Computer System and Game System

The computer system addresses the generalized nature of privilege acquisition paths by introducing overlapping paths and dynamic privilege granting, enhancing player motivation and experience with a new level of attractiveness.

JP7695094B2Active Publication Date: 2025-06-18BANDAI NAMCO ENTERTAINMENT INC
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Patent Information

Application Number
JP2021058404
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-03-30
Publication Date
2025-06-18
Estimated Expiration
2041-03-30

AI Technical Summary

Technical Problem

The privilege acquisition path, initially effective in motivating players, has become generalized in recent years, leading to a loss of its unique charm and attractiveness in online games.

Method used

A computer system that provides and manages a privilege acquisition path with overlapping effective periods, offering multiple types of paths where players can achieve tasks and receive associated privileges, with special privileges granted for specific task combinations and achievement progress.

Benefits of technology

This system allows players to purchase overlapping privilege paths, enabling simultaneous use of multiple paths and obtaining special privileges based on task combinations and progress, thereby creating a new and attractive privilege acquisition path experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a technique of a new and attractive privilege acquisition path.SOLUTION: A user 2 as a player can possess plural kinds of privilege acquisition paths 7 (7a, 7b, ...) in which one portion or the entire portion of an effective period overlaps. In the respective privilege acquisition paths 7, plural tasks attainable by playing a game are set, and privilege based on a standard privilege corresponding to a task is granted to the player when the task is attained. When a combination of tasks to be attained set to different privilege acquisition paths 7 satisfies a given special privilege granting condition, a special privilege is further granted to the player.SELECTED DRAWING: Figure 3
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Description

Technical Field

[0001] The present invention relates to a computer system or the like that provides and manages privilege acquisition paths.

Background Art

[0002] In recent online games, there are known games that incorporate a form called a "pass" such as a "season pass" or a "battle pass". These passes divide real-world time into a plurality of valid periods, set one pass for each valid period, and give players having the pass privileges such as missions, items, skins, music, etc., and privileges such as downloadable content that may be added to the game in the near future. Since it is a pass through which players can obtain privileges, it can be called a privilege acquisition path. The privilege acquisition path has merits in securing funds for game producers. For players, there are merits such as being able to obtain privileges at a low cost and being able to use new content early.

[0003] As a technology for privilege acquisition paths, for example, Patent Document 1 discloses a technology related to a season pass in which privileges are given to players who pay a game play fee (season fee) every certain period (season). Patent Document 2 discloses a technology that provides special game play to players who purchase a season pass.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Patent Document 2

Summary of the Invention

Problems to be Solved by the Invention

[0005] The privilege acquisition path initially had the effect of generating the player's motivation to continue playing when it first entered the market. However, in recent years, it has been adopted by many online games and is becoming generalized, so it can no longer be said to be the charm of game titles.

[0006] The problem to be solved by the present invention is to provide a new and attractive privilege acquisition path technology.

Means for Solving the Problem

[0007] The first invention for solving the above problems is a computer system that provides and manages a privilege acquisition path with a given effective period, in which a plurality of problems that can be achieved by playing a game and privileges associated with each problem are set. Privilege acquisition path providing means for providing the player with a plurality of types of the privilege acquisition paths in which part or all of the effective periods overlap (for example, the server system 1100 in FIG. 1, the control board 1150, the server processing unit 200s in FIG. 9, the game management unit 210, the privilege acquisition path providing control unit 212, the privilege acquisition path initial setting data 530 in FIG. 10, the user management data 600 in FIG. 15, the privilege acquisition path management data 610, steps S20 to S22 in FIG. 17); Sufficiency information presenting means for presenting to the player information on whether or not each problem set in the plurality of types of privilege acquisition paths possessed by the player has been achieved (for example, the achievement status presentation screen W8 in FIG. 8, the server system 1100 in FIG. 1, the control board 1150, the server processing unit 200s in FIG. 9, the game management unit 210, the sufficiency information providing control unit 216, the achievement progress data 620 by problem in FIG. 15, steps S80 to S82 in FIG. 17); Among the tasks set for the plurality of types of privilege acquisition paths possessed by the player, based on the privilege associated with the task (hereinafter referred to as "achieved task") achieved based on the player's play status, privilege granting control means for determining the privilege to be granted to the player and performing control to grant the determined privilege to the player (for example, the server system 1100, control board 1150 in FIG. 1, server processing unit 200s, game management unit 210, privilege granting control unit 220 in FIG. 9, standard privilege initial setting data 512 in FIG. 10, privilege acquisition path initial setting data 530 in FIG. 12, task-privilege correspondence initial setting data 534, possessed item management data 607, standard privilege granting history data 622 in FIG. 15, steps S100 to S108 in FIG. 17), and, The privilege granting control means is a special privilege granting means for granting a given special privilege to the player when the combination of the achieved tasks set for different privilege acquisition paths possessed by the player satisfies a given special privilege granting condition (for example, the special privilege granting control unit 221 in FIG. 9, special privilege definition data 570 in FIG. 14, steps S110 to S118 in FIG. 18), and is a computer system (for example, the game system 1000, server system 1100 in FIG. 1).

[0008] According to the first invention, a player can purchase a plurality of types of privilege acquisition paths whose partial or entire validity periods overlap. The player can obtain a never-before-seen service that allows simultaneous use of multiple paths. By purchasing different privilege acquisition paths, the player can also obtain special privileges corresponding to the combination. Compared with the conventional technology of purchasing only one path, a new and attractive privilege acquisition path technology becomes feasible.

[0009] The second invention is the computer system of the first invention, which has first privilege variable determination means (for example, the first privilege variable determination unit 223 in FIG. 9, application requirements 550 in FIG. 13, step S102 in FIG. 17) for variably determining the privilege to be granted to the newly achieved task of the player based on the achievement progress of the tasks set for each of the plurality of types of privilege acquisition paths possessed by the player.

