Computer system, game system, program, and lottery processing execution control method
The computer system addresses the monotony of conventional gacha systems by implementing a dynamic lottery process with adjustable winning probabilities, enhancing player engagement and relevance between successive lotteries.
Patent Information
- Application Number
- JP2023222884
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-12-28
- Publication Date
- 2025-04-02
- Estimated Expiration
- 2038-03-28
AI Technical Summary
Conventional gacha systems lack relevance between successive lottery processes, leading to a monotonous experience and decreased player engagement.
A computer system that implements a series of lottery processes with adjustable winning probabilities based on the type of objects and user instructions, allowing for increased interest and engagement by making the lottery process relevant and dynamic.
The system enhances player engagement by making the lottery process more relevant and interesting, allowing users to have different interests beyond simply repeating multiple lotteries.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a computer system that provides a user with an object that can be used in a game. [Background technology]
[0002] Conventionally, games that employ a billing system called "item billing" that provides objects such as characters, weapons, and items that can be used in the game for a fee have been known. For example, Patent Document 1 discloses a game in which a player can purchase items by consuming a predetermined currency in the game. In addition, the form of item billing is not limited to a sales form in which a player (user) can individually specify and purchase objects such as items that he or she desires, but also includes a form in which an object selected by lottery is given to the user (so-called "gacha"). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2015-008988 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, in conventional gacha, even if it is repeated multiple times, the lottery process is performed separately, so there is no correlation between the results of each lottery. Therefore, the game player (user) simply repeats the operation to instruct the game to be played in order to win a desired object, and the process is monotonous, which is a problem in that it does not enhance the user's gambling spirit.
[0005] Therefore, the present invention aims to provide technology that can increase the user's sense of gambling by making successive lottery processes related to each other, or that can make the lottery process more interesting than simply holding multiple lotteries. [Means for solving the problem]
[0006] A first invention for solving the above problem is a computer system (e.g., server system 1100 in FIG. 1) that draws a lottery for an object available for a game from among a group of objects based on a lottery execution instruction operation by a user operating a user terminal (e.g., user terminal 1500 in FIG. 1), and grants the user the object selected by the lottery, wherein the objects include a plurality of types of objects with different roles, and the computer system includes lottery type determination means (e.g., lottery order determination unit 233 in FIG. 7 or FIG. 12) that determines a first type and a second type among the plurality of types, and a winning probability of each object when a first lottery is performed from among a group of first type objects that are the first type objects, and a winning probability of each object of a group of second type objects that are the second type objects. a probability setting means (e.g., the lottery probability setting unit 235 in FIG. 7 or 12) that sets the winning probability of each object when a second lottery is held from among the objects based on a determination by the lottery type determination means, a first lottery means (e.g., the first lottery processing unit 237 in FIG. 7 or 12) that holds the first lottery based on the winning probability set by the probability setting means to select a first grant object to be granted to the user, and a second lottery means (e.g., the second lottery processing unit 257 in FIG. 7 or 12) that holds the second lottery based on the winning probability set by the probability setting means to select a second grant object to be granted to the user, wherein the lottery type determination means, the probability setting means, the first lottery means and the second lottery means function as a series of lottery processes.
[0007] The "computer system" here may mean a system using a single computer, or a system in which multiple computers are connected to each other so as to be able to communicate with each other. According to the first invention, the types of objects to be the first type and the second type are determined from multiple types having different roles, and the winning probability for the first drawing and the winning probability for the second drawing can be set based on the determination. Then, the first drawing in which the first type of object is drawn based on the winning probability for the first drawing and the second drawing in which the second type of object is drawn based on the winning probability for the second drawing can be executed as a series of drawing processes. This allows the consecutive drawing processes to be related to each other, thereby enhancing the player's gambling spirit, or realizing a drawing process that is more interesting than simply drawing multiple times.
[0008] In addition, a second invention is a computer system of the first invention, in which the probability setting means sets the winning probability of all or some of the objects of the same type to be different depending on whether they are determined to be the first type or the second type by the lottery type determination means.
[0009] According to the second invention, when focusing on a certain type, the probability of winning can be set so that the probability of winning an object of that type differs when the object is selected in a first lottery that is executed first and when the object is selected in a second lottery that is executed later.
[0010] A third invention is a computer system of the first or second invention, wherein the object has a parameter setting including at least a setting indicating rarity, and the probability setting means sets the probability of winning an object that satisfies a predetermined high rarity condition indicating high rarity so that the first lottery is higher than the second lottery.
[0011] According to the third invention, when focusing on a certain type, the probability of winning can be set so that the probability of winning an object of that type that satisfies a high rarity condition is higher when that type is the subject of the lottery in the first lottery than when that type is the subject of the lottery in the second lottery.
[0012] A fourth invention is a computer system of the first or second invention, wherein the object has a parameter setting including at least a setting indicating rarity, and the probability setting means sets whether the probability of winning an object that satisfies a predetermined high rarity condition indicating high rarity is to be higher in the first lottery or the second lottery based on an instruction operation by the user.
[0013] According to the fourth invention, when focusing on a certain type, it is possible to set, based on a user's instruction operation, whether the winning probability of an object of that type that satisfies a high rarity condition will be higher when that type is selected in the first lottery or when that type is selected in the second lottery.
[0014] In addition, a fifth invention is a computer system of the third or fourth invention, further comprising a means for controlling the display on the user terminal of information indicating which of the first lottery and the second lottery has a higher probability of winning an object that satisfies the high rarity condition.
[0015] According to the fifth invention, when focusing on a certain type, it is possible to present to the user whether the probability of winning an object of that type that satisfies a high rarity condition is higher when that type is the subject of the lottery in the first lottery or when that type is the subject of the lottery in the second lottery.
[0016] In addition, a sixth invention is a computer system of any of the first to fifth inventions, in which the second lottery means has a probability changing means (for example, the second lottery probability changing unit 240 in Figures 7 and 12) that changes the winning probability set by the probability setting means for each object included in the second type object group based on the parameter setting set for the first grant object, and conducts the second lottery in accordance with the winning probability changed by the probability changing means to draw the second grant object.
[0017] According to the sixth invention, the winning probability for the second lottery set for the second type of object can be changed based on the parameter settings of the first grant object determined by lottery from a group of first type objects in the first lottery.
[0018] In addition, a seventh invention is a computer system of the sixth invention, in which the probability changing means changes the winning probability of an object included in the second type object group, the object having parameter settings that satisfy corresponding conditions based on the parameter settings set in the first grant object.
[0019] According to the seventh aspect of the present invention, the winning probability of an object of the second type object group, the parameter setting of which satisfies a corresponding condition with the parameter setting of the first grant object, can be changed.
[0020] An eighth aspect of the present invention is a computer system according to the seventh aspect of the present invention, wherein the probability changing means has a means for increasing the winning probability of an object having parameters set to satisfy the corresponding conditions.
[0021] A ninth aspect of the present invention is the computer system according to the seventh aspect of the present invention, wherein the probability changing means has a means for reducing the winning probability of an object having parameters set to satisfy the corresponding conditions.
[0022] According to the eighth or ninth aspect of the present invention, it is possible to increase or decrease the probability of an object that satisfies a corresponding condition among the group of second type objects being selected.
[0023] A tenth aspect of the present invention is the computer system according to any one of the seventh to ninth aspects of the present invention, wherein the parameter settings include at least a setting indicating rarity.
[0024] According to the tenth aspect of the present invention, the probability of winning an object of the second type object group, the rarity of which satisfies a corresponding condition with the rarity of the first grant object, can be changed.
[0025] An eleventh invention is the computer system according to any one of the seventh to ninth inventions, wherein the parameter settings include at least a setting regarding a combination compatibility between the first type and the second type of object.
[0026] According to the eleventh aspect of the present invention, the probability of winning an object among the group of second type objects, the setting relating to the combination compatibility of which satisfies a corresponding condition with the setting relating to the first grant object, can be changed.
[0027] In addition, a twelfth invention is a computer system of any of the first to eleventh inventions, wherein the probability setting means sets the winning probability of each object when the first lottery is conducted and / or the winning probability of each object when the second lottery is conducted based on the determination of the lottery type determination means and the play history of the user.
[0028] According to the twelfth aspect of the present invention, the probability of winning each object in the first drawing and / or the probability of winning each object in the second drawing are set taking into consideration the user's play history. Therefore, for example, the objects likely to be won in the first drawing and the objects likely to be won in the second drawing may change depending on the frequency and amount of charges and item consumption.
