Program
The game program and server system address the lack of user engagement in battle games by allowing users to influence the value of game media through timing, enhancing engagement and interest.
Patent Information
- Application Number
- JP2021158029
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-09-28
- Publication Date
- 2025-05-26
- Estimated Expiration
- 2040-09-03
AI Technical Summary
In existing battle games, users are required to wait for a predetermined period before a game medium's value is enhanced, which lacks user engagement.
A game program and server system that stores the acquisition time of a game medium and determines its value based on the time of exercise, allowing users to actively influence the value by managing the timing of their actions.
This approach actively involves users in determining the value of acquired game media, enhancing engagement and interest by allowing them to strategically manage their waiting time.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a game program, a game method, and a server.
Background Art
[0002] The following Patent Document 1 discloses a battle game in which battles are conducted using a deck composed of game media owned by users. In this battle game, when a user places a game medium in a storage, the game medium cannot be placed in the deck and used. On the other hand, by continuously placing it in the storage for a predetermined period, the value such as the parameters of the game medium can be enhanced.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In the above Patent Document 1, the period for continuously placing the game medium in the storage and the value given to the game medium continuously placed in the storage are set on the system side. Therefore, after the user places the game medium in the storage, in order to obtain a predetermined value, the user has to keep waiting until a predetermined period elapses, which lacks interest.
[0005] The present invention has been made to solve the above-described problems, and one of the objectives is to provide a game program, a game method, and a server that can actively involve the user when determining the value of the game medium acquired by the user.
Means for Solving the Problems
[0006] A game program according to one aspect of the present invention is a game program to be executed by a processor of a server that provides a game to a terminal device used by a user. When the user acquires the right to obtain a game medium, the processor stores the first time when the right is acquired in association with the user ID. When the user exercises the right, the processor determines the value of the game medium given to the user based on the second time when the right is exercised and the first time. The processor stores information about the given game medium in association with the user ID.
[0007] A game method according to another aspect of the present invention is a game method to be executed by a processor of a server that provides a game to a terminal device used by a user. When the user acquires the right to obtain a game medium, the processor stores the first time when the right is acquired in association with the user ID. When the user exercises the right, the processor determines the value of the game medium given to the user based on the second time when the right is exercised and the first time. The processor stores information about the given game medium in association with the user ID.
[0008] A server according to another aspect of the present invention is a server that provides a game to a terminal device used by a user. The server includes a first server processing unit that stores the first time when the right to obtain a game medium is acquired in association with the user ID when the user acquires the right; a second server processing unit that determines the value of the game medium given to the user based on the second time when the right is exercised and the first time when the user exercises the right; and a third server processing unit that stores information about the given game medium in association with the user ID.
Advantages of the Invention
[0009] According to the present invention, it is possible to provide a game program, a game method, and a server that can actively involve the user when determining the value of the game medium acquired by the user.
Brief Description of the Drawings
[0010]
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Modes for Carrying Out the Invention
[0011] Hereinafter, embodiments of the present invention will be described in detail with reference to the drawings. Note that the same elements are denoted by the same reference numerals, and redundant descriptions are omitted.
[0012] [System Configuration of Game System] Figure 1 is a schematic configuration diagram of a game system 1 including a terminal device 10 according to an embodiment of the present invention. As shown in the figure, the game system 1 in the present embodiment includes a plurality of terminal devices 10 and a server 20.
[0013] The terminal device 10 and the server 20 are connected via a network N. The network N may be, for example, the Internet, a mobile communication system (e.g., 3G, 4G, 5G, Long Term Evolution (LTE), etc.), WiFi (Wireless Fidelity), Bluetooth (registered trademark), any other communication line, or a combination thereof, regardless of whether it is wired or wireless.
[0014] [Hardware Configuration of Server] The server 20 may be, for example, a general-purpose computer such as a workstation or a personal computer. As shown in Figure 1, the server 20 physically includes, for example, a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, and an input / output IF 25. These components included in the server 20 are connected to each other by a communication bus.
[0015] The processor 21 controls the operation of the entire server 20. The processor 21 may include a CPU (Central Processing Unit), an MPU (Micro Processing Unit), a GPU (Graphics Processing Unit), etc. For example, the processor 21 reads a program from the storage 23, expands it in the memory 22, and executes the expanded program.
[0016] The memory 22 is a main memory device. The memory 22 is composed of, for example, volatile memory devices such as a ROM (Read Only Memory) and a RAM (Random Access Memory). The memory 22 provides a working area for the processor 21 by temporarily storing various programs and data read by the processor 21 from the storage 23. The memory 22 also temporarily stores various data generated while the processor 21 is operating according to a program.
[0017] Note that the program in this embodiment is, for example, a game program that realizes a game through the cooperation of a plurality of terminal devices 10 and the server 20. Further, the various data includes, for example, data related to the game such as game information, user information, and instructions and notifications transmitted and received between the terminal device 10 and the server 20.
[0018] The storage 23 is an auxiliary storage device. The storage 23 is composed of, for example, a non-volatile memory device such as a flash memory or an HDD (Hard Disk Drive). Various data related to the game is stored in the storage 23.
[0019] The communication IF 24 controls the transmission and reception of various data in the server 20.
[0020] The input / output IF 25 is an interface for the server 20 to receive data input and an interface for the server 20 to output data. The input / output IF 25 can include, for example, an input unit that is an information input device such as a mouse and a keyboard, and a display unit that is a device for displaying and outputting images.
[0021] [Hardware Configuration of Terminal Device] The terminal device 10 may be, for example, a mobile terminal such as a smartphone, a feature phone, a PDA (Personal Digital Assistant), or a tablet computer. It is desirable that the terminal device 10 be a portable terminal that can be used as a player when a user executes a computer game.
[0022] As shown in FIG. 1, as a physical configuration, the terminal device 10 includes, for example, a processor 11, a memory 12, a storage 13, a communication IF 14, an input / output IF 15, and a touch screen 16. These components included in the terminal device 10 are connected to each other by a communication bus. Continued.