[0010] "Achievement progress" can be determined using information indicating the progress of the entire path, such as the ratio of the number of achieved tasks to the total number of tasks set corresponding to the privilege acquisition path, the ratio of the number of unachieved tasks to the total number of tasks, in addition to the achieved / unachieved information. Also, looking at each task individually, "achievement progress" can be determined using information indicating the progress of an individual task, such as how close the parameter value related to the task is to the reference value for the task to be an achieved task, or how much it exceeds the reference value.

[0011] According to the second invention, the content of the privilege given to a newly achieved task (achieved task) changes according to the achievement progress of the task at that time. Therefore, it is possible to realize a privilege acquisition path with a new and attractive charm that has never existed before.

[0012] The third invention is a computer system according to the first or second invention, wherein the special privilege granting means variably determines the special privilege based on the achievement progress of the tasks set for each of the plurality of types of privilege acquisition paths the player has (for example, the special privilege change pattern definition data 575 in FIG. 14, step S112 in FIG. 18).

[0013] According to the third invention, the player can obtain different special privileges based on the achievement progress related to the tasks set for each of the privilege acquisition paths they hold. Therefore, it is possible to realize a privilege acquisition path with a new and attractive charm that has never existed before.

[0014] The fourth invention is a computer system according to any one of the first to third inventions, wherein the plurality of types of privilege acquisition paths include tasks that satisfy given equivalent conditions, and the special privilege granting means determines that the special privilege granting conditions are satisfied when the combination of the achieved tasks set for different privilege acquisition paths the player has satisfies the equivalent conditions (for example, the equivalent conditions 573b in FIG. 14, step S112 in FIG. 18).

[0015] "Meeting the same conditions" means not only being exactly the same, but also includes meeting conditions where there are common elements among the conditional elements and can be regarded as the same or of the same degree. For example, conditions such as having a common category, similar actions or reference values required of the player for the task to be considered achieved. For example, in an action RPG (role-playing game), the first task "Defeat 10 enemy characters of water attribute" and the second task "Defeat 10 enemy characters of fire attribute" meet the "same conditions". That is, although the designated attributes related to the enemy characters are different, the actions required of the player are common in that they are to "defeat the specified number of enemy characters".

[0016] According to the fourth invention, if there is a task that "meets the same conditions" among the different privilege acquisition paths the player has, the player can obtain a special privilege. Therefore, since the effort to meet the conditions is approximately the same, when the player purchases a new privilege acquisition path, there will be a pleasure of worrying about which path to purchase based on the associated tasks.

[0017] The fifth invention is a computer system of any one of the first to fourth inventions, further comprising task increase / decrease control means (for example, the task increase / decrease control unit 232 in FIG. 20, the task increase / decrease pattern definition data 582 in FIG. 21, step S109 in FIG. 23) for increasing or decreasing the tasks set for the privilege acquisition path based on the achievement progress of the tasks set for each of the plurality of types of privilege acquisition paths the player has.

[0018] According to the fifth invention, even for the privilege acquisition paths that have been acquired, the tasks increase or decrease based on the achievement progress of the tasks of each privilege acquisition path the player has. Therefore, it is possible to realize a privilege acquisition path with a new and attractive charm that has never existed before.

[0019] The sixth invention is a computer system according to the fifth invention, wherein the task increase / decrease control means controls the increase and decrease of tasks by selecting both a privilege acquisition path that increases a task and a privilege acquisition path that decreases a task among the plurality of types of privilege acquisition paths.

[0020] According to the sixth invention, it is possible to adjust the degree of task achievement as a whole for each privilege acquisition path by utilizing the increase and decrease of tasks. For example, when a player has a plurality of privilege acquisition paths, the tasks can be increased / decreased so as to average the degree of task achievement for those paths as a whole. Since the player's advantage / disadvantage can be estimated from the degree of task achievement for the whole path, if the tasks of the path estimated to be the player's strength are increased while the tasks of the path estimated to be the player's weakness are decreased, it is also possible to support the player so as to suppress the difference between the advantage and the disadvantage.

[0021] The seventh invention is a computer system according to the fifth or sixth invention, wherein the task increase / decrease control means changes the privilege associated with each task set in a privilege acquisition path that increases or decreases a task.

[0022] According to the seventh invention, the content of the privilege that a player can obtain when a task is achieved can be changed according to the increase and decrease of the task.

[0023] The eighth invention is a computer system according to any one of the first to seventh inventions, further comprising a period change control means (for example, the period change control unit 230 in FIG. 9, the valid period change pattern definition data 580 in FIG. 10, step S24 in FIG. 17) that changes the valid period of the privilege acquisition path when the combination of the privilege acquisition paths possessed by the player satisfies a given period change condition.

[0024] According to the eighth invention, a computer system that can change the valid period of a privilege acquisition path according to the combination of privilege acquisition paths possessed by a player can give the player a time allowance for achieving the tasks of the privilege acquisition path, or conversely, can increase the play difficulty by reducing the time allowance.

[0025] The ninth invention is a computer system according to any one of the first to eighth inventions, having player - specific combination privilege changing means (for example, the player - specific combination privilege changing unit 222 in FIG. 9, the player - specific combination condition 555 in FIG. 13, step S102 in FIG. 17) that changes the privileges set in the privilege acquisition path of the first player and the privileges set in the privilege acquisition path of the second player when the privilege acquisition paths of the first player and the second player satisfy a given player - specific combination condition.

[0026] According to the ninth invention, when the privilege acquisition path of the first player and the privilege acquisition path of the second player satisfy the player - specific combination condition, the privileges set in the privilege acquisition paths of both players will be changed. Therefore, a new and attractive privilege acquisition path that has never existed before can be realized.

[0027] The tenth invention is a computer system according to any one of the first to ninth inventions, having second privilege - granting variable determination means (for example, the second privilege - granting variable determination unit 224 in FIG. 9, the individual achievement progress condition 554 in FIG. 13, step S102 in FIG. 17) that variably determines the privilege to be granted for the achievement task based on the achievement timing when the privilege - granting control means achieves the task.