[0029] A thirteenth aspect of the present invention is a game system (for example, the game system 1000 in FIG. 1) configured so that a user terminal and the computer system of any one of the first to twelfth aspects of the present invention can be connected for communication.
[0030] According to the thirteenth aspect of the present invention, a game system that provides the same effects as the first aspect of the present invention can be realized.
[0031] The 14th invention is a program (e.g., game program 504 in FIG. 12 ) for causing a user terminal (e.g., user terminal 1500A in FIG. 12 ) to execute a process of drawing a lottery for an object available for a game from among a group of objects based on a user's lottery execution instruction operation, and granting the object selected by the lottery to the user, wherein the object includes a plurality of types of objects having different roles, and the program includes lottery type determination means for determining a type to be a first type and a type to be a second type among the plurality of types, a probability of winning for each object when a first lottery is performed from among a group of first type objects that are the first type of objects, and a probability of winning the second type of object when a first lottery is performed from among a group of first type objects that are the first type of objects, a probability setting means for setting the winning probability of each object when a second lottery is conducted from among a group of second type objects which are objects based on a determination by the lottery type determination means, a first lottery means for conducting the first lottery based on the winning probability set by the probability setting means to select a first grant object to be granted to the user, and a second lottery means for conducting the second lottery based on the winning probability set by the probability setting means to select a second grant object to be granted to the user, and the program causes the user terminal to function as a lottery type determination means, the probability setting means, the first lottery means and the second lottery means as a series of lottery processes.
[0032] According to the fourteenth aspect of the present invention, it is possible to realize a program that provides the same effects as the first aspect of the present invention. [Brief description of the drawings]
[0033] [Figure 1] FIG. 1 is a diagram showing an example of the overall configuration of a game system. [Diagram 2]FIG. 2 is a diagram showing an example of the device configuration of a user terminal. [Diagram 3] 11A to 11C are diagrams for explaining the principle of the lottery probability setting process. [Figure 4] 11A and 11B are diagrams illustrating a lottery order selection operation. [Diagram 5] FIG. 13 is a diagram showing an example of the data configuration of consecutive win probability definition data. [Figure 6] 11A to 11C are diagrams for explaining the principle of the second lottery probability setting process. [Figure 7] FIG. 2 is a block diagram showing an example of the functional configuration of the server system. [Figure 8] FIG. 4 is a diagram showing an example of a data configuration of user management data. [Figure 9] FIG. 4 is a diagram showing an example of the data structure of game object data. [Figure 10] FIG. 4 is a block diagram showing an example of the functional configuration of a user terminal. [Figure 11] 6 is a flowchart illustrating a process flow in the server system. [Figure 12] FIG. 13 is a diagram showing an example of the functional configuration of a user terminal in the first modification example. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0034] Hereinafter, preferred embodiments of the present invention will be described with reference to the drawings. Note that the present invention is not limited to the embodiments described below, and the forms to which the present invention can be applied are not limited to the following embodiments. In addition, in the description of the drawings, the same parts are given the same reference numerals.
[0035] Fig. 1 is a diagram showing an example of the overall configuration of a game system 1000 in this embodiment. As shown in Fig. 1, the game system 1000 includes a server system 1100, which is a computer system, and a user terminal 1500 owned by a user who is a player 2 of the game in this embodiment, and these are connected via a communication line 9 so as to be able to communicate data with each other.
[0036] The communication line 9 refers to a communication path that allows data communication. In other words, the communication line 9 includes a dedicated line (dedicated cable) for direct connection, a LAN (Local Area Network) such as Ethernet (registered trademark), a telephone communication network, a cable network, the Internet, and other communication networks, and may be either wired or wireless.
[0037] The server system 1100 includes a main device 1101, a keyboard 1106, a touch panel 1108, and a storage 1140. The main device 1101 includes a built-in control board 1150 on which are mounted various electronic components such as a CPU (Central Processing Unit) 1151, a GPU (Graphics Processing Unit), a DSP (Digital Signal Processor), etc., various IC memories 1152 such as a VRAM, a RAM, a ROM, etc., and a communication device 1153. Note that a part or the whole of the control board 1150 may be realized by an ASIC (Application Specific Integrated Circuit), an FPGA (Field-programmable gate array), or a SoC (System on a Chip).
[0038] This server system 1100 realizes a user management function related to user registration and the like, and a game management function that provides data necessary for playing the game on the user terminal 1500 and manages execution control of the game on the user terminal 1500, by the CPU 1151 and the like performing calculations based on predetermined programs and data. In other words, the game in this embodiment is realized as a kind of client-server type online game. The player 2 accesses the server system 1100 with his / her own user terminal 1500, logs in with an issued account, and enjoys the game of this embodiment.
[0039] Furthermore, the server system 1100 cooperates with an external electronic settlement server operated by an electronic settlement service provider or the like to carry out a purchase procedure (charging process) for virtual currency equivalent points (hereinafter simply referred to as "points"). During the charging process, the electronic settlement server responds to an inquiry from the server system 1100 and performs a process of settling the purchase amount of the points with the credit card, prepaid card, or the like of the player 2. The server system 1100 then grants to the player 2 the points equivalent to the purchase amount settled by the electronic settlement server.
[0040] 1, the server system 1100 may be configured to include multiple blade servers each assigned to one function, and connected to each other via an internal bus for data communication. Alternatively, the server system 1100 may be configured to function as a whole as multiple independent servers installed at separate locations communicating with each other via a communication line 9.
[0041] The user terminal 1500 is a computer system that functions as a man-machine interface, and can connect to the communication line 9 via a mobile phone base station or a wireless communication base station, etc., and perform data communication with the server system 1100. This user terminal 1500 can take the form of, for example, a smartphone, a mobile phone, a portable game device, a stationary home game device, a controller for a stationary home game device, an arcade game device, a personal computer, a tablet computer, a wearable computer, etc.
[0042] Fig. 2 is a diagram showing an example of the device configuration of a smartphone, which is an example of the user terminal 1500. As shown in Fig. 2, the user terminal 1500 includes a directional input key 1502, a home key 1504, a touch panel 1506 that functions as an image display device and a contact position input device, a built-in battery 1509, a speaker 1510, a microphone 1512, a control board 1550, and a memory card reader 1542 that can read and write data to a memory card 1540 that is a computer-readable storage medium. In addition, a power button, a volume control button, etc., which are not shown, are provided.
[0043] The control board 1550 is equipped with various microprocessors such as a CPU 1551, a GPU, and a DSP, various IC memories 1552 such as a VRAM, a RAM, and a ROM, a wireless communication module 1553 for wireless communication with a mobile phone base station or a wireless LAN base station connected to the communication line 9, and an interface circuit 1557. The control board 1550 is also equipped with so-called I / F circuits (interface circuits) 1557, such as a circuit for receiving signals from the direction input key 1502 and the home key 1504, a driver circuit for the touch panel 1506, an output amplifier circuit for outputting a sound signal to the speaker 1510, an audio signal generating circuit for generating a signal of the sound collected by the microphone 1512, and a signal input / output circuit for the memory card reader 1542. Each of these elements mounted on the control board 1550 is electrically connected to each other via a bus circuit or the like, and is connected so as to be able to read and write data and transmit and receive signals. Note that a part or all of the control board 1550 may be configured with an ASIC, an FPGA, or an SoC.
[0044] In this control board 1550, a game client program and various setting data required to execute this game client program are stored in IC memory 1552. The game client program and the like are downloaded from server system 1100 at an appropriate timing. Alternatively, the game client program and the like may be read from a separately obtained storage medium such as memory card 1540. Then, CPU 1551 and the like execute the game client program to perform calculation processing, and control each part of user terminal 1500 in response to operational inputs to touch panel 1506, directional input keys 1502, and home key 1504, thereby enabling player 2 to play the game.
[0045] [overview] In the game of this embodiment, the player 2 can draw (gacha) objects available in the game in exchange for spending a predetermined amount of points. Objects that can be awarded by gacha include, for example, a character that can be selected as the player character, weapons and armor that the player character can equip or use, various items such as ammunition and medicine, a vehicle for the player character, summoned beasts, additional abilities that can be added to the player character such as magic and skills, the right to open new game stages and maps, and a lottery right. In this embodiment, a plurality of objects that can be classified into three categories of "weapons," "characters," and "items," each with a different role, are prepared in advance as objects to be drawn. The price consumed in gacha is not limited to points, and may be real-world currency (money).