[0023] The processor 11 controls the overall operation of the terminal device 10. The processor 11 may include a CPU, an MPU, a GPU, etc. The processor 11 reads a program from the storage 13, expands it in the memory 12, and executes the expanded program, for example.
[0024] The memory 12 is a main storage device. The memory 12 is composed of, for example, a volatile storage device such as a ROM and a RAM. The memory 12 provides a working area for the processor 11 by temporarily storing the program and various data read by the processor 11 from the storage 13. The memory 12 also temporarily stores various data generated while the processor 11 is operating according to the program.
[0025] The storage 13 is an auxiliary storage device. The storage 13 is composed of, for example, a non-volatile storage device such as a flash memory or an HDD. Various data related to the game are stored in the storage 13, for example.
[0026] The communication IF 14 controls the transmission and reception of various data. The communication IF 14 controls communication via, for example, a wireless LAN (Local Area Network) or a mobile phone line network, and communication using short-range wireless communication.
[0027] The input / output IF 15 is an interface for the terminal device 10 to receive data input and also an interface for the terminal device 10 to output data. The input / output IF 15 may perform data input and output via, for example, USB (Universal Serial Bus) or the like. The input / output IF 15 may include, for example, physical buttons, cameras, microphones, speakers, etc. provided in the terminal device 10.
[0028] The touch screen 16 is an electronic component that combines the input unit 17 and the display unit 18. The input unit 17 is constituted by, for example, a touch pad. The display unit 18 is constituted by, for example, a liquid crystal display, an organic EL (Electro-Luminescence) display, or the like.
[0029] The input unit 17 has a function of detecting the position input to the input surface by a user's operation (for example, touch operation, tap operation, slide operation, swipe operation, flick operation, etc.) and transmitting information indicating the detected position as an input signal. The input unit 17 may include, for example, a touch sensing unit. The touch sensing unit may adopt, for example, a capacitance method, a resistive film method, etc., but other methods may also be used.
[0030] [Function configuration of the server] FIG. 2 is a block diagram illustrating the function configuration of the server 20. The server 20 in the present embodiment has functions such as providing various data and programs necessary to realize a game to each terminal device 10, collecting and managing game-related data from each terminal device 10, and performing synchronization processing between a plurality of terminal devices 10.
[0031] In this embodiment, the server 20 identifies each user and the terminal device 10 by using the user accounts registered in advance for each game. The method of registering the accounts is not particularly limited. For example, the terminal device 10 or another device such as a personal computer transmits information necessary for user account registration to the server 20 according to the user's operation, and the server 20 can create and save each user's account based on the received information.
[0032] As shown in FIG. 2, the server 20 functionally includes, for example, a control unit 210 and a storage unit 220. The storage unit 220 stores various data used by the control unit 210. Examples of the various data include a game program 221, game information 222, and user information 223.
[0033] The game program 221 is a program for realizing the game. The game information 222 and the user information 223 are data referred to when the control unit 210 executes the game program 221.
[0034] Note that the game program 221 may include, in addition to the game program executed on the server 20 side, a program (game program 121 described later) transmitted to the terminal device 10 and executed on the terminal device 10 side. Alternatively, the storage unit 220 may store the game program 221 executed on the server 20 side and the program executed on the terminal device side.
[0035] The game information 222 is information common among accounts. The game information 222 includes, for example, information for defining various game spaces. A game space is a space in which objects of characters (hereinafter also referred to as "operable characters") that can be operated by a user are arranged. Also, the game information 222 includes, for example, various setting information regarding objects common among accounts, such as the arrangement positions, sizes, colors, shapes, etc. of background objects such as buildings, trees, and stones, and objects of non-player characters (NPCs) arranged in the game space. Further, the game information 222 includes, for example, setting values of various parameters of non-player characters and information regarding quests. A quest is an event in the game for which achievement conditions are set. For this quest, failure conditions may also be set in addition to the achievement conditions. Hereinafter, the object of the character arranged in the game space may be simply referred to as "character".
[0036] The user information 223 is information managed for each game account. The user information 223 includes, for example, information regarding the operable character, information regarding the possessed assets, and information indicating the progress of the game. Examples of the possessed assets include in-game currency, items, character equipment, cards, etc.
[0037] The control unit 210 controls various processes related to the game by executing the game program 221 stored in the storage unit 220. The control unit 210 has, for example, a transmission / reception unit 211, a server processing unit 212, a data management unit 213, and a synchronization processing unit 214.
[0038] The transmission / reception unit 211 transmits or receives various data. Exemplarily, the transmission / reception unit 211 receives from each terminal device 10 transmission requests for various data and programs, requests for synchronization processing for supporting the multiplayer function, data to be subject to synchronization processing, etc., and passes them to the server processing unit 212. Also, the transmission / reception unit 211 transmits various data and programs including instructions for synchronization, etc. to each terminal device 10 according to the control by the server processing unit 212.
[0039] In this embodiment, the multiplayer function is a function that allows game processing by multiple accounts to proceed in a synchronized state. When multiple accounts logged in to the game system 1 participate in the same game, the server 20 and the terminal device 10 of the game system 1 execute various processes for supporting the multiplayer function.
[0040] The server processing unit 212 provides a game to the terminal device 10 by executing arithmetic processing described in the game program 221 in response to a request from the terminal device 10 or the like. Exemplarily, when the server processing unit 212 receives a request for synchronization processing or data to be subject to synchronization processing for supporting the multiplayer function from the terminal device 10 via the transmission / reception unit 211, the server processing unit 212 executes synchronization processing for supporting the multiplayer function. Further, the server processing unit 212 instructs the transmission / reception unit 211 to transmit game information 222 or user information 223. Furthermore, the server processing unit 212 instructs the data management unit 213 regarding addition, update, or deletion of records of the game information 222 or the user information 223.