[0028] According to the tenth invention, the privilege obtained by the player for achieving the task changes according to the achievement timing when the task is achieved. Therefore, a new and attractive privilege acquisition path that has never existed before can be realized.

[0029] The 11th invention further includes management means (for example, the path management unit 203 in FIG. 9) for managing the privilege acquisition paths possessed by the players, and the privilege granting control means variably determines, based on the progress of achieving the issues related to the privilege acquisition path for each player having the privilege acquisition path, the privilege to be granted for the achievement issue by a third privilege granting variable determination means (for example, the third privilege granting variable determination unit 225 in FIG. 9, the relative achievement progress condition 556 between players in FIG. 13, step S102 in FIG. 17), and is a computer system of any one of the 1st to 10th inventions.

[0030] According to the 11th invention, the privilege granted for the achievement issue is changed according to the result of comparing the achievement status of each player. For example, the privilege granted to a player who is superior to other players can be changed to a privilege with higher value. Such a mechanism enhances the player's motivation for game play.

[0031] The 12th invention is a game system including a server system that is a computer system of any one of the 1st to 11th inventions, and a player terminal of the player that communicates with the server system and undertakes the function of a man-machine interface.

[0032] According to the 12th invention, a game system that can obtain the same effects as any one of the 1st to 11th inventions can be realized.

Brief Description of Drawings

[0033]

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Modes for Carrying Out the Invention

[0034] Hereinafter, examples of embodiments of the present invention will be described. However, it goes without saying that the applicable forms of the present invention are not limited to the following embodiments.

[0035] FIG. 1 is a diagram showing a configuration example of a game system. The game system 1000 includes a server system 1100 and player terminals 1500 (1500a, 1500b,...) of each user 2 (2a, 2b,...) who can communicate with the server system 1100 and serve as players, and is a system for realizing the play of an online game on the player terminals 1500. In FIG. 1, only two player terminals 1500 are depicted, but in actual system operation, three or more player terminals 1500 can participate in the game system 1000.

[0036] In the game system 1000, the server system 1100 and the player terminals 1500 are connected so as to be capable of data communication via the network 9, and the player terminals 1500 can also be connected so as to be capable of data communication via the network 9.

[0037] The network 9 means a communication path capable of data communication. That is, the network 9 includes, in addition to a dedicated line (dedicated cable) for direct connection and a LAN (Local Area Network) such as Ethernet (registered trademark), a communication network such as a telephone communication network, a cable network, and the Internet, and the communication method may be wired / wireless.

[0038] The server system 1100 is, for example, a computer system having a main body device 1101, a keyboard 1106, a touch panel 1108, and a storage 1140, and a control board 1150 is mounted on the main body device 1101.

[0039] The control board 1150 is equipped with various microprocessors such as a CPU (Central Processing Unit) 1151, a GPU (Graphics Processing Unit), and a DSP (Digital Signal Processor), various IC memories 1152 such as VRAM, RAM, and ROM, and a communication device 1153. Note that part or all 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).

[0040] Then, the server system 1100 realizes (1) a user management function for managing information related to user registration and the like, (2) a game management function for allowing users to play online games, and (3) a membership service management function for providing membership services other than playing online games (for example, posting and viewing play videos, providing a chat space, online shopping for items used in online games, etc.) by the control board 1150 performing arithmetic processing based on a predetermined program and data.

[0041] Although the server system 1100 is depicted as if it were a single server device, it may also be configured to be realized by a plurality of devices. For example, the server system 1100 may be configured to include a plurality of blade servers that share each function and are connected to be able to communicate data with each other via an internal bus. Also, the installation location of the hardware constituting the server system 1100 is not limited. A configuration in which a plurality of independent servers installed at separate locations communicate data via the network 9 so as to function as the server system 1100 as a whole is also acceptable.

[0042] The player terminal 1500 is a computer system used by the user 2 who has undergone the registration procedure to play games using the game system 1000 of the present embodiment, and is an electronic device (electronic equipment) that can access the server system 1100 and other player terminals 1500 via the network 9. That is, the player terminal 1500 undertakes the function of the man-machine interface in the game system 1000.

[0043] FIG. 2 is a front view showing a configuration example of the player terminal 1500. The player terminal 1500 includes a direction input key 1502, a button switch 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 camera 1520, a control board 1550, and a memory card reader 1542 that can read and write data from a memory card 1540 which is a computer-readable storage medium. In addition, a power button, a volume adjustment button, etc. (not shown) are provided. Also, an IC card reader or the like that can perform non-contact data reading and writing on an IC card type credit card or prepaid card capable of paying the usage fee of the game system 1000 may be provided.

[0044] The control board 1550 is equipped with (1) a CPU 1551 and various microprocessors such as a GPU and a DSP, (2) various IC memories 1552 such as VRAM, RAM, and ROM, (3) a wireless communication module 1553 for wireless communication with a mobile phone base station or a wireless LAN base station connected to the network 9, (4) an interface circuit 1557, etc.

[0045] The interface circuit 1557 includes: (1) the driver circuit of the touch panel 1506; (2) the circuit that receives signals from the direction input keys 1502 and the button switches 1504; (3) the output amplifier circuit that outputs an audio signal to the speaker 1510; (4) the input signal generation circuit that generates an audio signal collected by the microphone 1512; (5) the circuit that inputs the image data of the image captured by the camera 1520; (6) the signal input / output circuit to the memory card reader 1542, and so on.

[0046] These elements mounted on the control board 1550 are electrically connected via a bus circuit or the like, and are connected so as to enable reading and writing of data and transmission and reception of signals. Part or all of the control board 1550 may be configured by an ASIC, an FPGA, or a SoC. And the control board 1550 stores a program and various data for realizing the function as a player terminal in the IC memory 1552.

[0047] Note that in this embodiment, the player terminal 1500 is configured to download a program and various setting data from the server system 1100, but it may also be configured to read from a storage medium such as a separately obtained memory card 1540.

