarded to a user may differ depending on whether or not the user performed a 10-series gacha using a premium gacha ticket included in a paid pack that includes a gacha machine.
[0092] The premium gacha ticket is a gacha ticket that guarantees the identification of a character with a rarity of A or higher when a 10-series gacha is executed. Note that the rarity guaranteed by the premium gacha ticket is not limited to A or higher, and may be other rarity values or higher.
[0093] When a user uses a premium gacha ticket to execute 10 consecutive gachas and the acquired character identified is the same as the character the user owns, the user is given points as a benefit for using the premium gacha ticket (hereinafter also referred to as the "use benefit").
[0094] The points as the usage privilege can be given separately from the points (1) to (3) above. When giving points to a user, a specific number of points may be given as the usage privilege, or the number of points given separately from the usage privilege may be increased by a predetermined percentage.
[0095] Points as a usage benefit are not limited to being awarded when a premium gacha ticket is used, but may also be awarded when other tickets such as a gacha ticket are used.
[0096] With reference to FIG. 7, an example of a processing procedure when a 10-consecutive gacha is executed in the game system 1 according to the present embodiment will be described.
[0097] First, the server processing unit 212 of the server 20 executes a gacha (step S102) based on an instruction to execute a 10-consecutive gacha transmitted from the terminal device 10 (step S101).
[0098] Next, the server processing unit 212 judges whether the acquired character specified by the gacha is the same as the owned character (step S103). If the judgment is YES (step S103; YES), the server processing unit 212 makes the acquired character specified by the gacha the target for point award (step S104), and proceeds to step S106 described later.
[0099] In the above step S103, if it is determined that the acquired character specified by the gacha is a character different from the owned character (step S103; NO), the server processing unit 212 designates the acquired character as a target for granting to the user (step S105).
[0100] Next, the server processing unit 212 judges whether or not the gacha has been executed ten times (step S106). If this judgment is NO (step S106; NO), the server processing unit 212 shifts the process to the above step S102.
[0101] In step S106, if it is determined that the gacha has been executed 10 times (step S106; YES), the server processing unit 212 calculates points based on the number of acquired characters for which points were awarded in step S104 and the rarity of the acquired characters (step S107).
[0102] Next, the server processing unit 212 calculates points based on the number of consecutive losses in the 10-series gacha (step S108).
[0103] Next, when the 10-series gacha is executed for the first time after the purchase of a charge pack including a gacha machine, the server processing unit 212 calculates points for a purchase bonus (step S109).
[0104] Next, the server processing unit 212 calculates points for the usage benefit when a 10-series gacha is executed using the premium gacha ticket (step S110).
[0105] Next, the server processing unit 212 transmits the points calculated in steps S107 to S110 and the data of the acquired character to be given to the user in step S105 to the terminal device 10 (step S111). This allows the points and acquired character to be given to the user as the result of the 10-series gacha. Then, this processing procedure ends.
[0106] As described above, according to the game system 1 in the embodiment, a 10-series gacha is executed, and if an acquired character identified by each gacha is different from a character owned by the user, the acquired character is awarded to the user, whereas if an acquired character identified by each gacha is the same as a character owned, points are awarded to the user according to the number of acquired characters that overlap with the owned characters and the rarity of the acquired characters.
[0107] In addition, if the user fails to win 10 consecutive gacha attempts, the user can be given more points the next time he or she tries 10 consecutive gacha attempts.
[0108] In addition, if a user purchases a paid pack that includes a gacha machine, they can receive additional points as a purchase bonus the next time they perform a 10-series gacha.
[0109] Furthermore, if you use a premium gacha ticket that guarantees the identification of a character with a rarity of A or higher to perform a 10-series gacha, and the character obtained by the gacha is the same as a character you own, you can be awarded additional points as a benefit of using the premium gacha ticket.
[0110] Therefore, according to the game system 1 in the embodiment, a game program, a game method, and a server can be provided that have an improved mechanism for awarding points to users, thereby making it possible to increase users' interest in the game.