[0041] The data management unit 213 manages various data stored in the storage unit 220 according to instructions from the server processing unit 212. Exemplarily, the data management unit 213 reads out the game information 222 or the user information 223 according to an instruction from the server processing unit 212 and transmits it to the terminal device 10 via the transmission / reception unit 211. Further, the data management unit 213 adds, updates, or deletes records of the game information 222 or the user information 223 according to an instruction from the server processing unit 212.
[0042] The synchronization processing unit 214 executes synchronization processing to support the multiplayer function of the game according to commands from the server processing unit 212. For example, when the server 20 transmits information to a plurality of terminal devices 10, the synchronization processing unit 214 transmits the information to each terminal device 10 simultaneously to synchronize the games in progress among the terminal devices 10. Specifically, the synchronization processing unit 214 simultaneously transmits to each terminal device 10 the operation information received from the terminal device 10 corresponding to each account within a predetermined period (e.g., one frame) at predetermined intervals. The operation information is information regarding operations input to the terminal device 10. The synchronization timing and the information to be synchronized may be received from the server processing unit 212 as needed. By executing the synchronization processing, it becomes possible to simultaneously reflect in other terminal devices 10 the in-game events caused by operations input on one terminal device 10.
[0043] [Functional Configuration of Terminal Device] FIG. 3 is a block diagram illustrating the functional configuration of the terminal device 10. The terminal device 10 in the present embodiment has, for example, a function as an input device that receives a user's input operation, and a function as an output device that outputs game images and sounds.
[0044] As shown in FIG. 3, the terminal device 10 functionally includes, for example, a control unit 110 and a storage unit 120. The storage unit 120 stores various data used by the control unit 110. Examples of the various data include a game program 121, game information 122, and user information 123.
[0045] The game program 121 is a program for realizing a game on the terminal device 10 side. The game information 122 and the user information 123 are data referred to by the control unit 110 when executing the game program 121.
[0046] Since the game information 122 includes the same information as the game information 222 of the server 20 described above, the description here is omitted.
[0047] User information 123 is data related to the account of the user who uses the terminal device 10. Since it contains the same information as the user information 223 of the server 20 described above, the description here is omitted.
[0048] By executing the game program 121 stored in the storage unit 120, the control unit 110 controls various processes related to the game executed on the terminal device 10. The control unit 110 has, for example, an operation reception unit 111, a transmission / reception unit 112, a game progress unit 113, and a display control unit 114.
[0049] The operation reception unit 111 receives an operation (hereinafter also referred to as an "input operation") input by the user via the input unit 17 of the touch screen 16. Specifically, when the operation reception unit 111 receives an input operation on the input unit 17, it detects the coordinates of the input position and the type of the input operation. Examples of the type of input operation include a touch operation, a tap operation, a slide operation, a swipe operation, and a flick operation. The input operation is not limited to an operation that physically touches the touch screen 16 and may also include a non-contact operation. For example, when the operation reception unit 111 detects that a continuously detected input operation has been interrupted, it detects that the input operation on the input unit 17 has been released.
[0050] Here, the operation reception unit 111 can also receive an operation input by the user using an operating device connected via the input / output IF 15 in the same manner as the input operation on the input unit 17.
[0051] The transmission / reception unit 112 transmits or receives various data. Specific examples will be described below.
[0052] The transmission / reception unit 112 transmits game information 122, user information 123, or a synchronization request for supporting the multiplayer function to the server 20. The transmission / reception unit 112 receives various data, programs, data for synchronization for supporting the multiplayer function, etc. from the server 20. The data for synchronization includes, for example, synchronization instruction data for instructing to perform synchronization among the respective terminal devices 10 participating in the multiplayer. The synchronization instruction data includes, for example, data to be synchronized, the type of the data, data for specifying the timing of synchronization, etc.
[0053] The transmission / reception unit 112 transmits operation information regarding the operation received by the operation reception unit 111 (hereinafter, also referred to as "first operation information") to the server 20. The transmission / reception unit 112 receives operation information regarding the operation input by another user in another terminal device 10 (hereinafter, also referred to as "second operation information") from the server 20.
[0054] The game progress unit 113 executes various processes regarding the progress of the game. Specific examples will be described below.
[0055] The game progress unit 113 defines the game space based on the information for defining the game space included in the game information 122. The game progress unit 113 arranges an object in the game space based on the setting information of the object included in the game information 122. The game progress unit 113 controls the object arranged in the game space. Specifically, the game progress unit 113 controls the object so as to change the position, orientation, shape, color, etc. of the object in the game space or to cause the object to perform a predetermined operation.
[0056] The game progress unit 113 defines a virtual camera for specifying the area to be presented to the user within the game space. The game progress unit 113 arranges the virtual camera within the game space by defining the position and orientation of the virtual camera within the game space. The game progress unit 113 instructs the display control unit 114 to generate an image depicting the visual field area defined by the virtual camera and the objects arranged within this visual field area.
[0057] The position and orientation of the virtual camera can be appropriately determined for each game space. For example, the game progress unit 113 arranges the virtual camera such that a specific object is located at the center of the visual field area in a specific orientation, with reference to the position and orientation of the specific object. In so doing, the game progress unit 113 adjusts the position and orientation of the virtual camera using the direction, distance, and angle with respect to the specific object. The specific object may be, for example, a dynamic object such as an operating character or a non-player character, or a static object such as a building, tree, or rock. The dynamic objects include operating characters that operate based on the operations of each user, and characters that operate based on the game programs 121 and 221 (for example, non-player characters, enemy characters, etc.).
[0058] The game progress unit 113 interprets the user's instruction content based on the coordinates of the input position detected by the operation reception unit 111, the type of input operation, and so on. The game progress unit 113 executes various determination processes related to the progress of the game based on the interpreted instruction content and so on. The game progress unit 113 advances the game while controlling objects, the virtual camera, and so on based on the results of the determination processes and so on. The game progress unit 113 updates, adds, or deletes game information 122 and user information 123 according to the progress of the game.
[0059] The display control unit 114 causes the display unit 18 to display an image. A specific example will be given and described below.