[0046] More specifically, in this embodiment, two gacha menus are provided: a "single gacha" and a "multiple gacha." In the single gacha, for example, a category selection operation is accepted from the player 2 to select one of the categories (types of objects with different roles) from weapons, characters, and items, and a single lottery process is performed for the selected category, and the object that is selected is given to the player 2.
[0047] On the other hand, when the multiple gacha is selected, the lottery process is performed multiple times, and the objects that are selected are given to the player 2 together. In this embodiment, a lottery is performed from among the object groups of each category, for each category of weapon, character, and item. As a processing procedure, first, a lottery execution instruction operation is accepted. For example, the player 2 selects the multiple gacha menu from the gacha menu to perform a lottery execution instruction operation. Then, after the lottery execution instruction operation is accepted, a lottery order selection operation of the player 2 is accepted next, and the execution order (lottery order) of the lottery for each category is determined. After that, a weapon lottery for lottery-selecting a weapon to be given to the player 2 from among the object group of the weapon category (weapon group prepared as lottery objects), a character lottery for lottery-selecting a character to be given to the player 2 from among the object group of the character category (character group prepared as lottery objects), and an item lottery for lottery-selecting an item to be given to the player 2 from among the object group of the item category (item group prepared as lottery objects) are performed in the determined lottery order, thereby performing a series of lottery processes. Thereafter, the three objects, the weapon, the character, and the item, that were won are given to Player 2, and the execution of the rapid-fire gacha is completed.
[0048] Here, a rarity is set for each object prepared as a lottery object. For example, the rarity is "super rare", "rare", and "common" in descending order of rarity. Of course, the rarity level may be four or more levels, or may be two levels. Furthermore, for each of the super rare and rare objects, a separate probability of winning is set in advance for a single gacha and a multiple gacha. The probability of winning for a single gacha is a value according to the rarity, and the higher the rarity of an object, the lower the probability of winning, making it more difficult to win. For example, the probability of winning for a super rare is 0.3%, and the probability of winning for a rare is 0.9%. The probability of winning for multiple gacha will be described later.
[0049] The lottery process for the single gacha is performed using the winning probability for the single gacha. If the lottery result is not a rare object, one of the non-rare objects with common rarity is selected and given from among the objects to be lottery. On the other hand, when executing the multiple gacha, the winning probability is set or changed based on the specified value for the multiple gacha and used in the lottery process.
[0050] [principle] 1. Lottery probability setting process The lottery probability setting process is performed prior to the execution of the consecutive gacha (series of lottery processes), and sets the winning probability for each category lottery depending on whether the category lottery is performed as the first lottery or the second lottery. FIG. 3 is a diagram for explaining the principle of the lottery probability setting process, and shows a series of lottery processes (a) and (b) performed in different orders. In FIG. 3(a), when focusing on the two lotteries in the top two rows, the first lottery, which is the first lottery, is a character lottery, and the second lottery, which is the second lottery, is a weapon lottery. In other words, the first type is a character and the second type is a weapon. Conversely, in FIG. 3(b), the first lottery is a weapon lottery and the second lottery is a character lottery (the first type is a weapon and the second type is a character).
[0051] In this embodiment, the winning probability set by the lottery probability setting process is different between the case where the character lottery is performed in the earlier lottery order (a) and the case where the character lottery is performed in the later lottery order (b). Specifically, if the lottery order of the character lottery is performed earlier, the winning probability of the "high rare" character whose rarity satisfies a predetermined high rare condition among the character group is set high, and the winning probability of the "non-rare" character is set low (FIG. 3(a)). In contrast, if the lottery order of the character lottery is performed later, the winning probability of the high rare character is set lower than that in FIG. 3(a), and the winning probability of the non-rare character is increased accordingly (b). In addition, although not shown, if the lottery order of the character lottery is performed last, the winning probability of the high rare character is further lower than that in FIG. 3(b), and the winning probability of the non-rare character is further increased. The high rare condition can be, for example, "the rarity must be super rare or rare", but it is also possible to set only the super rare object to satisfy the high rare condition. The same is true when we look at the weapon lottery: if the weapon lottery is held earlier, it is easier to win a high rarity weapon (Figure 3(a)), and if the lottery is held later, it is harder to win a high rarity weapon (Figure 3(b)). The same is true when we look at the item lottery.
[0052] In other words, in this embodiment, the probability of winning is set so that if the drawing order is earlier, it becomes easier to win a rare object in that drawing, whereas if the drawing order is later, it becomes harder to win a rare object in that drawing.
[0053] To achieve this, in the lottery probability setting process, a lottery execution instruction operation and a lottery order selection operation are first received to determine the category of the first type object and the category of the second type object. In this embodiment, an operation to specify the lottery order of weapons, characters, and items in a series of lottery processes is received as the lottery order selection operation.
[0054] FIG. 4(a) is a diagram for explaining the lottery order selection operation, and shows an example of a lottery order selection screen displayed on the touch panel 1506 after the lottery execution instruction operation. As shown in FIG. 4(a), in the lottery order selection screen, three display bodies A11, A13, and A15 indicating the weapon lottery, character lottery, and item lottery performed in a series of lottery processes are displayed on the left side of the screen, and three lottery order designation positions B11, B13, and B15 indicating "first", "second", and "last" are displayed on the right side of the screen. In this lottery order selection screen, if the player 2 wants to perform the character lottery first, for example, he touches the display body A13 indicating the character lottery and moves it to the lottery order designation position B11 by dragging and dropping it. FIG. 4(b) shows an example in which the three display bodies A11, A13, and A15 are moved to the desired lottery order designation positions B11, B13, and B15 in a similar manner.
[0055] Here, on the lottery order selection screen, near the lottery order designation positions B11, B13, and B15, the probability of winning a rare object when drawing in the corresponding lottery order is displayed. In this embodiment, since the probability of winning a rare object increases the earlier the lottery order is, a display is displayed to indicate to player 2 that the probability of winning a rare object is high in the first lottery, somewhat high in the second lottery, and low in the final lottery. Therefore, player 2 can refer to the display and specify the lottery order by, for example, specifying a character lottery for the first lottery if he or she wants to obtain a character with a high rarity.
[0056] When the selection operation of the lottery order is accepted as described above, the order related to the operation is determined as the lottery order. Then, the winning probability for each lottery is set based on the determined lottery order. The above-mentioned winning probability for the multiple gacha is used for the setting. FIG. 5 is a diagram showing an example of a data configuration of winning probability definition data that defines the winning probability for the multiple gacha. As shown in FIG. 5, the winning probability definition data for the multiple gacha (multiple winning probability definition data) stores, for each rare object, the winning probability when the lottery order of the category is the first, second, and last in a series of lottery processing. Then, for example, in FIG. 5, when focusing on the character category, if the lottery order is the first, the specified value of the winning probability surrounded by the dashed line is set as the winning probability of the corresponding rare object. On the other hand, if the lottery order is the last, the specified value of the winning probability surrounded by the dashed line is set as the winning probability of the corresponding rare object.
[0057] Basically, the winning probability of each rare object is the highest when the object is drawn first, and gradually decreases in the order of the second and last objects drawn. However, it is not necessary that the winning probability of all rare objects is different depending on the drawing order, and objects may include objects that have the same winning probability in each drawing order. In other words, the winning probability of some rare objects may change depending on the drawing order.
[0058] According to the lottery probability setting process described above, in a series of lottery processes in which lotteries for different categories are performed in order, the probability of winning a rare object can be set high for a category that is drawn earlier in the lottery order. Therefore, for example, if player 2 specifies the lottery order for the character lottery to be drawn earlier, characters with high rarity are more likely to be won in the character lottery. Conversely, weapons and items with high rarity are less likely to be won in weapon lotteries and item lotteries that are drawn later in the lottery order.
[0059] 2. Second lottery probability change process In this embodiment, after setting the winning probability as described above, a series of lottery processes are started, and the lotteries for each category are conducted in a determined order based on the set winning probability. However, once the lottery for one category is completed, a second lottery probability change process is carried out before the next lottery to change the winning probability for the next lottery.