[0111] [Variations] It should be noted that the present invention is not limited to the above-described embodiment, and can be embodied in various other forms without departing from the spirit and scope of the present invention. Therefore, the above-described embodiment is merely illustrative in all respects and should not be interpreted as being restrictive.
[0112] For example, the order of each of the above-mentioned processing steps can be arbitrarily changed or executed in parallel as long as no contradiction occurs in the processing content. In addition, the game system 1 in the above-mentioned embodiment may be configured so that the server 20 has at least a part of the functions of the terminal device 10, or so that the terminal device 10 has at least a part of the functions of the server 20. Furthermore, devices other than the terminal device 10 and the server 20 may be components of the game system 1, and at least a part of the processing in the game system 1 may be executed by the other devices. In other words, the computer that executes the game programs 121 and 221 in this embodiment may be configured by the terminal device 10, the server 20, and other devices.
[0113] Here, the embodiment of the present invention can also be described as follows.
[0114] [Appendix 1] A game program (221) to be executed by a processor (21) of a server (20) that provides a game to a terminal device (10) used by a user, The processor (21), a step of continuously executing a lottery game multiple times, in which a game medium selected from a group of lottery-target game media is specified as an acquired game medium to be acquired by the user, based on an execution instruction from the terminal device (10); a step of granting the acquired game medium to the user when the acquired game medium identified by the lottery game is a type different from an owned game medium that is a game medium owned by the user, and granting a reward to the user when the acquired game medium identified by the lottery game is a type the same as the owned game medium; Run the command, the reward given to the user varies depending on the number of the acquired game media that are the same type as the owned game media; Game program(221).
[0115] This allows lottery games to be played multiple times in succession, and if the acquired game medium identified by each lottery game is of a different type from the game medium owned by the user, the acquired game medium is awarded to the user, while if the acquired game medium identified by each lottery game is of the same type as the owned game medium, a reward can be awarded to the user according to the number of acquired game media that are the same type as the owned game media.
[0116] [Appendix 2] the reward given to the user further varies depending on the value of the acquired game media that overlaps with the owned game media; Attachment 1 describes the game program (221).
[0117] This makes it possible, when the acquired game medium identified by each lottery game executed multiple times in succession is of the same type as the owned game medium, to grant the user a reward according to the number of acquired game media that are the same type as the owned game medium and the value of the acquired game medium.
[0118] [Appendix 3] When the number of the acquired game media to be awarded to the user in the lottery games executed multiple times in succession is equal to or less than a predetermined number, a reward to be awarded to the user in the lottery games to be executed multiple times in succession next time is set to be higher than the current reward. Attachment 1 or 2. The game program (221) according to claim 1 or 2.
[0119] As a result, if the number of acquired game media awarded in each lottery game executed multiple times in succession is small, it is possible to award the user a reward that is larger than the current reward when the next lottery game is executed.
[0120] [Appendix 4] When the user purchases the right to play the lottery game, a reward is further given to the user as a purchase benefit in the next lottery game to be played multiple times in succession. A game program (221) according to any one of appendices 1 to 3.
[0121] This makes it possible for a user who has purchased the right to play a lottery game to be given a further reward as a purchase benefit the next time the lottery game is played.
[0122] [Appendix 5] a reward is further given to the user as a usage benefit of the ticket when the user uses a ticket associated with the right to play the lottery game purchased by the user to play the lottery game, which is guaranteed to identify a game medium of a predetermined value or more, and the identified acquired game medium is the same type as the owned game medium; The game program (221) described in Appendix 4.
[0123] This makes it possible to execute a lottery game using a ticket that guarantees the identification of a game medium of a predetermined value or more, and if the identified acquired game medium is the same type as the owned game medium, to further grant a reward as a benefit for using the ticket.
[0124] [Appendix 6] The reward given to the user is either points or items. 6. A game program (221) according to any one of appendices 1 to 5.