[0060] The display control unit 114 generates an image by drawing the area of the virtual camera's field of view defined by the game progress unit 113 in the game space and the objects existing in that area, and causes the display unit 18 to display it. The display control unit 114 can superimpose and draw objects related to various UI (user interface) necessary for various operations of the game, such as icons, buttons, and menus indicating various parameters, on the image to be displayed on the display unit 18.
[0061] [Function to determine the value of the game medium acquired by the user according to the user's waiting time] The game system 1 in the present embodiment is characterized in that, in each of the above-described configurations, it has a function of determining the value of the game medium acquired by the user according to the user's waiting time. Specifically, it is characterized in that the value of the game medium obtained when a user who has acquired the right to acquire a game medium exercises that right is determined based on the time from when the right is acquired until it is exercised.
[0062] The game medium is electronic data used in the game and includes, for example, items, characters, cards, etc. The game medium can be, for example, acquired, possessed, used, exchanged, sold, discarded, etc. within the game. The value of the game medium includes, for example, the value of items and characters (level, rarity, etc.), the number of cards, etc. Note that rarity represents the scarcity of the game medium. In addition to the difference in value, the game medium is given a property indicating the difference in the type of attributes, etc.
[0063] The right to acquire a game medium is a right granted to a user who has satisfied specific conditions in the game. For example, treasure boxes, lottery tickets, draw tickets, gacha tickets, etc. are granted as the right to acquire a game medium.
[0064] For specific conditions, for example, winning against an opponent or an enemy character, clearing a quest, logging in, etc., it can be appropriately determined for any act of the user or the controlled character towards the game. Note that the game to which the present invention can be applied is not limited to a battle game, and can be applied to games of all genres including non-battle games. Also, this function can be applied to social games in general and is also applicable to game apps that download and execute applications.
[0065] In the following, by way of example, the case where the "game medium" is a "card", the "right to obtain a game medium" is a "treasure chest", the "exercise of the right to obtain a game medium" is the "opening of a treasure chest", and the "value of a game medium" is the "number of cards" will be described.
[0066] When the user satisfies a specific condition, the treasure chest is placed in a predetermined storage area. The predetermined storage area is an in-game area for temporarily storing the placed treasure chest. An upper limit can be set on the number of treasure chests that can be placed in the storage area. Also, the user may be allowed to select whether to place the treasure chest given due to the fulfillment of the condition in the storage area. In this case, when it is selected to place the treasure chest in the storage area, it may be determined that the user has obtained the treasure chest. The treasure chest placed in the storage area can be opened at any time. When the treasure chest is opened, a predetermined number of cards are given to the user. The number of cards given to the user varies depending on the time from obtaining the treasure chest to opening it, etc. The storage area may be included in the game information 222 in the storage unit 220 of the server 20, or may be included in the game information 122 in the storage unit 120 of the terminal device 10.
[0067] After the user obtains a treasure chest, the process of opening the treasure chest and obtaining a predetermined number of cards will be described. In the following, assuming a social game, the case where each process is executed between the game progress unit 113 of the terminal device 10 and the server processing unit 212 of the server 20 will be described. However, like a game application, the game progress unit 113 of the terminal device 10 may execute each process.
[0068] When the user obtains a treasure chest in the terminal device 10, the server processing unit 212 of the server 20 shown in FIG. 2 stores the time when the treasure chest was obtained as the first time in the storage unit 220 in association with the user ID. When the user opens the treasure chest in the terminal device 10, the server processing unit 212 stores the time when the treasure chest was opened as the second time in the storage unit 220 in association with the user ID. Note that the user ID is also called identification information, identification number, etc., and has a function as identification information for identifying the user.
[0069] The server processing unit 212 determines the number of cards to be given to the user based on the first time and the second time. As patterns for determining the number of cards, for example, the following two patterns (A) and (B) can be used.
[0070] Pattern (A): A pattern in which the minimum number of cards is given until a predetermined time (first threshold time) elapses after obtaining the treasure chest, and the maximum number of cards is given after the predetermined time has elapsed. This pattern (A) will be specifically described with reference to FIG. 4.
[0071] For example, if the user opens the treasure chest before 3 hours, which is the predetermined time, elapses from the first time when the treasure chest was obtained, the number of cards given to the user is the minimum of 1. On the other hand, if the user opens the treasure chest after 3 hours or more have elapsed from the first time when the treasure chest was obtained, the number of cards given to the user is the maximum of 30.
[0072] When the user performs a charge (hereinafter also referred to as "time-saving charge") to shorten the waiting time and opens a treasure box, regardless of the length of the elapsed time, the maximum number of cards given to the user is 30 cards.
[0073] Here, the game progress unit 113 of the terminal device 10 can display various screens on the screen of the terminal device 10 as each of the above processes is executed. Examples of the various screens are given below.
[0074] FIG. 5 is a screen that requests the user to select whether to open the treasure box immediately when the user obtains a treasure box. FIG. 6 is a screen that requests the user to select whether to open the treasure box immediately when the user performs an operation to check the status of the treasure box (for example, an operation to select the treasure box or an operation to press a specific button, etc.) before 3 hours have elapsed from the first time. FIG. 7 is a screen that notifies the user that one card has been obtained when the user opens the treasure box. FIG. 8 is a screen that notifies the user that 30 cards have been obtained when the user opens the treasure box.
[0075] Pattern (B): A pattern in which the number of cards given to the user increases linearly from the minimum number to the maximum number until a predetermined time (first threshold time) elapses after obtaining the treasure box. This pattern (B) will be specifically described with reference to FIG. 9.
[0076] For example, if the treasure box is opened immediately after it is obtained, the number of cards given to the user is the minimum of 1 card. If the treasure box is opened within 3 hours, which is the predetermined time, after it is obtained, the number of cards given to the user is any number between the minimum of 1 card and the maximum of 30 cards. Note that it is not limited to increasing linearly from the minimum number to the maximum number, and it may increase non-linearly, for example, stepwise or in a quadratic curve.