[0048] Also, the player terminal 1500 shown in FIG. 2 is a device called a so-called smartphone, but if it is a computer system, it may be a wearable computer such as a smartwatch or smart glasses, a portable game device, a home game device, a tablet computer, a personal computer, or the like. When a plurality of electronic devices, such as a combination of a smartphone and a smartwatch communicatively connected to the smartphone, perform one function by being communicatively connected, these plurality of electronic devices can be regarded as one player terminal 1500.

[0049] User 2 (2a, 2b, …) uses the player terminal 1500 (1500a, 1500b, …) to access the server system 1100 or a predetermined website managed by the server system 1100, and obtains the qualification to become a registered user, that is, a player, through a predetermined user registration procedure. Then, by going through a predetermined sign-in procedure using the unique user account (sign name) set at the time of registration, the player terminal 1500 of the user is incorporated into the game system 1000 and becomes in the system online state. Also, by going through a predetermined sign-out procedure, the user can withdraw from the system and make it system offline. In the system online state, User 2 can play online games as a player.

[0050] Figure 3 is a diagram for explaining the season configuration of the online game and the privilege acquisition path. The online game progresses through a plurality of play seasons (the first season, the second season, … in Figure 3) set with a predetermined period (for example, about 1 month to several months), either continuously or with appropriate interval periods in between. The content playable in each play season can be appropriately set according to the game genre. In the case of an action RPG (role-playing game), play seasons may be prepared for each battle field, or play seasons may be prepared for each chapter of the story. Simply, there may be play seasons with different design concepts themed on seasonal events, etc.

[0051] In one playing season, a plurality of types of privilege acquisition paths 7 (7a, 7b, …) that can be acquired by user 2 who is a player are prepared. The privilege acquisition path 7 may be paid or may be free obtained by achieving specific conditions. In this embodiment, it will be described as paid. Each privilege acquisition path 7 is set with a predetermined valid period (represented by the horizontal length of the rectangular figure), and part or all of the valid periods overlap between different privilege acquisition paths 7. One player can purchase a plurality of privilege acquisition paths 7 in one playing season. Of course, it is also possible to play the online game without purchasing the privilege acquisition path 7. The game play mainly conducts the online game, and the privilege acquisition path 7 generates a secondary effect. Note that the same privilege acquisition path 7 can be purchased only once during the playing season.

[0052] FIG. 4 is a diagram showing an example of the privilege acquisition path 7, and FIGS. 4(1) and 4(2) show the difference in the category of the privilege acquisition path 7. One privilege acquisition path 7 is set with a unique path type 10, the valid period 11 of the path, and one or more tasks 12 to be achieved within the valid period 11. And for each task 12, a target required time 13 and a standard privilege 14 that is the achievement reward for the task are associated.

[0053] A plurality of types with different contents are prepared in advance for the task 12, and the task 12 set in the privilege acquisition path 7 is appropriately selected and set from among them. Among the privilege acquisition paths 7, there are those in which the content of the actions required of the player to achieve the task 12 is similar, and the category of the path is determined according to the type of the action content. It can also be said that among the privilege acquisition paths 7, there are those in which a theme for task achievement is set.

[0054] For example, FIG. 4(1) shows an example of a privilege acquisition path 7 in the "battle" category that mainly requires battles between the player character 4 (see FIG. 3) and the enemy character 6 in order to achieve the task. Also, FIG. 4(2) shows an example of a privilege acquisition path 7 in the "collection" category that mainly requires item collection in order to achieve the task. Note that the task 12 may be a task related to experience points or game points, or a task related to obtaining a specified item. The task 12 can include content with a lesson-like meaning for improving the player's skill or the ability of the player character 4. For example, tasks 12 such as "Increase experience points by 10", "Increase game points by 10", and "Obtain 10 (specified items)" correspond to this.

[0055] The target required time 13 may be described in the form of up to which day of the validity period. Also, the target required time 13 may be set to "the same as the validity period" or "none", which means no substantial setting or no limit.

[0056] The standard privilege 14 has a fixed type and a variable type. For the fixed type of standard privilege 14, the content of the privilege does not change. For the variable type of standard privilege 14, the content of the privilege may change according to the "achievement progress" of the task 12 or the "achievement progress" of the entire privilege acquisition path 7 in which the task 12 is set.

[0057] "Achievement progress" includes, for example, as the absolute achievement progress for each player: (1) achievement / non-achievement for each task 12, (2) the ratio of the achieved value to the reference value (in the example of Figure 4, "10" for defeating 10 enemies) for the parameter value used for determining the achievement of task 12 (in the example of Figure 4, "the number of enemies defeated"), (3) the achievement rate which is the ratio of the number of achieved tasks to the total number of tasks set in the special feature acquisition path 7, (4) the relationship between the required time to achieve and the target required time 13 regarding the achievement timing of task 12, and so on. Also, as the relative achievement progress among multiple players, (5) the difference in achievement progress among players obtained by comparing the achievement progress of the tasks related to the special feature acquisition path 7 for each player having the same special feature acquisition path 7, the progress ranking of players based on the achievement progress, and so on.

[0058] The content of the standard special feature 14 can be appropriately set according to the game content. However, a special feature is set such that there is no excessive superiority or inferiority in the game play between the players who purchased the special feature acquisition path 7 and those who did not. A special feature that does not affect or has little impact on the main part of the online game is preferred. For example, content for obtaining special features in terms of visuals is preferred. Specifically, it is advisable to set the style and costume of the player character 4, the items 5 used by the player character 4 (including, for example, weapons, armors, clothing, ornaments, storage items, vehicles, presents for NPCs, etc.), stickers that can be added to the appearance of in-game objects such as the player character 4 and items 5, the emotes of the player character 4, music that can be used as BGM, etc. as the standard special feature 14. Of course, other things such as granting skills to the player character 4, adding experience points, granting in-game currency, unlocking maps and NPCs (non-player characters), etc. can also be used as the standard special feature 14. Note that the type of the standard special feature 14 associated with one task 12 is not limited to one and can be multiple.