[0060] The change is made by adjusting the probability of winning the object (rare object) subject to the second lottery set in the lottery probability setting process, and at that time, the parameter setting of the object (first granted object) that was won in the previous first lottery is used. Below, the second lottery probability change process will be explained using an example in which the lottery order is weapon lottery, character lottery, and item lottery.
[0061] 2-1. Combination compatibility FIG. 6 is a diagram for explaining the principle of the second selection probability change process, focusing on character selection and weapon selection. In the character selection, which is the first selection in this case, a selection is made from a group of characters that are a group of first-type objects. Here, for each character to be selected, a character type such as "Type A", "Type B", or "Type C" is set in advance as a parameter setting. Therefore, as shown in FIG. 6, each character can be grouped into groups G211, G213, G215, ... according to the character type.
[0062] Then, in the second lottery probability change process after the character lottery, first, the combination compatibility is determined from the character type of the first given object. For example, when the character O11 of type B is selected, a weapon that matches the combination compatibility with the character O11 from the weapons group, which is the second type object group, is determined based on this type B. In this embodiment, a weapon with a parameter setting that satisfies a predetermined corresponding condition with type B is determined to be a weapon that matches the combination compatibility.
[0063] Here, for each weapon, the character type of the character that can equip that weapon is set in advance as a parameter setting. Therefore, as shown in FIG. 6, the weapons can be grouped into groups G221, G223, G225, ... for each character type. For example, weapons belonging to group G221 are weapons that can be equipped by characters of type A and type B. On the other hand, weapons belonging to group G225 are weapons that can be equipped only by characters of type C. Note that, for weapons, appropriate weapon types are set as separate parameter settings. For example, weapon types such as "long-distance attack", "medium-distance attack", and "close-distance attack" can be set.
[0064] The matching condition for the character is, for example, "the same character type as the first grant object is set as a parameter setting." Therefore, in the example of Fig. 6, the weapons belonging to the groups G221 and G223 are determined to be weapons that have a matching combination compatibility with the character O11.
[0065] Thereafter, the reference value adjustment process is performed on the weapons of the groups G221 and G223 that match the combination compatibility as the target objects, and the winning probability of each is changed primarily. The reference value adjustment process is defined as a process of increasing the winning probability by adding a predetermined value (for example, +0.3) to the winning probability (winning probability setting value) set for the target object. It may also be a process of multiplying the winning probability setting value of the target object by a predetermined value (for example, ×1.2). By this process, in the example of FIG. 6, it is possible to make it easier for a weapon that can be equipped by the character O11 and has a rarity of super rare or rare to win in the second lottery. When a rare object is not won, for example, it is preferable to select an object to be given from non-rare objects (weapons of common rarity that belong to the groups G221 and G223) that match the combination compatibility.
[0066] In addition, the weapons may include "common" weapons that are not limited to the character types that can equip them, as shown in the example. The common weapons may be the target of the change in the winning probability in the second lottery probability change process.
[0067] Also, instead of increasing the winning probability of objects with matching combination compatibility, it is possible to lower the winning probability of objects with incompatible combination compatibility (weapons belonging to group G225 in the example of FIG. 6). In this case, the reference value adjustment process is performed with rare objects with incompatible combination compatibility as target objects. The reference value adjustment process is defined as a process for lowering the winning probability of the target object by, for example, subtracting a predetermined value from the winning probability setting value.
[0068] Alternatively, the probability of winning an object with an incompatible combination may be set to zero. For example, this can be achieved by excluding objects with an incompatible combination from the selection targets of the second lottery. In this case, in the example of FIG. 6, the weapon that is selected in the second lottery will always be a weapon that the character O11 can equip. In other words, it is possible to prevent a weapon that cannot be equipped by the character O11, who was selected in the first lottery, from being selected in the second lottery.
[0069] 2-2. Rarity In the second lottery probability change process of this embodiment, after the winning probability is changed primarily based on the above-mentioned combination compatibility, if the first grant object is a rare object, an object to be selected for the second lottery whose rarity satisfies a predetermined corresponding condition with the rarity of the first grant object is selected. Then, the winning probability of the selected object is changed secondary.
[0070] The corresponding condition regarding the rarity may be, for example, "the same rarity as that of the first given object is set as a parameter setting".
[0071] Specifically, in the example of Fig. 6, the rarity of the character O11 that won the first lottery is super rare, so among the weapons of groups G221, G223 that were determined to have a matching combination compatibility in the primary change, the winning probability of the same super rare weapons O13, O21, etc. is changed secondarily. The secondary change is performed, for example, by adding a predetermined value (e.g., +0.1) to the winning probability of the weapons O13, O21, etc. that were changed first to increase the winning probability. This makes it easier to win an object of the same rarity as the object that won the first lottery in the second lottery.
[0072] In addition, the secondary change may be performed in the same manner as the primary change by lowering the probability of winning a rare object having a different rarity from the first grant object, or by setting the probability of winning to zero.
[0073] After the second selection probability change process for the weapon selection is performed as described above, a selection is performed from the weapons group, which is the second type of object group, based on the changed selection probability to determine the weapon to be given to the user. After that, the second selection probability change process is performed in the same manner prior to the next item selection to change the selection probability for the item selection.
[0074] Specifically, the items are composed of various items such as bullets to load into weapons, repair items for characters and weapons, fuel for those repairs, etc., including items that are exclusive to limited characters and weapons that can use the item. Each item has a parameter setting that is preset with the character types and weapon types that can use the item.
[0075] The item group may include common items that have no restrictions on the character types or weapon types that can be used, as well as common items that have no restrictions on the character types or weapon types that can be used. The common items may be the targets for changing the winning probability in the second lottery probability changing process.
[0076] In the second selection probability change process for the item selection, the character selection may be the first selection, as in the weapon selection, and the selected character (character O11 in FIG. 6) may be the first given object, or the immediately preceding weapon selection may be regarded as the first selection, and the selected weapon (weapon O13 in FIG. 6) may be the first given object, and its parameter settings may be used. Alternatively, both the character O11 and the weapon O13 may be the first given object, and their parameter settings may be used as an OR condition to change the selection probability for the item group.
[0077] As described above, according to the second selection probability change process, a weapon that can be equipped by a character that won the first character selection will always be selected in the next weapon selection, or the weapon can be made easier to win. Also, an item dedicated to a character that won the character selection or a weapon that won the weapon selection will always be selected in the final item selection, or the item can be made easier to win. Therefore, for example, if the first selection is a character selection and the second selection is a weapon selection, the selection probability setting process described above makes it easier for a character with a high rarity to be selected in the character selection. And, according to the second selection probability change process, a weapon that can be equipped by a character that won the character selection will always be selected in the subsequent weapon selection, or the item can be made easier to win.
[0078] In the multiple gacha of this embodiment, the selection processes for the weapon selection, the character selection, and the item selection are performed as a series of selection processes, but in this embodiment, a cancel instruction operation for canceling the next selection is accepted after each selection. If the player 2 selects to stop the multiple gacha midway by performing a cancel instruction operation, the series of selection processes is terminated.
[0079] In the case of midway cancellation, the points consumed will be reduced by a certain amount and the billing process will be carried out. For example, if the points consumed for one consecutive gacha are 300 points, if you cancel before the second drawing, the points will be reduced to 210 points, and if you cancel before the third (last) drawing, the points will be reduced to 240 points.
[0080] In addition, when a cancel instruction operation is accepted, information regarding the immediately preceding lottery result (i.e., the first grant object) and information indicating the winning probability for the second lottery changed based on the lottery result (i.e., the result of the second lottery probability change process) are displayed and presented to Player 2.
[0081] First, the display of information on the lottery result (display of information on the lottery result in the middle before all the consecutive gachas are finished) is performed by displaying information showing a hint of the first grant object that has been won. For example, the silhouette of the first grant object may be displayed, or the character type or weapon type of the first grant object may be displayed. In this way, the player 2 can predict the first grant object that has been won from the silhouette and proceed to the next lottery, or conversely, can select to cancel midway by performing a cancel instruction operation. In addition, the probability of winning the next lottery can be used as a reference for making such a decision. Therefore, the next lottery can be performed while increasing the player 2's expectations for the lottery result between lotteries. It should be noted that the display of information showing a hint is not limited to the display of information showing a hint, and information showing the first grant object, such as the character name or weapon name of the first grant object, may be displayed.