[0077] Pattern (B) is different from pattern (A) in that, even when the treasure box is opened before the elapse of a predetermined time, the number of cards given to the user increases as the elapsed time becomes longer, while the number of cards remains at the minimum number.
[0078] With the execution of each of the above processes in pattern (B), various screens to be displayed on the screen of the terminal device 10 are the same as those in pattern (A), so the description thereof will be omitted.
[0079] The server processing unit 212 of the server 20 shown in FIG. 2 stores, in the storage unit 220 in association with the user ID, information on the game medium (information on the held assets) including the number of cards determined in pattern (A) or pattern (B).
[0080] With reference to FIG. 10, the processing procedure for determining the number of cards according to pattern (A) will be described.
[0081] First, the server processing unit 212 of the server 20 determines whether or not a specific condition is satisfied based on the operation information (step S101) transmitted from the terminal device 10 (step S102). If this determination is NO (step S102; NO), step S102 is repeated until it becomes YES, or the server waits.
[0082] When it is determined in step S102 that the specific condition is satisfied (step S102; YES), the server processing unit 212 of the server 20 transmits a treasure box giving notice indicating that the treasure box is given to the user to the terminal device 10 (step S103).
[0083] When the user performs a selection operation to acquire the treasure box through the operation reception unit 111 of the terminal device 10, the display control unit 114 of the terminal device 10 arranges and displays the treasure box in the storage area on the display screen (step S104). The game progress unit 113 of the terminal device 10 transmits a treasure box acquisition notice indicating that the user has acquired the treasure box to the server 20 (step S105).
[0084] Subsequently, the server processing unit 212 of the server 20 associates the time when the user obtained the treasure box with the user ID as the first time and stores it in the storage unit 220 (step S106). That is, the treasure box is placed in the storage area of the server 20.
[0085] Subsequently, based on the operation information transmitted from the terminal device 10 (step S107), the server processing unit 212 of the server 20 determines whether the user has selected to open the treasure box placed in the storage area in step S104 (step S108). If this determination is NO (step S108; NO), step S108 is repeated until it becomes YES, or the system waits.
[0086] When it is determined in step S108 that the user has selected to open the treasure box (step S108; YES), the server processing unit 212 of the server 20 determines whether time-saving charging has been performed (step S109). If this determination is YES (step S109; YES), the server processing unit 212 of the server 20 gives the user 30 cards, which is the maximum number (step S113). As a result, the state where the treasure box is placed in the storage area is updated to the state where the treasure box is not placed in the storage area. Then, this processing procedure ends.
[0087] When it is determined in step S109 that time-saving charging has not been performed (step S109; NO), the server processing unit 212 of the server 20 sets the time when the treasure box was opened as the second time and calculates the elapsed time from the first time to the second time (step S110).
[0088] Subsequently, the server processing unit 212 of the server 20 determines whether the elapsed time from the first time to the second time is equal to or greater than a predetermined time (step S111). If this determination is NO (step S111; NO), the server processing unit 212 of the server 20 gives the user 1 card, which is the minimum number (step S112). As a result, the state where the treasure box is placed in the storage area is updated to the state where the treasure box is not placed in the storage area. Then, this processing procedure ends.
[0089] When it is determined in step S111 that the elapsed time from the first time to the second time is equal to or longer than a predetermined time (step S111; YES), the server processing unit 212 of the server 20 gives the user 30 cards, which is the maximum number of cards (step S113). As a result, the state is updated from the state where the treasure box is placed in the storage area to the state where the treasure box is not placed in the storage area. Then, this processing procedure ends.
[0090] Here, in step S109, the server processing unit 212 of the server 20 determines the presence or absence of time-saving charging, but the game progress unit 113 of the terminal device 10 may determine the presence or absence of time-saving charging. In this case, it is desirable that the server processing unit 212 of the server 20 presents the amount necessary for time-saving charging to the terminal device 10 and, after confirming that the billing process has been executed normally, executes the process of step S113.
[0091] With reference to FIG. 11, the processing procedure for determining the number of cards according to pattern (B) will be described. The difference from the processing procedure of pattern (A) described above is that step S112 in FIG. 10 is changed to step S112B in FIG. 11. Therefore, here, step S112B, which is different from the processing procedure of pattern (A), will be described, and the description of other processing procedures will be omitted.
[0092] In step S111 of FIG. 11, when it is determined that the elapsed time from the first time to the second time is not equal to or longer than a predetermined time (step S111; NO), the server processing unit 212 of the server 20 gives the user the number of cards (1 to 29 cards) corresponding to the elapsed time from the first time to the second time (step S112B). As a result, the state is updated from the state where the treasure box is placed in the storage area to the state where the treasure box is not placed in the storage area. Then, this processing procedure ends.
[0093] As described above, according to the game system 1 according to the embodiment, for example, when a user acquires the right to obtain a card, the time when the right is acquired is stored as the first time, and when the user exercises the right, based on the second time when the right is exercised and the first time, the number of cards to be given to the user is determined, and information regarding the cards to be given to the user can be stored in association with the user ID.
[0094] Thereby, for example, when the elapsed time from the first time to the second time is equal to or longer than a predetermined time, the maximum number of cards is given, and when the elapsed time from the first time to the second time is shorter than the predetermined time, a number of cards less than the maximum number can be given. As the number less than the maximum number, for example, the minimum number, or a number that increases as the elapsed time becomes longer can be used.
[0095] That is, a user who has acquired a treasure chest can obtain the maximum number of cards by waiting until the time from acquiring the treasure chest to opening it becomes equal to or longer than a predetermined time, while if the user cannot wait until it becomes equal to or longer than the predetermined time, the user will obtain a number of cards less than the maximum number. Therefore, the user can actively wait for the time until opening the treasure chest while increasing the sense of expectation for the cards to be obtained hereafter.
[0096] Therefore, according to the game system 1 according to the embodiment, it becomes possible to actively involve the user when determining the number of cards (value of the game medium) that the user acquires.