[0125] This makes it possible, when the acquired game medium identified by each lottery game is of the same type as the owned game medium, to award points or items to the user according to the number of acquired game media that are the same type as the owned game medium.
[0126] [Appendix 7] A gaming method executed by a processor (21) of a server (20) that provides a game to a terminal device (10) used by a user, comprising: The processor (21), a step of continuously executing a lottery game multiple times, in which a game medium selected from a group of lottery-target game media is specified as an acquired game medium to be acquired by the user, based on an execution instruction from the terminal device (10); a step of granting the acquired game medium to the user when the acquired game medium identified by the lottery game is a type different from an owned game medium that is a game medium owned by the user, and granting a reward to the user when the acquired game medium identified by the lottery game is a type the same as the owned game medium; Run the reward given to the user varies depending on the number of the acquired game media that are the same type as the owned game media; How to play the game.
[0127] This allows lottery games to be played multiple times in succession, and if the acquired game medium identified by each lottery game is of a different type from the game medium owned by the user, the acquired game medium is awarded to the user, while if the acquired game medium identified by each lottery game is of the same type as the owned game medium, a reward can be awarded to the user according to the number of acquired game media that are the same type as the owned game media.
[0128] [Appendix 8] A server (20) that provides a game to a terminal device (10) used by a user, a first processing unit (212) that executes a lottery game multiple times in succession, based on an execution instruction from the terminal device (10), to identify a game medium selected from a group of game media to be selected by lottery as an acquired game medium to be acquired by the user; a second processing unit (212) that, when the acquired game medium identified by the lottery game is a type different from an owned game medium that is a game medium owned by the user, grants the acquired game medium to the user, and, when the acquired game medium identified by the lottery game is a type similar to the owned game medium, grants a reward to the user; Equipped with the reward given to the user varies depending on the number of the acquired game media that are the same type as the owned game media; Server(20).
[0129] This allows lottery games to be played multiple times in succession, and if the acquired game medium identified by each lottery game is of a different type from the game medium owned by the user, the acquired game medium is awarded to the user, while if the acquired game medium identified by each lottery game is of the same type as the owned game medium, a reward can be awarded to the user according to the number of acquired game media that are the same type as the owned game media. [Explanation of symbols]
[0130] 1...game system, 10...terminal device, 11...processor, 12...memory, 13...storage, 14...communication IF, 15...input / output IF, 16...touch screen, 17...input section, 18...display section, 20...server, 21...processor, 22...memory, 23...storage, 24...communication IF, 25...input / output IF, 110...control section, 111...operation reception section, 112...transmission / reception section, 113...game progression section, 114...display control section, 120...storage section, 121...game program, 122...game information, 123...user information, 210...control section, 211...transmission / reception section, 212...server processing section, 213...data management section, 214...synchronization processing section, 220...storage section, 221...game program, 222...game information, 223...user information, N...network
Claims
1. Computer, a lottery means capable of at least performing a multiple lottery for continuously selecting a medium to be acquired by a user from a predetermined group of media; a granting means for granting the acquired medium to the user when the acquired medium selected by lottery is a different type from the owned medium, which is a medium owned by the user, and granting a reward to the user when the acquired medium selected by lottery is the same type as the owned medium; Function as a The reward varies depending on the number of acquired media that overlap in type with the owned media; When the number of the acquired media to be awarded to the user in the multiple lottery is equal to or less than a predetermined number, the reward to be awarded to the user in the next multiple lottery is increased from the current reward. program.
2. The compensation further varies depending on the value of the acquired media that overlaps in type with the owned media. The program according to claim 1.
3. When the user purchases the right to participate in the lottery, a reward is further given to the user as a purchase benefit in the next multiple lottery to be held.
3. The program according to claim 1 or 2.
Citation Information
Patent Citations
Game program, method, and information processing device
JP2019198727A
Program, computer system, and game system
JP2019213709A
Information processing system, information processing method, information processing program, and information processor
JP2020036820A
Program and information processing device
JP6705101B1
JPP6705101B