[0082] [Function configuration] 1. Server system Fig. 7 is a block diagram showing an example of a functional configuration of the server system 1100. As shown in Fig. 7, the server system 1100 includes an operation input unit 100s, a server processing unit 200s, an image display unit 390s, a sound output unit 392s, a communication unit 394s, and a server storage unit 500s.
[0083] The operation input unit 100s is for inputting various operations for system management, maintenance, etc., and can be realized by, for example, a keyboard, a mouse, a touch panel, etc. In FIG.
[0084] The server processing unit 200s can be realized by a processor, which is an arithmetic circuit such as a CPU, GPU, ASIC, or FPGA, or an electronic component such as an IC memory, and controls input and output of data between each unit of the device including the operation input unit 100s and the server storage unit 500s. Then, various types of arithmetic processing are performed based on predetermined programs and data, operation input signals from the operation input unit 100s, data received from the user terminal 1500, etc., and the operation of the server system 1100 is centrally controlled. In FIG. 1, the control board 1150 and its CPU 1151 correspond to this.
[0085] The server processing unit 200s includes a user management unit 210, a billing processing unit 220, a game management unit 230, a timing unit 280s, an image generation unit 290s, a sound generation unit 292s, and a communication control unit 294s.
[0086] The user management unit 210 performs processes related to user registration and manages data of each registered user (player 2) linked to an account. For example, it can execute processes such as granting a unique account to a registered user, registration information management processes for registering and managing personal information for each account, and usage history management processes for managing login and logout history. Of course, it can also appropriately include management processes for other data linked to user accounts.
[0087] The billing processor 220 performs billing processing in response to a point purchasing operation by the player 2, and gives the player 2 points equivalent to the purchase amount.
[0088] The game management unit 230 performs various processes related to the management of game execution. Since the game of this embodiment is a client-server type online game, the game management unit 230 performs control to provide data necessary for game play while communicating with the user terminal 1500. This game management unit 230 includes a game progress control unit 231, a lottery order determination unit 233, a lottery probability setting unit 235, a first lottery processing unit 237, a second lottery probability changing unit 240, a lottery result hint display control unit 251, a second lottery probability display control unit 253, a cancellation processing unit 255, and a second lottery processing unit 257.
[0089] The game progress control unit 231 communicates with the user terminal 1500 as needed, controls the progress of game play on the user terminal 1500, and performs processing related to reflecting the results of play.
[0090] The lottery order determination unit 233 is a functional unit that performs lottery probability setting processing in the above-described manner together with the lottery probability setting unit 235 when a series of lottery processes are executed when a lottery execution instruction operation is accepted (when the multiple gacha menu is selected), and accepts a lottery order selection operation to determine the lottery order for each category of weapon, character, and item.
[0091] The lottery probability setting unit 235 sets the winning probability for the lottery of each category based on the lottery order determined by the lottery order determination unit 233.
[0092] The first lottery processing unit 237 performs a lottery from among the first type objects based on the winning probability set by the lottery probability setting unit 235, and determines the first grant object to be granted to the player 2.
[0093] The second lottery probability change unit 240 performs the second lottery probability change process in the above manner, and changes the winning probability for the second lottery by adjusting the winning probability setting value set in the lottery probability setting process for the object (rare object) of the second type object group to be selected in the second lottery. In this embodiment, a primary change using combination compatibility and a secondary change using rarity are performed in sequence. This second lottery probability change unit 240 includes a combination compatibility determination unit 241. The combination compatibility determination unit 241 determines the combination compatibility with the first grant object for the object of the second type object group according to the corresponding conditions.
[0094] After the first drawing and before the second drawing, the lottery result hint display control unit 251 causes the image display unit 390 of the user terminal 1500 to display a hint for the object that was won in the immediately preceding drawing.
[0095] After the first lottery and before the second lottery is executed, the second lottery probability display control unit 253 causes the image display unit 390 of the user terminal 1500 to display the winning probability for the second lottery as changed by the second lottery probability change unit 240.
[0096] After the first drawing and before the second drawing is executed, the cancellation processing unit 255 accepts a cancel instruction operation for the second drawing. Then, upon receiving the cancel instruction operation from the player 2, the execution of the second drawing is cancelled, and a series of the drawing processes is terminated.
[0097] The second lottery processing unit 257 performs a lottery from among the second object group based on the winning probability changed by the second lottery probability changing unit 240, and determines the second grant object to be granted to the player 2.
[0098] The timekeeping unit 280s uses a system clock to keep track of the current date and time, time limit, and the like.
[0099] The image generating unit 290s generates images relating to system management of the server system 1100 and outputs them to the image display unit 390s.
[0100] The sound generation unit 292s is realized by executing an IC or software that generates or decodes audio data, and generates or decodes audio data such as operation sounds and BGM related to the system management and video distribution of the server system 1100. Audio signals related to system management are output to the sound output unit 392s.
[0101] The communication control unit 294s performs communication connection and data processing for data communication with an external device (eg, the user terminal 1500) via the communication unit 394s, and realizes data exchange with the external device.
[0102] The image display unit 390s displays various screens for system management and the like based on the image signal input from the image generation unit 290s. For example, this can be realized by an image display device such as a flat panel display, a cathode ray tube (CRT), a projector, or a head-mounted display. In FIG. 1, the touch panel 1108 corresponds to this.
[0103] The sound output unit 392s emits the sound signal input from the sound generation unit 292s. In FIG. 1, this corresponds to a speaker (not shown) provided in the main device 1101 or the touch panel 1108.
[0104] The communication unit 394s realizes communication by connecting to the communication line 9. For example, it can be realized by a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, etc. In FIG. 1, the communication device 1153 corresponds to this.
[0105] In the server storage unit 500s, programs for operating the server system 1100 and realizing various functions of the server system 1100, data used during execution of the programs, etc. are stored in advance or temporarily stored each time processing is performed. For example, it can be realized by IC memory such as RAM or ROM, a magnetic disk such as a hard disk, an optical disk such as a CD-ROM or DVD, etc. In FIG. 1, this corresponds to the IC memory 1152 and the storage 1140.
[0106] The server storage unit 500s also stores a server program 501, a distribution game client program 503, user management data 510, game initial setting data 520, play data 560, and a current date and time 800. In addition, other necessary data such as timers, counters, and various flags are appropriately stored.
[0107] The server program 501 is a program for causing the server processing unit 200s to function as the user management unit 210, the billing processing unit 220, and the game management unit 230. Note that programs for causing the server processing unit 200s to function as the image generation unit 290s, the sound generation unit 292s, and the communication control unit 294s may also be included as appropriate.
[0108] The distribution game client program 503 is the original of the game client program 502 (see FIG. 10) that is downloaded to the user terminal 1500.
[0109] The user management data 510 stores information about a registered user who is a player 2. Fig. 8 is a diagram showing an example of the data configuration of one piece of user management data 510. As shown in Fig. 8, the user management data 510 includes an account 511 of the corresponding player 2, payment medium ledger data 512, a list of owned objects 513, a player level 514, and a play history 515 such as play date and time, play time, number of plays, etc.
[0110] The payment medium ledger data 512 stores information on the income and expenditure of the electronic payment medium (in this embodiment, points equivalent to virtual currency) linked to the corresponding player 2, such as the history of the purchase date and time of points and the number of points purchased (charged amount), the history of the consumption date and time of points and the number of points consumed, etc.
[0111] The owned object list 513 stores a list of objects such as characters, weapons, items, etc. that the player 2 has obtained during the course of the game and currently owns.
[0112] 7, various initial setting data for executing the game of this embodiment are stored in the game initial setting data 520. The game initial setting data 520 stores game object data 530, single shot winning probability definition data 540, and multiple shot winning probability definition data 550.
[0113] Game object data 530 is prepared for each object, such as a weapon, a character, an item, etc., that may be given to player 2 in the course of the game. Fig. 9 is a diagram showing an example of the data configuration of one piece of game object data 530. As shown in Fig. 9, game object data 530 stores object name 531 of the corresponding object, category (weapon / character / item) 532 into which the object is classified, and parameter settings 533 of the object. In addition, for example, if the object is a character, its model data, motion data used to control its movements, and initial values of various ability values such as attack power and defense power are stored.
[0114] Parameter setting 533 includes character type 534 and rarity 535. In character type 534, if the corresponding object is a character, the character type of the character is set; if the object is a weapon, the character type of a character that can equip it is set; if the object is an item, the character type of a character that can use it is set.