[0059] And when the user 2, who is a player, achieves the task 12 of the privilege acquisition path 7 he / she purchased within that play season, he / she can obtain the standard privilege 14 associated with the achieved task. In other words, by purchasing the privilege acquisition path 7, the user 2, who is a player, can obtain the right to challenge task 12 and receive the standard privilege 14 if he / she achieves it.

[0060] Figure 5 is a diagram for explaining special privileges. The special privilege 16 is a privilege given to the user 2, who is a player, determined by the combination of the achieved tasks (completed tasks).

[0061] For example, in Figure 5(1), assume that the user 2, who is a player, has two privilege acquisition paths, 7a and 7b, and has achieved task 12a of privilege acquisition path 7a and task 12b of privilege acquisition path 7b. In this case, the special privilege 16a associated with the combination of task 12a and task 12b is given to the player.

[0062] In the example of Figure 5(2), the user has achieved task 12a and task 12x of privilege acquisition path 7a and task 12b of privilege acquisition path 7b. In this case, the special privilege 16b associated with the combination of these three tasks 12 is given to the player.

[0063] In the example of Figure 5(3), the user has achieved task 12a of privilege acquisition path 7a, task 12b of privilege acquisition path 7b, and task 12c of privilege acquisition path 7c. The special privilege 16c associated with the combination of these three tasks 12 is given to the player.

[0064] Figure 6 is a diagram for explaining the variable type of standard privilege 14. The variable-type standard privilege 14 changes its content according to the achievement progress. Specifically, it changes according to the achievement progress at the time when the task 12 is achieved. As the achievement progress, for example, at the timing of achieving the task 12, the achievement rate of the privilege acquisition path 7 (or all the privilege acquisition paths 7 possessed) in which the task 12 is set can be used. The value indicating the achievement progress is set to be higher as the achievement rate is higher. Also, when a target required time length (it may be the target achievement date and time) is set for the task 12, the ratio of the actual required time length until achievement to the target required time length (it may be the actual achievement date and time which is the achievement timing when the task is achieved), etc. may be used. The value indicating the achievement progress is set to be higher as the ratio is higher.

[0065] The standard privilege 14d illustrated in FIG. 6 is the in-game currency coin. As the privilege change according to the achievement progress, the change amount 15 (2 coins in the example of FIG. 6) is applied to the initial number of the standard privilege 14d (5 coins in the example of FIG. 6). In this example, the player will be given a total of 7 coins.

[0066] As for how to change the variable-type standard privilege 14, not only increasing or decreasing the number of grants as shown in FIG. 6, but also if the standard privilege 14 is an item with level settings, the set level may be changed. If the standard privilege 14 is a recovery item, the recovery amount (the effect amount of the item) may be changed. Also, if the standard privilege 14 is a skin, clothing, decoration, sticker, etc., the color scheme, the lightness and chroma of the color used, the pattern may be changed. If the standard privilege 14 is an item lottery right, the number of lottery times may be changed.

[0067] Note that the changes to the variable-type standard privilege 14 are basically set so that user 2 feels they have higher value than the initial settings. However, this may not be the case depending on the game content and the contract details at the time of purchasing the privilege acquisition path 7. For example, there may be cases where the change amount is negative. Also, the relationship between the achievement progress and the change amount is not limited to the relationship of the graph illustrated in FIG. 6 and can be set as appropriate. For example, it may increase exponentially, have a directly proportional relationship, increase or decrease stepwise, etc.

[0068] FIG. 7 is a diagram for explaining special privileges. The content of the special privilege 16 also changes according to the achievement progress. Specifically, it changes according to the "achievement progress at the time of granting" when the granting requirements of a certain special privilege 16 are met.

[0069] The "achievement progress at the time of granting" is the achievement progress at the achievement timing when all of the tasks 12 specified by the combination of tasks included in the special privilege granting requirements are achieved. As the value of the achievement progress at the time of granting, for example, the individual achievement progress values of the tasks 12 specified by the combination may be used. Also, for example, the achievement rate (the ratio of the number of achieved tasks to the total number of tasks in the path) in the privilege acquisition path 7 for each of the tasks 12 specified by the combination may be used.

[0070] The change to the special privilege 16 may be, for example, changing the type of item that is the special privilege 16 (special privileges 16a, 16e, 16f, 16g) as in the example of FIG. 7. When the value of the special privilege 16 can be changed according to the number of grants (for example, in-game currency, experience points, etc.), the number of grants may be changed. When an effect is set for the special privilege 16 (for example, granting of experience points, recovery amount of recovery items, number of lottery draws for lottery rights, granting of service points, etc.), the change may be realized by increasing or decreasing the effect.

[0071] FIG. 8 is a diagram showing an example of an achievement status presentation screen. The achievement status display screen W8 is a screen that displays information on the achievement progress for each privilege acquisition path 7 held by user 2, and can be displayed by user 2 performing a predetermined achievement status display operation during play.

[0072] The achievement status display screen W8 has a tag 21 for which a display instruction operation is possible for each privilege acquisition path 7. The tag 21 for which a display instruction has been made is displayed at the forefront, and displays a path type display section 22, a remaining valid period display section 23, an achievement rate display section 24, a task type display section 25, a privilege type display section 26 indicating a planned privilege, and a progress status display section 27. The privilege type display section 26 and the progress status display section 27 are associated with the task type display section 25 for each task. The progress status display section 27 further includes a reference value sufficiency display section 28 indicating how close it is to the achievement determination reference value for that task, and a time sufficiency display section 29 indicating the ratio of the time required so far to the target required time length for that task, etc.

[0073] Next, the functional configuration will be described. FIG. 9 is a functional block diagram showing an example of the functional configuration of the server system 1100. The server system 1100 includes an operation input section 100s, a server processing section 200s, a sound output section 390s, an image display section 392s, a communication section 394s, and a server storage section 500s.