[0097] [Modification Example] Note that the present invention is not limited to the above-described embodiment, and can be implemented in various other forms without departing from the gist of the present invention. For this reason, the above embodiment is merely an example in every respect and is not to be construed in a limiting sense.
[0098] For example, each of the above-described processing steps can be arbitrarily reordered or executed in parallel within a range where there is no contradiction in the processing content. Further, the game system 1 according to the above-described embodiment may be configured such that at least a part of the functions provided in the terminal device 10 are provided in the server 20, or at least a part of the functions provided in the server 20 are provided in the terminal device 10. Furthermore, other devices other than the terminal device 10 and the server 20 may be used as components of the game system 1, and at least a part of the processing in the game system 1 may be executed by the other devices. That is, the computer that executes the game programs 121 and 221 in the present embodiment may be constituted by the terminal device 10, the server 20, and other devices.
[0099] [Modification Example Using a Lottery Probability Table]
[0100] In the above-described embodiment, the case where the "right to obtain a game medium" is a "treasure box" has been described. In this modification example, the case where the "right to obtain a game medium" is a "lottery ticket" will be described.
[0101] In this modification example, exemplarily, the "game medium" is an "item", the "right to obtain a game medium" is a "lottery ticket", the "exercise of the right to obtain a game medium" is the "execution of a lottery", and the "value of the game medium" is the "rarity of the item".
[0102] In the above-described embodiment, the server processing unit 212 determines the number of cards to be given to the user based on the elapsed time from the first time to the second time, and gives the determined number of cards to the user. In contrast, in this modification example, the server processing unit 212 determines the lottery probability set for each rarity of the item to be given to the user based on the elapsed time from the first time to the second time, and gives the item selected based on the determined lottery probability to the user. The differences from the above-described embodiment will be described below. For other points, since they can be realized in the same manner as in the above-described embodiment, the descriptions thereof are omitted.
[0103] FIG. 12 is a conceptual diagram of a lottery probability table that stores by associating the elapsed time from the first time to the second time with the lottery probability for each rarity. In this lottery probability table, two types of rarities are set as the rarities for setting the lottery probability: a high rarity which is a relatively high rarity and a low rarity which is a relatively low rarity. Note that the number of rarities for setting the lottery probability is not limited to two types, and may be three or more types.
[0104] As illustrated in FIG. 12, when the elapsed time from the first time to the second time is less than 2 hours, the probability that an item of high rarity is selected by lottery is 1%, and the probability that an item of low rarity is selected by lottery is 99%. When the elapsed time from the first time to the second time is 2 hours or more and less than 8 hours, the probability that an item of high rarity is selected by lottery is 5%, and the probability that an item of low rarity is selected by lottery is 95%. When the elapsed time from the first time to the second time is 8 hours or more, the probability that an item of high rarity is selected by lottery is 20%, and the probability that an item of low rarity is selected by lottery is 80%.
[0105] That is, as the elapsed time from the first time to the second time becomes longer, the probability that the item selected when the lottery is executed (the right is exercised) at the second time is an item of high rarity increases.
[0106] Thereby, a user who has obtained a lottery ticket can increase the probability of obtaining an item of high rarity by waiting until the time from obtaining the lottery ticket to executing the lottery becomes a predetermined time or more. On the other hand, if the user cannot wait until the predetermined time or more, the user will challenge the lottery with a low probability of obtaining an item of high rarity remaining. Therefore, the user can actively wait for the time until executing the lottery while increasing the expectation for the item to be obtained next.
[0107] Therefore, according to the game system 1 according to this modification example, when determining the rarity of the items acquired by the user (the value of the game medium), it is possible to actively involve the user, and furthermore, it is also possible to provide the user with the pleasure of a lottery where the rarity fluctuates probabilistically.
[0108] [Modification example of preparing multiple types of treasure chests and setting the disappearance time of the treasure chests] In the above-described embodiment, the types of "treasure chests", which are the "right to acquire game media", have not been particularly mentioned, but it is also possible to prepare multiple types of treasure chests with different values and give any type of treasure chest to the user arbitrarily or under certain conditions. Also, set the disappearance time of the treasure chest, and when the elapsed time since the acquisition of the treasure chest reaches the disappearance time, the treasure chest is disappeared. This may be the case.
[0109] FIG. 13 is a conceptual diagram of a treasure chest table that stores three types of treasure chests and the requirements set for each treasure chest. In this treasure chest table, three types of treasure chests, gold, silver, and copper, are set in descending order of the "number of cards", which is the "value of the game medium". In this modification example, three types, gold, silver, and copper, are used to explain the types of treasure chests, but the types of treasure chests are not limited to three types, and may be two types or four or more types.
[0110] The gold treasure chest, which gives the user the largest number of cards, has a minimum number of cards of 10, and the maximum number of cards after 8 hours, which is a predetermined time (the first threshold time), is set to 100. The disappearance time (the second threshold time) of this gold treasure chest is set to 8 hours and 30 minutes. Therefore, when 8 hours and 30 minutes have elapsed since the acquisition of the gold treasure chest, it is deleted from the storage area of the treasure chest, and the right to acquire the card disappears. Also, 100 crystals (in-game currency) are set as the charging item required for time-saving charging for the gold treasure chest.
[0111] The copper treasure chest with the fewest number of cards given to the user has a minimum number of cards of 1, and the maximum number of cards after 2 hours, which is a predetermined time, is set to 30. The disappearance time of this copper treasure chest is set to 5 hours. Therefore, when 5 hours have passed since the copper treasure chest was obtained, it is deleted from the storage area of the treasure chest, and the right to obtain cards disappears. Also, 10 crystals are set as the charging item required for time-saving charging for the copper treasure chest.