[0115] Returning to Fig. 7, the single-shot winning probability definition data 540 stores the winning probability of each rare object used in the single-shot gacha. The winning probability of a non-rare object is determined by subtracting the total winning probability of each rare object from 1, and dividing the remaining probability equally by the number of non-rare objects. As the lottery process, a lottery based on the total probability of the non-rare objects may be performed, and if a non-rare object is selected as a winning object, a step-by-step lottery may be performed to select a non-rare object from among the non-rare objects.
[0116] The multiple win probability definition data 550 stores the win probability for each rare object used in the multiple gacha in each drawing order (see FIG. 5). The win probability of a non-rare object is determined by subtracting the sum of the win probabilities of each rare object from 1 and dividing the remaining probability equally by the number of non-rare objects. The lottery process may be a step-by-step lottery in which a lottery is performed based on the total probability of the non-rare objects, and if a non-rare object is selected, a lottery is performed to select a non-rare object to be selected from the non-rare objects.
[0117] The play data 560 is prepared for each player 2 playing the game (that is, for each user terminal 1500 connected to the server system 1100), and describes the game play status (progress status).
[0118] 2. User Device Fig. 10 is a block diagram showing an example of a functional configuration of a user terminal 1500. As shown in Fig. 10, the user terminal 1500 includes an operation input unit 100, a device processing unit 200, an image display unit 390, a sound output unit 392, a communication unit 394, and a device storage unit 500.
[0119] The operation input unit 100 is for the user to input various operations, and can be realized by, for example, a button switch, a joystick, a touch pad, a track ball, an acceleration sensor, an angular velocity sensor, a CCD module, etc. In Fig. 2, this corresponds to the direction input key 1502, the home key 1504, and the touch panel 1506.
[0120] The device processing unit 200 can be realized by a processor, which is an arithmetic circuit such as a CPU, GPU, ASIC, or FPGA, or an electronic component such as an IC memory, and controls input and output of data between each unit of the device including the operation input unit 100 and the device storage unit 500. Then, it performs various arithmetic processing based on a predetermined program or data, an operation input signal from the operation input unit 100, data received from the server system 1100, and the like, and generally controls the operation of the user terminal 1500. In FIG. 2, the control board 1550 and its CPU 1551 correspond to this. And, the device processing unit 200 in this embodiment includes a user terminal arithmetic unit 270, a timer unit 280, an image generation unit 290, a sound generation unit 292, and a communication control unit 294.
[0121] The user terminal calculation unit 270 executes various calculation processes for causing the user terminal 30 to function as a terminal for game play by the player 2. For example, the user terminal calculation unit 270 includes an operation signal transmission control unit 271 and a game screen display control unit 273.
[0122] The operation signal transmission control unit 271 performs processing for transmitting various data and request information to the server system 1100 in response to an operation input to the operation input unit 100 .
[0123] The game screen display control unit 273 performs control for displaying a game screen based on various data received from the server system 1100. For example, if the online game of this embodiment is realized as a web game, it can be realized using a web technology that actively controls screen display using HTML together with Java (registered trademark) and CSS (Cascading Style Sheets) based on a web browser, or a plug-in such as Adobe (registered trademark) Flash. Of course, other methods may be used. In addition, in the configuration of this embodiment, a game space image (e.g., 3DCG, etc.) that is the base of the game screen is generated by the server system 10, but it is also possible to configure the game space image to be generated by the user terminal 1500. In that case, the game screen display control unit 273 controls objects arranged in a virtual three-dimensional space for generating the 3DCG.
[0124] The image generation unit 290 cooperates with the game screen display control unit 273 to generate an image signal for displaying one game screen per frame time (for example, 1 / 60 seconds) based on various data received from the server system 1100, and outputs the generated image signal to the image display unit 390. For example, this can be realized by a processor such as a GPU or a digital signal processor (DSP), a video signal IC, a program such as a video codec, an IC memory for drawing frames such as a frame buffer, and the like.
[0125] The sound generation unit 292 is realized, for example, by a digital signal processor (DSP), a processor such as a voice synthesis IC, an audio codec for playing audio files, etc., and generates audio signals for game sound effects, background music, and various operation sounds, and outputs them to the sound output unit 392.
[0126] The communication control unit 294 performs communication connection and data processing for data communication with an external device (eg, the server system 1100) via the communication unit 394, and realizes data exchange with the external device.
[0127] The image display unit 390 displays various screens such as a game screen based on the image signal input from the image generation unit 290. For example, this can be realized by an image display device such as a flat panel display, a projector, or a head mounted display. In FIG. 2, this corresponds to the touch panel 1506.
[0128] The sound output unit 392 emits sound effects, background music, and the like related to the game based on the audio signal input from the sound generation unit 292. In FIG.
[0129] The communication unit 394 realizes communication by connecting to the communication line 9. For example, it can be realized by a wireless communication device, a modem, a TA, a jack of a wired communication cable, a control circuit, etc. In FIG. 2, the wireless communication module 1553 corresponds to this.
[0130] In the terminal storage unit 500, programs for operating the user terminal 1500 and realizing the functions of the user terminal 1500, data used during execution of the programs, etc. are stored in advance or temporarily stored each time processing is performed. For example, this can be realized by IC memory such as RAM or ROM, a magnetic disk such as a hard disk, an optical disk such as a CD-ROM or DVD, etc. In Fig. 2, this corresponds to the IC memory 1552 and the memory card 1540.
[0131] The terminal storage unit 500 also stores a game client program 502. The game client program 502 is a program for causing the terminal processing unit 200 to function as the user terminal computing unit 270. This game client program 502 may be a dedicated client program according to a technical method for realizing an online game, or may be configured by a web browser program and a plug-in for realizing interactive image display. In this embodiment, it is a copy of a distribution game client program 503 (see FIG. 7) provided by the server system 1100.
[0132] [Processing flow] 11 is a flowchart for explaining the flow of processing related to the execution of the multiple shot gacha in the server system 1100. The processing described here is realized by the server processing unit 200s reading and executing the server program 501. It is assumed that the user terminal 1500 has already completed a separate login procedure.
[0133] As shown in FIG. 11, when the server system 1100 detects a lottery execution instruction operation on the user terminal 1500 (step S11: YES), it performs a lottery probability setting process (steps S12 to S14). That is, first, the lottery order determination unit 233 performs display control of the lottery order selection screen to accept a lottery order selection operation (step S12), and determines the lottery order of each category of weapons, characters, and items (step S13). Then, the lottery probability setting unit 235 refers to the consecutive win probability definition data 550 based on the lottery order of each category determined in step S13, and reads and sets the win probability according to the lottery order of the category for each rare object (step S14).
[0134] Next, the first lottery processing unit 237 performs a first lottery (character lottery) (step S15). Here, a lottery is performed from among the first type objects based on the winning probability set in step S14 to determine an object to be given to the player 2.
[0135] After the first lottery is completed, the second lottery probability change unit 240 performs a second lottery probability change process (steps S17 to S23). First, the combination compatibility determination unit 241 determines the combination compatibility (step S17). In this embodiment, based on the character type of the first grant object (for example, the character won in the character lottery), an object that matches the combination compatibility with the first grant object among the second type object group is determined. For the determination, a corresponding condition related to the character type is used.
[0136] Then, the second lottery probability change unit 240 increases the winning probability of the objects determined to have a matching combination compatibility in step S17 out of the second type of objects, thereby making a primary change to the winning probability (step S19).
[0137] Next, the second lottery probability change unit 240 selects an object that satisfies a corresponding condition related to the rarity from the second type object group based on the rarity of the first grant object (step S21), and secondarily changes the winning probability (step S23). For example, the winning probability is increased for an object of the same rarity as the first grant object among objects that match the combination compatibility with the first grant object.
[0138] After the second lottery probability change process is completed, the process proceeds to step S25. In step S25, the lottery result hint display control unit 251 controls the display of the hint of the object that was won in the immediately preceding lottery. In addition, the second lottery probability display control unit 253 controls the display of the winning probability for the second lottery (the lottery to be performed next) after the change in steps S19 and S23 (step S27). Then, the cancellation processing unit 255 accepts an instruction to cancel the second lottery. When the cancellation processing unit 255 detects an instruction to cancel the second lottery on the user terminal 1500 (step S29: YES), the cancellation processing unit 255 cancels the execution of the second lottery and ends a series of lottery processes (step S31). Then, the object that was won in the series of lottery processes before the cancellation is granted to the player 2 (step S33). After that, the charging processing unit 220 performs charging processing by deducting the amount of the cancellation from the predetermined amount of points determined as the price of the consecutive gacha (step S35), and ends this process.