[0074] The operation input section 100s is a means for inputting various operations for server management. The keyboard 1106 in FIG. 1 corresponds to this.

[0075] The server processing section 200s is realized by a processor that is an arithmetic circuit such as a CPU, GPU, ASIC, FPGA, etc., and other electronic components such as an IC memory, and performs input / output control of data with each functional section including the operation input section 100s and the server storage section 500s. Then, based on a predetermined program, data, an operation input signal from the operation input section 100s, data received from the player terminal 1500, etc., it executes various arithmetic processes to integrally control the operation of the server system 1100.

[0076] The server processing unit 200s includes a user management unit 202, a membership service management unit 204, a game management unit 210, a timing unit 280s, a sound generation unit 290s, an image generation unit 292s, and a communication control unit 294s. Of course, other functional units can also be included as appropriate.

[0077] The user management unit 202 performs processing related to user registration procedures and storage management of various information associated with user accounts. Specifically, the user management unit 202 performs: (1) assignment of a unique user account to a registered user, (2) storage management of personal information for each user account, (3) management of sign-in / sign-out, (4) storage management of save data related to playing online games, (5) management of service points used as consideration for online shopping and membership services, etc.

[0078] Since the save data also includes information on the privilege acquisition path 7 held by the user, the user management unit 202 also functions as a path management unit 203 that manages the privilege acquisition path 7 possessed by each player, together with the progress control unit 211.

[0079] The membership service management unit 204 performs control related to the provision of membership services other than online games (for example, posting and viewing of play videos, provision of chat spaces, online shopping for items that can be used in playing online games, etc.).

[0080] The game management unit 210 performs various controls for allowing a given online game to be played on the player terminal 1500. Specifically, the game management unit 210 includes a progress control unit 211, a privilege acquisition path provision control unit 212, a privilege acquisition path transfer control unit 214, a fulfillment availability information provision control unit 216, a privilege granting control unit 220, and a period change control unit 230.

[0081] The progress control unit 211 performs various controls related to the progress control of the game. This control also includes the management control of play data (including various data describing the latest status). Since the play data also includes information on the latest status of the privilege acquisition path 7 held by the player, the progress control unit 211 also functions as a path management unit 203 that manages the privilege acquisition path 7 of each player together with the user management unit 202.

[0082] The privilege acquisition path provision control unit 212 performs control to provide the privilege acquisition path 7 to the player.

[0083] The privilege acquisition path transfer control unit 214 performs control to transfer the privilege acquisition path 7 held by the player to another player.

[0084] The fulfillment presence / absence information provision control unit 216 performs control to present to the player information on whether or not each task set in the privilege acquisition path 7 held by the player has been achieved. This corresponds to the display control of the achievement status presentation screen W8 (see FIG. 8) and various processes for obtaining the display content.

[0085] The privilege granting control unit 220 determines the privilege to be granted to the player based on the privilege associated with the task (achieved task) that the player has achieved among the tasks 12 set in the privilege acquisition path 7 held by the player, and performs control to grant the determined privilege to the player. The process related to the granting of the standard privilege 14 (see FIG. 4) corresponds to this.

[0086] And the privilege granting control unit 220 includes a special privilege granting control unit 221, a player - specific combination privilege change unit 222, a first granted privilege variable determination unit 223, a second granted privilege variable determination unit 224, and a third granted privilege variable determination unit 225.

[0087] The special privilege granting control unit 221 performs control to grant a given special privilege 16 to the player when the combination of the achieved tasks set in different privilege acquisition paths 7 held by the player satisfies a given special privilege granting condition (the granting requirement of the special privilege 16) (see FIG. 5). Specifically, the special privilege granting control unit 221 may determine that the special privilege granting conditions are satisfied when the combination of achievement tasks set in the different privilege acquisition paths 7 possessed by the player satisfies given equivalent conditions. "Satisfying equivalent conditions" means not only being exactly the same, but also including satisfying conditions where there are common elements among the conditional elements and can be regarded as the same or of the same degree. For example, it includes conditions such as having a common category, or the actions or reference values required of the player for the task to be considered achieved being similar. For example, in an action RPG (role-playing game), the first task "Defeat 10 enemy characters of the water attribute" and the second task "Defeat 10 enemy characters of the fire attribute" meet the "equivalent conditions". That is, although the designated attributes related to the enemy characters are different, the actions required of the player are common in that they are to "defeat the specified number of enemy characters".

[0088] Also, the special privilege granting control unit 221 variably determines the special privilege 16 based on the progress of achievement of task 12 (see FIG. 7).

[0089] The player-specific combination privilege changing unit 222 changes the privileges set in the privilege acquisition path 7 possessed by the first player and the privileges set in the privilege acquisition path 7 possessed by the second player when the privilege acquisition path 7 possessed by the first player and the privilege acquisition path 7 possessed by the second player satisfy given player-specific combination conditions.

[0090] The first privilege granting variable determination unit 223 variably determines the privilege to be granted for the achievement task newly achieved by the player based on the progress of achievement of task 12 set in each of the multiple types of privilege acquisition paths 7 possessed by the player (see FIG. 6).

[0091] The second privilege granting variable determination unit 224 variably determines the privilege to be granted for the achievement task based on the achievement timing when task 12 is achieved.

[0092] The third privilege variable determination unit 225 variably determines the privilege to be granted for the achievement task based on the progress of achievement of the task 12 related to the privilege acquisition path 7 of each player having the same privilege acquisition path 7.

[0093] The period change control unit 230 changes the valid period of the privilege acquisition path 7 when the combination of the privilege acquisition paths 7 possessed by the player satisfies a given period change condition.

[0094] The clock unit 280s uses the system clock to measure the current date and time, the time limit, etc.

[0095] The sound generation unit 290s is realized by the execution of an IC or software for generating and decoding audio data, and generates or decodes audio data such as operation sounds, effect sounds, BGM, voice calls, etc. related to the system management of the server system 1100, the provision of membership services, and the provision of online games. Then, the audio signal related to the system management is output to the audio output unit 390s.