[0112] According to the game system 1 according to this modification example, similar to the game system 1 according to the above-described embodiment, a user who has obtained any type of treasure chest can obtain the maximum number of cards by waiting until the time from obtaining the treasure chest to opening it becomes a predetermined time or more. On the other hand, if the user cannot wait until the predetermined time or more, the user will obtain a number of cards less than the maximum number. Therefore, the user can actively wait for the time until the treasure chest is opened while increasing the sense of expectation for the cards to be obtained in the future.
[0113] Therefore, according to the game system 1 according to this modification example, it is possible to actively involve the user when determining the number of cards (value of the game medium) obtained by the user.
[0114] In addition, according to the game system 1 according to this modification example, even if the predetermined time is reached, if the treasure chest is not opened before the disappearance time is reached, the treasure chest will disappear and the user will not be able to obtain cards. Therefore, it is possible to enhance the awareness of users who try to participate in the game without taking a break.
[0115] Furthermore, it is possible to increase the options for playing, such as whether to make the treasure chest disappear or take measures such as charging or clearing quests to obtain crystals for time-saving charging.
[0116] [Modification example of adding a specific function to the storage area] In the above-described embodiments, although the function of the storage area has not been particularly mentioned, when a predetermined condition is satisfied, it may be restricted so that a new treasure box cannot be temporarily placed in the storage area. As the predetermined condition, for example, when time-saving charging is performed (step S109; YES) or when the elapsed time from the first time to the second time is less than a predetermined time (step S111; NO), etc. can be included. The time for restricting the placement of the treasure box can be arbitrarily set. Also, the number of treasure boxes that can be placed in the storage area is not limited to one, and there may be a plurality. When a plurality of treasure boxes can be placed in the storage area, the above restrictions may be provided for each area where each treasure box is placed. The number of treasure boxes that can be placed in the storage area may be increased or decreased depending on conditions such as the type of game medium acquired and the amount of charging.
[0117] According to the game system 1 according to this modification example, a user who has acquired a treasure box can acquire a game medium immediately after acquiring the treasure box, while restrictions can be imposed on opening the next acquired treasure box. Thereby, it is possible to prompt the user to devise a strategy regarding the way of opening the treasure box, and the user can enhance the sense of immersion in the game.
[0118] Here, the embodiments of the present invention can also be described as follows in the following supplementary notes.
[0119] [Supplementary Note 1] A game program (221) that causes a processor (21) of a server (20) that provides a game to a terminal device (10) used by a user to execute, the processor (21) stores the first time when the user has acquired the right to acquire a game medium in association with the user ID when the user acquires the right, and when the user exercises the right, based on the second time when the right is exercised and the first time, determines the value of the game medium given to the user, and stores information regarding the given game medium in association with the user ID. A game program (221) that executes the steps.
[0120] Thus, when the user acquires the right to obtain a game medium, the time of acquisition is stored as the first time. When the user exercises the right, the value of the game medium to be granted to the user is determined based on the second time and the first time when the right was exercised, and information regarding the card to be granted to the user is stored in association with the user ID. That is, it becomes possible to determine the value of the game medium based on the elapsed time from when the user acquires the right to obtain a game medium until the user actively exercises the right, and then grant it to the user.
[0121] [Appendix 2] When the time from the first time to the second time is shorter than the first threshold time, the value of the game medium determined when the right is exercised at the second time is the same as the value of the game medium determined when the right is exercised at the first time, for the game program (221) described in Appendix 1.
[0122] Thus, when the elapsed time from when the user acquires the right to obtain a game medium until the user actively exercises the right is shorter than the first threshold time, a game medium of the same value as when the right is exercised immediately after acquisition is granted to the user, and when the elapsed time reaches the first threshold time, it becomes possible to grant a game medium of a higher value to the user.
[0123] [Appendix 3] As the time from the first time to the second time becomes longer, the value of the game medium determined when the right is exercised at the second time increases, for the game program (221) described in Appendix 1.
[0124] Thus, the longer the elapsed time from when the user acquires the right to obtain a game medium until the user actively exercises the right, the more possible it is to grant a game medium of a higher value to the user.
[0125] [Appendix 4] The value of the game medium is the number of cards, and as the time from the first time to the second time becomes longer, the number of cards determined when the right is exercised at the second time increases. The game program (221) described in Supplementary Note 3.
[0126] As a result, the longer the elapsed time from when the user acquires the right to obtain a card until the user actively exercises the right, the more cards can be given to the user.
[0127] [Supplementary Note 5] The value of the game medium is the value of an item, and as the time from the first time to the second time becomes longer, the rarity of the item determined when the right is exercised at the second time increases. The game program (221) described in Supplementary Note 3.
[0128] As a result, the longer the elapsed time from when the user acquires the right to obtain an item until the user actively exercises the right, the higher the rarity of the item that can be given to the user.
[0129] [Supplementary Note 6] Based on the time from the first time to the second time, the lottery probability set for each value of the game medium determined when the right is exercised at the second time changes. The game program (221) described in Supplementary Note 1.
[0130] As a result, it is possible to give the user a game medium having a value selected by a lottery probability that changes according to the elapsed time from when the user acquires the right to obtain a game medium until the user actively exercises the right. Therefore, the fun of a lottery in which the value of the game medium fluctuates probabilistically can be provided to the user.
[0131] [Supplementary Note 7] When the time from the first time to the second time reaches the first threshold time, the value of the game medium determined when the right is exercised at the second time becomes maximum. The game program (221) described in any one of Supplementary Notes 1 to 6.
[0132] Thus, it is possible to set a deadline for maximizing the value of the game medium, and it becomes possible to stimulate the user's desire to acquire new rights.
[0133] [Appendix 8] The game program (221) according to Appendix 7, wherein when the time from the first time to the second time reaches a second threshold time longer than the first threshold time, the right disappears.
[0134] Thus, even when the first threshold time is reached, if the right is not exercised before the second threshold time is reached, the right disappears and it becomes impossible to acquire the game medium. Therefore, it becomes possible to enhance the awareness of users who try to participate in the game without a break.
[0135] [Appendix 9] The game program (221) according to any one of Appendices 1 to 8, wherein the right includes a plurality of types of rights having different values of the game medium.