[0139] On the other hand, if the cancel instruction operation is not accepted (step S29: NO), the second lottery processing unit 257 then performs a second lottery (step S37). Here, a lottery is performed from among the second type objects based on the winning probability after the changes in steps S19 and S23, to determine an object to be given to the player 2.
[0140] Thereafter, if there is a next lottery to be performed (step S39: YES), the process returns to step S17, and the above process is repeated with the next lottery as the second lottery. Then, if the final lottery is performed in step S37 (step S39: NO), the objects won in the series of lottery processes (in this embodiment, three objects: a weapon, a character, and an item) are granted to player 2 (step S41). The granted objects are added to player 2's owned object list 513. Then, the charging processing unit 220 charges the player 2 the full amount of a predetermined amount of points set as the price for the multiple gacha (step S43), and the process ends.
[0141] As described above, according to this embodiment, the winning probability of a rare object in an earlier drawing is set higher than the winning probability of a rare object in a later drawing, and a series of drawing processes can be performed. Therefore, the winning probability of a rare object can be increased for a category that is earlier in the drawing order, and the winning probability of a rare object can be decreased for a category that is later in the drawing order even if it is the same category. In addition, between each drawing, the winning probability of an object in the first drawing can be changed based on the parameter setting of the first grant object that was won in the first drawing. Specifically, a change can be made to increase the winning probability of an object that matches the combination compatibility with the first grant object or an object of the same rarity among the second type object group. Therefore, it is possible to make the consecutive drawing processes related to each other, and it is possible to increase the gambling spirit of the player 2, or to realize a drawing process that has a different interest from simply drawing a lottery multiple times.
[0142] The forms to which the present invention can be applied are not limited to the above-described embodiments, and constituent elements can be added, omitted, or modified as appropriate.
[0143] [Variation 1] For example, in the above embodiment, the server system 1100 is described as the processing entity for game management, but the user terminal may be the processing entity, or the processing related to the game management may be distributed and executed between the server system and the user terminal. For example, when the user terminal is the processing entity, an example of the functional configuration of the user terminal 1500A is as shown in FIG. 12. In this case, the user terminal 1500A becomes a computer system. In FIG. 12, the same reference numerals are used to denote the same components as in the above embodiment.
[0144] As shown in FIG. 12, in the user terminal 1500A of this modification, the device processing unit 200 has a game management unit 230, and the game screen display control unit 273 is omitted. That is, the user terminal 1500A of this modification does not acquire data for displaying an image of a game screen from the server system 1100, but the game management unit 230 of the user terminal 1500A executes processing related to game management to control the progress of the game and generate an image of the game screen. The storage unit 500 of this user terminal 1500A stores a game program 504 for causing the device processing unit 200 to function as the user terminal calculation unit 270 and the game management unit 230, and stores user management data 510 and play data 560 related to the player 2 of the user terminal 1500A, and game initial setting data 520. The process flow of the user terminal 1500A of this modification is basically the same as the flowchart shown in FIG. 11, and each step may be read as being executed by the game management unit 230 of the user terminal 1500A.
[0145] [Variation 2] In addition, in the above embodiment, when focusing on a certain type (category) of object, a setting is made to increase the probability of winning in a drawing for that category when the category is drawn in the first drawing, which comes earlier in the drawing order, compared to when the category is drawn in the second drawing, which comes later in the drawing order. However, the opposite setting may also be made to increase the probability of winning when the category is drawn in the second drawing, which comes later in the drawing order.
[0146] Also, a configuration may be adopted in which of the first and second lotteries the winning probability is to be increased, and an instruction operation from the player 2 may be accepted. In this case, for example, when performing a lottery order selection operation, an instruction operation is accepted to instruct a lottery order in which the winning probability of the rare object is increased. Then, for example, if the second lottery order is instructed as the lottery order in which the winning probability is the highest, the winning probability surrounded by the dashed line in which the high rare winning probability is high in the consecutive winning probability definition data illustrated in FIG. 5 is applied to the rare object in the category in which the lottery order is the second. An instruction operation is also accepted similarly for the lottery order in which the winning probability is next highest and the lottery order in which the winning probability is lowest, and the winning probability of the corresponding consecutive winning probability definition data is assigned to the rare object in the category in which the lottery order is in question.
[0147] The instruction operation of this modified example can also be accepted in exchange for the consumption of a given value (points). The consumption of value is not limited to the consumption of points, and may be the consumption of an item. For example, this can be realized by preparing an item that increases the probability of winning in each drawing order. Furthermore, when a value is collected from player 2 to increase the probability of winning the first or second drawing, if a rare object is actually won as a result of the drawing, a change may be made as a service to increase the probability of winning an object of the same rarity in the next drawing.
[0148] [Variation 3] In the above embodiment, the probability of winning objects having matching combination compatibility or the same rarity among the objects to be drawn in the subsequent second lottery is increased based on the parameter setting of the first grant object that was won in the previous first lottery. In contrast, the probability of winning those objects may be reduced. In this case, the reference value adjustment process may be defined as a process that reduces the winning probability, such as subtracting a predetermined value from the winning probability reference value of the target object.
[0149] According to this modified example, for example, when the order of the selections is character selection, weapon selection, and item selection, it is possible to make it difficult to select a weapon that can be equipped by the character that won the first character selection in the second weapon selection. Or, if the character that won the first selection is, for example, a super rare character, it is possible to make it difficult to select a super rare weapon in the weapon selection.
[0150] In addition, the process of changing the winning probability of objects with matching combination compatibility or objects with the same rarity may be deleted. In this case, the second lottery probability changing unit 240 is unnecessary, and the second lottery probability changing process of steps S17 to S23 in FIG. 11 is unnecessary.
[0151] [Variation 4] In the above embodiment, three types of selection categories, i.e., weapons, characters, and items, are exemplified, but selection may be performed for other object types. Also, the number of types is not limited to three, and may be two, four, or more.
[0152] [Variation 5] Furthermore, prior to the first drawing (first drawing), a group based on the compatibility of combinations to be drawn (character type in the above embodiment) may be selected. In this case, for example, a drawing is first performed from among character types (types A, B, C, ...) to select the character type to be drawn. Next, objects of character types other than the selected character type (selected type) are excluded from the drawing, and their probability of winning is set to zero. Then, a first drawing is performed and objects of the selected type are given to Player 2.
[0153] The winning probability of objects other than the selection type is not limited to being set to zero, but may be changed to be lower than the winning probability of objects of the selection type. For example, a predetermined value may be subtracted from the winning probability setting value for objects other than the selection type to reduce the winning probability.
[0154] The group (character type; selection type) to be selected may be selected by the player 2. In this case, for example, a group selection operation is accepted together with a lottery execution instruction operation. The group selection operation may also be accepted in exchange for the consumption of a given value.
[0155] [Variation 6] Also, a change instruction operation from the player 2 may be accepted in exchange for consuming a given value, and the winning probability (winning probability setting value) for the first lottery (first lottery) set in the lottery probability setting process may be changed based on an adjustment value corresponding to the value. The change instruction operation may be accepted together with a lottery execution instruction operation. The value may be a predetermined number of points that is set in advance, and may be set in advance together with the winning probability adjustment value. The adjustment value may be a multiplier by which the winning probability is multiplied, an addition value, or a subtraction value. When a change instruction operation is accepted, the adjustment value is used to change the winning probability setting value of the first type object group.
[0156] In addition, when performing the change instruction operation here, the group (character type) for which the winning probability is to be changed may be drawn or selected by the player 2 in the same manner as in the modified example 4. The winning probability may be changed by, for example, increasing the winning probability for characters of the selected type, or decreasing the winning probability for characters of a character type other than the selected type. Furthermore, the consumption of the compensation is not limited to the consumption of points, and may be the consumption of items. For example, this can be realized by preparing items that increase the winning probability for characters with a specific character type set as a parameter setting, or for rare objects of a specific rarity (for example, super rare).