[0096] The audio output unit 390s emits the audio signal. In the example of FIG. 1, the speaker (not shown) provided in the main body device or the touch panel 1108 corresponds to this.

[0097] The image generation unit 292s generates an image to be displayed on the image display unit 392s and outputs the image signal. A part of the function of generating various screens related to the system management of the server system 1100, the provision of membership services, and the provision of online games (or data for displaying them on the player terminal 1500) corresponds to this.

[0098] The image display unit 392s is realized by a device for displaying an image, such as a flat panel display, a head-mounted display, a projector, etc. In the example of FIG. 1, the touch panel 1108 corresponds to this.

[0099] The communication control unit 294s executes data processing related to data communication and realizes data exchange with an external device via the communication unit 394s.

[0100] The communication unit 394s connects to the network 9 to realize communication. For example, it is realized by a wireless communication device, a modem, a TA (terminal adapter), a jack of a wired communication cable, a control circuit, etc. In the example of FIG. 1, the communication device 1153 corresponds to this.

[0101] The server storage unit 500s stores programs, various data, etc. for realizing various functions for integrally controlling the server system 1100 by the server processing unit 200s. Further, it is used as a work area of the server processing unit 200s, and temporarily stores calculation results and the like executed by the server processing unit 200s according to various programs. This function is realized by, for example, an IC memory such as a RAM or a ROM, a magnetic disk such as a hard disk, an optical disk such as a CD-ROM or a DVD, an online storage, etc. In the example of FIG. 1, the storage media such as the IC memory 1152 and the hard disk mounted on the main body device 1101, and the storage 1140 correspond to this.

[0102] FIG. 10 is a diagram showing an example of programs and data stored in the server storage unit 500s. The server storage unit 500s in the present embodiment stores a server program 501, a distribution client program 503, game initial setting data 510, user management data 600, play data 700, and the current date and time 900. The server storage unit 500s also appropriately stores other programs and data (for example, a timer, a counter, various flags, etc.).

[0103] The server program 501 is a program for realizing the functions as the user management unit 202, the membership service management unit 204, and the game management unit 210 when read and executed by the server processing unit 200s.

[0104] The distribution client program 503 is the original of the program provided to and executed on the player terminal 1500.

[0105] The game initial setting data 510 stores various initial setting data related to the online game. For example, the game initial setting data 510 includes standard privilege initial setting data 512, mission initial setting data 520, privilege acquisition path initial setting data 530, standard privilege change pattern definition data 540, special privilege definition data 570, and expiration period change pattern definition data 580. Of course, other data can also be included as appropriate.

[0106] The standard privilege initial setting data 512 is prepared for each type of standard privilege 14, and stores information indicating the privilege type and the content data of the privilege (for example, data for display within the screen, data for use within the game, setting data for the action effect, information about usage restrictions such as the type of available character, etc.) in association with each other.

[0107] FIG. 11 is a diagram showing an example of the data configuration of the mission initial setting data 520. The mission initial setting data 520 is created for each mission 12 and stores various initial setting data related to the mission. One mission initial setting data 520 includes, for example, a unique mission type 521, a mission category 523 indicating the classification of the mission content, and initial mission content data 524. Of course, other data can also be included as appropriate. The initial mission content data 524 includes information necessary for determining the achievement of the mission. For example, it includes a determination target 524a and a determination reference value 524b. The determination target stores information such as the type of item or character related to the determination target, identification information of the game stage, etc.

[0108] FIG. 12 is a diagram showing an example of the data configuration of the privilege acquisition path initial setting data 530. The privilege acquisition path initial setting data 530 is prepared for each type of privilege acquisition path 7 and stores various data related to the path. One privilege acquisition path initial setting data 530 includes, for example, a unique path type 531, a purchase price 532, an initial setting expiration period 533, and mission privilege correspondence initial setting data 534. Of course, other data can also be included as appropriate.

[0109] The purchase price 522 is described according to the settlement method adopted in the game system 1000. For example, it may be an additional unit in the real world, a unit of virtual currency, or the number of predetermined items.

[0110] The initial setting data 534 corresponding to the mission bonus is prepared for each mission 12 set in the path and stores the initial settings associated with the mission. Specifically, one piece of initial setting data 534 corresponding to the mission bonus stores the mission type, the target required time length, and the standard bonus type in association. The target required time length may be described by the elapsed date and time from the start date of the valid period 533 of the path. In this case, it will indicate the achievement target date and time by which the mission 12 should be achieved.

[0111] FIG. 13 is a diagram showing an example of the data configuration of the standard bonus change pattern definition data 540. The standard bonus change pattern definition data 540 is prepared for each pattern of how to change the standard bonus 14 and stores various data for executing the pattern. One piece of standard bonus change pattern definition data 540 includes a unique change pattern ID 541, an application requirement 550, and standard bonus change content data 559. Of course, other data can also be appropriately included.

[0112] The application requirement 550 defines the conditions to be satisfied for the change pattern to be applied. The application requirement 550 is described by a combination of AND or OR of one or more sub-conditions. As the sub-conditions, for example, a path type condition 551, a new achievement mission type condition 552, an overall achievement progress condition 553, an individual achievement progress condition 554, a specific combination condition 555 between players, and a relative achievement progress condition 556 between players can be used. Each sub-condition can also be set to a setting substantially corresponding to "no setting". In addition, other sub-conditions can also be appropriately used.

[0113] The path type condition 551 indicates for which types of paths held by the player the requirements should be satisfied. Specifically, it is described as either a single path type, a combination of path types, or no setting.

[0114] The new achievement task type condition 552 specifies the types of the newly achieved tasks 12. The specified types of tasks 12 are one or more.

[0115] The overall achievement progress condition 553 indicates what should be satisfied regarding the progress status of the entire path where the task 12 is set at the achievement timing when the task 12 is newly achieved. For example, it is described as the range of the ratio or achievement rate of the number of achieved tasks including the newly achieved task 12 to the total number of all tasks 12 in the path where the task is set.