[0136] Thus, it is possible to increase the variations of the rights acquired by the user, and it becomes possible to enhance the user's interest in the game.
[0137] [Appendix 10] The step of determining the game medium is to determine the game medium with the maximum value of the game medium regardless of the time from the first time to the second time when the user exercises the right using a charging item after acquiring the right. The game program (221) according to any one of Appendices 1 to 9.
[0138] Thus, it is possible to provide the user with new options such as clearing quests or making a charge in order to acquire a charging item.
[0139] [Appendix 11] When the user acquires the right, it includes the case where the game medium is placed in a predetermined storage area. The game program (221) according to any one of Appendices 1 to 10, further causing the step of restricting the temporary placement of a new game medium in the storage area when a predetermined condition is satisfied.
[0140] [Appendix 12] The game program (221) according to Appendix 11, wherein the predetermined condition includes at least either the case where the user exercises the right by using a charged item after acquiring the right, or the case where the time from the first time to the second time is shorter than a first threshold time.
[0141] In this way, while the user can acquire the game medium immediately after acquiring the right to acquire the game medium, a limit can be set on acquiring the game medium with the next acquired right. Therefore, it is possible to prompt the user to devise a strategy regarding how to open the treasure box, and the user can enhance the sense of immersion in the game.
[0142] [Appendix 13] A game method executed by a processor (21) of a server (20) that provides a game to a terminal device (10) used by a user, the processor (21) storing the first time when the right is acquired in association with a user ID when the user acquires the right to acquire a game medium; determining the value of the game medium given to the user based on the second time when the right is exercised and the first time when the right is exercised when the user exercises the right; and storing information regarding the given game medium in association with the user ID.
[0143] Accordingly, when a user acquires the right to obtain a game medium, the time when the right is acquired is stored as the first time, and when the user exercises the right, based on the second time when the right is exercised and the first time, the value of the game medium to be given to the user is determined, and information regarding the card to be given to the user is stored in association with the user ID. That is, it becomes possible to determine the value of the game medium based on the elapsed time from when the user acquires the right to obtain the game medium until the user actively exercises the right, and give it to the user.
[0144] [Appendix 14] A server (20) that provides a game to a terminal device (10) used by a user, the server (20) comprising: a first server processing unit (212) that stores the first time when the right is acquired in association with the user ID when the user acquires the right to obtain a game medium; a second server processing unit (212) that determines the value of the game medium to be given to the user based on the second time when the right is exercised and the first time when the right is exercised when the user exercises the right; and a third server processing unit (212) that stores information regarding the game medium to be given in association with the user ID.
[0145] Accordingly, when a user acquires the right to obtain a game medium, the time when the right is acquired is stored as the first time, and when the user exercises the right, based on the second time when the right is exercised and the first time, the value of the game medium to be given to the user is determined, and information regarding the card to be given to the user is stored in association with the user ID. That is, it becomes possible to determine the value of the game medium based on the elapsed time from when the user acquires the right to obtain the game medium until the user actively exercises the right, and give it to the user.
Explanation of Reference Numerals
[0146] 1…Game system, 10…Terminal device, 11…Processor, 12…Memory, 13…Storage, 14…Communication IF, 15…Input / output IF, 16…Touch screen, 17…Input unit, 18…Display unit, 20…Server, 21…Processor, 22…Memory, 23…Storage, 24…Communication IF, 25…Input / output IF, 110…Control unit, 111…Operation reception unit, 112…Transmission / reception unit, 113…Game progress unit, 114…Display control unit, 120…Storage unit, 121…Game program, 122…Game information, 123…User information, 210…Control unit, 211…Transmission / reception unit, 212…Server processing unit, 213…Data management unit, 214…Synchronization processing unit, 220…Storage unit, 221…Game program, 222…Game information, 223…User information, N…Network
Claims
1. A program executed on a computer, causing the computer to function as storage means for storing, in association with a user ID, the first timing at which a user acquires a right conferred when a specific event is achieved; function as granting means for granting to the user a game medium determined based on the time from the first timing to the second timing at which the user exercises the right when the user exercises the right; and further function as deletion means for deleting the right placed in the storage area from the storage area when any of the following occurs: the elapsed time since the user acquired the right reaches the expiration time at which the right expires without the game medium being granted, and the right is exercised before the elapsed time including the expiration time reaches the expiration time. When the time from the first timing to the second timing becomes longer, the value of the game medium determined when the right is exercised at the second timing gradually increases. When the right is acquired, it includes the case where the right is placed in a predetermined storage area. After the user acquires the right, when any of the following occurs: the elapsed time since the user acquired the right reaches the expiration time at which the right expires without the game medium being granted, and the right is exercised before the elapsed time including the expiration time reaches the expiration time, the computer further functions as deletion means for deleting the right placed in the storage area from the storage area. As the time from the first timing to the second timing becomes longer, the value of the game medium determined when the right is exercised at the second timing gradually increases. A program.
2. The value of the game medium is the number of cards, and as the time from the first timing to the second timing becomes longer, the number of cards determined when the right is exercised at the second timing gradually increases. The program according to claim 1.
3. The value of the game medium is the value of an item, and as the time from the first timing to the second timing becomes longer, the rarity of the item determined when the right is exercised at the second timing gradually increases. The program according to claim 1.
4. Based on the time from the first timing to the second timing, the lottery probability set for each value of the game medium determined when the right is exercised at the second timing changes. The program according to claim 1.
5. When the time from the first timing to the second timing reaches a predetermined time less than the expiration time, the value of the game medium determined when the right is exercised at the second timing becomes maximum. The program according to claim 1.
6. The right includes a plurality of types of rights having different values of the game medium. The program according to any one of claims 1 to 5.
7. When the user exercises the right using a charge item after obtaining the right, the granting means determines the game medium having the maximum value of the game medium regardless of the time from the first timing to the second timing. The program according to any one of claims 1 to 6.
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