[0157] [Variation 7] Also, a change instruction operation from the player 2 may be accepted in exchange for the consumption of a given value, and the winning probability changed in the second lottery probability change process may be further changed based on an adjustment value corresponding to the value. The value may be a predetermined number of points that is set in advance, and may be set in advance together with an adjustment value for the winning probability. The adjustment value may be a multiplier for the winning probability, an addition value, or a subtraction value. Then, when a change instruction operation is accepted before the execution of the second lottery, the winning probability changed for an object that matches the combination compatibility with the first grant object or an object of the same rarity is changed, for example, by further increasing it, using the adjustment value.
[0158] Instead of increasing the probability of winning for objects with matching combination compatibility, the probability of winning for objects with incompatible combination compatibility or objects with different rarities may be reduced. The consumption of the compensation is not limited to the consumption of points, and may be the consumption of items. For example, this can be realized by preparing items that increase the probability of winning for objects with matching combination compatibility or objects of the same rarity.
[0159] [Variation 8] In the second lottery probability change process of the above embodiment, the winning probability for the second lottery is changed based on the two parameter settings of the character type and rarity. In contrast, the winning probability for the second lottery may be changed using only the rarity of the first grant object. According to this, when a super rare object is won in the first lottery, it is possible to make it easier to win a super rare object in the second lottery, or conversely, to make it harder to win.
[0160] [Variation 9] In the above embodiment, character type and rarity are exemplified as parameter settings, but other parameter settings can be used to narrow down the objects that increase or decrease the winning probability. For example, in a series of lottery processes in which the first lottery is a character lottery and the second lottery is a weapon lottery as in the above embodiment, it is also possible to increase the winning probability of a specific weapon type (for example, a weapon type for long-distance attacks) among weapons that match the combination compatibility. The weapon type for which the winning probability is increased can be realized, for example, by accepting a selection operation from player 2 in exchange for consuming a compensation.
[0161] [Variation 10] In the above embodiment, a multiple-shot gacha in which a lottery is drawn multiple times in exchange for a predetermined amount of points is described, but the price for each lottery may be a separate price and a charging process may be performed. In this case, the price for the subsequent lottery may be changed depending on the result of the previous lottery. In this case, the point consumption amount for the second lottery is set variably depending on the first grant object. For example, the higher the rarity of the first grant object, the higher the point consumption amount is determined, and the lower the rarity of the first grant object, the lower the point consumption amount is determined. In this way, the point consumption amount required for the second lottery can be reduced based on the result of the first lottery.
[0162] [Variation 11] It is also possible to configure a winning probability for non-rare objects whose rarity is common. In that case, however, the winning probability changed in the second lottery probability change process is appropriately corrected so that the total value of the winning probabilities of all objects to be selected becomes 100.
[0163] [Variation 12] The lottery probability setting unit 235 sets the winning probability for each category lottery based on the lottery order determined by the lottery order determination unit 233, but may further set the winning probability based on the play history 515 of the player 2. For example, the winning probability of a rare object may be set to be higher the higher (or larger) the amount of past charges (including point consumption), the frequency of charges during a predetermined period of time in the past, the number of items consumed in the past, the frequency of items consumed during a predetermined period of time in the past, etc. As another example, the winning probability of a rare object may be set to change based on the number of times played in the past, or the frequency of play during a predetermined period of time in the past. [Explanation of symbols]
[0164] 1000…Game System 1100...Server system 100s…Operation input section 200s…Server processing section 210...User Management Department 220...Charge processing unit 230…Game Management Department 233… Lottery Order Determination Department 235…Lottery Probability Setting Unit 237…First lottery processing unit 240…Second lottery probability setting section 241…Combination compatibility judgment section 251... Lottery result hint display control unit 253...second lottery probability display control unit 255…Cancellation processing section 257…Second lottery processing section 290s…Image generation section 292s…sound generation section 294s…Communication control section 390s...Image display section 392s…Sound output section 394s…Communication Department 500s…Server storage 501...Server program 503...Streaming game client program 510...User management data 520... Game initial setting data 530...Game object data 533...Parameter setting 540…Single-shot winning probability definition data 550… Winning probability definition data for consecutive wins 540...Play data 1500, 1500A...User terminal 100...Operation input section 200...Terminal processing section 270...Game terminal calculation unit 271...Operation signal transmission control unit 273...Game screen display control unit 290...Image generation unit 292...Sound generation section 294…Communication control unit 390...Image display section 392…Sound output section 394…Communications Department 500…Device memory section 502 - Game client program 504...Game program 9. Communication lines 2. Player
Claims
1. A computer system that draws an object available for a game from among a group of objects based on a lottery execution instruction operation by a user operating a user terminal, and grants the object selected by the lottery to the user, The object includes a plurality of types of objects having different roles, and each object has a rarity setting. a probability setting means for setting the probability of winning each object so that the first selection of a first type object group, which is a first type object among the plurality of types, and the second selection of a second type object group, which is a second type object among the plurality of types, has a higher probability of winning an object that satisfies a predetermined high rarity condition, which indicates that the object has a high rarity; a first selection means for selecting a first grant object to be granted to the user by performing the first selection based on the winning probability set by the probability setting means; a second selection means for selecting a second object to be awarded to the user by performing the second selection based on the winning probability set by the probability setting means; A computer system comprising:
2. the probability setting means sets the winning probabilities of all or some of the objects of the same type to be different even if the objects are of the same type.
2. The computer system of claim 1.
3. A control means for controlling the display on the user terminal of information indicating which of the first and second lotteries has a higher probability of winning an object that satisfies the high rarity condition; 3. The computer system of claim 1 or 2, further comprising:
4. The second lottery means is a probability changing means for changing the winning probability set by the probability setting means for each object included in the second type object group based on a parameter setting set in the first grant object; and performing the second selection in accordance with the winning probability changed by the probability changing means to select the second grant object. A computer system according to any one of claims 1 to 3.
5. the probability changing means changes a winning probability of an object having a parameter setting that satisfies a corresponding condition based on the parameter setting set in the first grant object, among the objects included in the second type object group; 5. The computer system of claim 4.
6. The probability changing means has a means for increasing the winning probability of an object having a parameter setting that satisfies the corresponding condition.
6. The computer system of claim 5.
7. The probability changing means has a means for reducing the probability of winning an object having a parameter setting that satisfies the corresponding condition.
6. The computer system of claim 5.
8. The parameter settings include at least a setting regarding a combination compatibility between the first type and the second type of object. A computer system according to any one of claims 5 to 7.
9. the probability setting means sets a winning probability of each object when the first lottery is conducted and / or a winning probability of each object when the second lottery is conducted based on a play history of the user; A computer system according to any one of claims 1 to 8.
10. A game system configured so that a user terminal and the computer system according to any one of claims 1 to 9 can be communicatively connected.
11. A program for causing a user terminal to execute a process of drawing a lottery for an object available for a game from among a group of objects based on a lottery execution instruction operation by a user, and granting the object selected by the lottery to the user, The object includes a plurality of types of objects having different roles, and each object has a rarity setting. a probability setting means for setting a probability of winning each object such that the first drawing out of a first type object group which is a first type object among the plurality of types and a second drawing out of a second type object group which is a second type object among the plurality of types is a higher probability of winning an object which satisfies a predetermined high rarity condition which indicates that the rarity is high; a first selection means for selecting a first grant object to be granted to the user by conducting the first selection based on the winning probability set by the probability setting means; a second selection means for selecting a second grant object to be granted to the user by conducting the second selection based on the winning probability set by the probability setting means; A program for causing the user terminal to function as a
12. A lottery process execution control method executed by a computer system that selects an object available for a game from among a group of objects based on a lottery execution instruction operation by a user operating a user terminal, and grants the object selected by the lottery to the user, comprising: The object includes a plurality of types of objects having different roles, and each object has a rarity setting. a probability setting step of setting the probability of winning each object so that the object that satisfies a predetermined high rarity condition, which indicates a high rarity, is more likely to be drawn in the first lottery, in which a first type object group that is a first type object among the plurality of types is drawn, and a second lottery, in which a second type object group that is a second type object among the plurality of types is drawn, is drawn first; a first selection step of selecting a first grant object to be granted to the user by performing the first selection step based on the winning probability set in the probability setting step; a second selection step of selecting a second object to be awarded to the user by performing the second selection step based on the winning probability set in the probability setting step; A lottery process execution control method including the steps of:
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