[0116] The individual achievement progress condition 554 is an individual condition related to the task at the achievement timing of the newly achieved task 12. For example, it can be described as the range of the ratio of the required date and time length at the achievement timing to the target required time length set for the task 12 (that is, how early or late it was achieved compared to the target).

[0117] By properly describing and appropriately combining the path type condition 551, the new achievement task type condition 552, the overall achievement progress condition 553, and the individual achievement progress condition 554, it is possible to describe the detailed conditional requirements such as "In which privilege acquisition path 7 which task 12 was newly achieved and what was the achievement status at the time of achievement". Conversely, it is also possible to describe the easily satisfied requirements such as "Any privilege acquisition path 7 is fine, when the specified task 12 is newly achieved".

[0118] The player - specific combination condition 555 and the player - relative achievement progress condition 556 are used when in the application requirement 550, it is desired to refer to the task achievement status of other players different from the players for whom it is determined whether the requirements are satisfied.

[0119] The specific combination condition 555 between players is used when the application requirement 550 wants to include that the privilege acquisition path 7 of the first player and the privilege acquisition path 7 of the second player form a certain combination relationship. The specific combination condition 555 between players can be described by a combination of path types.

[0120] The relative achievement progress condition 556 between players indicates the conditions to be satisfied regarding the achievement progress of the task 12 related to the privilege acquisition path for each player having the same privilege acquisition path 7 (for example, the path of the type specified by the path type condition 551). The relative achievement progress condition 556 between players is described by, for example, the comparison target path type to be compared between players and the determination reference value related to the overall achievement progress (achievement rate) of the comparison target path type. That is, "how much (or how far behind) the player to be judged by the application requirement 550 is ahead (or behind) in terms of the achievement rate compared to other players having the same privilege acquisition path 7" can be included in the application requirement 550.

[0121] The standard privilege change content data 559 specifies how to change the standard privilege 14. The standard privilege change content data 559 is described by, for example, one or more of (1) the additional privilege type indicating the type of new privilege added as the standard privilege 14, (2) the excluded privilege type indicating the type of privilege excluded from the standard privilege 14, and (3) the combination of the privilege type to be changed in content and the change amount. The privilege type to be changed in content indicates the type of the standard privilege 14 that is the target of the privilege content change, that is, the type of the standard privilege 14 set to the variable type. And the change amount specifies how to change the grant amount, setting level, and effect of the standard privilege 14.

[0122] Figure 14 is a diagram showing an example of the data configuration of the special privilege definition data 570. The special privilege definition data 570 is prepared for each type of special privilege 16. One special privilege definition data 570 includes a unique special privilege type 571, special privilege data 572, special privilege granting conditions 573, and special privilege change pattern definition data 575. Of course, other data can also be included as appropriate.

[0123] The special privilege data 572 stores the initial setting data of the special privilege 16 (for example, data for display within the screen, data for use within the game, setting data for effects, information about usage restrictions such as the types of characters that can be used, etc.).

[0124] The special privilege granting conditions 573 indicate the content that should be satisfied in order to grant the special privilege 16. The special privilege change pattern definition data 575 is described by a combination of AND and OR of one or more sub - conditions. As sub - conditions, for example, an achievement task combination condition 573a, an equivalent condition 573b, and an achievement progress condition 573c can be used.

[0125] The achievement task combination condition 573a is a condition regarding the combination of achievement tasks for each different privilege acquisition path 7 held by the player. Specifically, it is described as a list of combinations of types of tasks 12. Or, it can be described by preparing multiple sets of a set of path types 531 and tasks 12. In the latter case, it is possible to specify in detail which achievement task 12 in which type of privilege acquisition path 7 has been achieved.

[0126] Equivalent condition 573b indicates the conditions for regarding the compared tasks 12 as equivalent when comparing the tasks 12 of each different privilege acquisition path 7 held by the player. It may be described that equivalent condition 573b is that all condition elements are exactly the same, or it may be described that equivalent condition 573b is that there are common condition elements. That is, equivalent condition 573b may be exactly the same conditions, conditions that can be regarded as similar, or conditions with common condition elements. For example, for a task 12 of the enemy defeat type such as "defeat X or more enemy characters", equivalent condition 573b can be described using the range of the determination reference value 524b. For example, if equivalent condition 573b is described using "water attribute", the task 12 with the content of "defeat 10 or more water attribute enemy characters" and the task 12 with the content of "make 1 water attribute NPC a companion" can be described as equivalent tasks 12 because "water attribute" is common. Alternatively, equivalent condition 573b may be described using task category 523 (see FIG. 11).

[0127] The achievement progress condition 573c is either or both of: (1) the condition of the individual achievement progress of the task 12 that should be satisfied by the achievement progress of the task 12 that satisfies the achievement task combination condition 573a and / or the equivalent condition 573b; (2) the condition of the overall achievement progress (achievement rate) of the privilege acquisition path 7 including the task 12 that satisfies the achievement task combination condition 573a and / or the equivalent condition 573b, which should be satisfied by the overall achievement progress of the path. Both are described in the range of values representing the achievement progress. Note that each sub-condition can also be set to be substantially equivalent to "no setting". In addition, other sub-conditions can also be used as appropriate.

[0128] The special privilege change pattern definition data 575 is prepared for each pattern of how the special privilege 16 is changed in what situation, and stores various data for realizing the change. One special privilege change pattern definition data 575 includes a change requirement 576 and special privilege change content data 577.

[0129] Modification requirement 576 is described by combining one or more sub - conditions with AND or OR. As sub - conditions, a path type condition 576a and an achievement progress condition 576b may be used. Note that any of the sub - conditions can be set to "not set".

[0130] The path type condition 576a specifies the type of privilege acquisition path 7 that satisfies the special privilege granting condition 573. The achievement progress condition 576b is a condition regarding the achievement progress of task 12 that satisfies the special privilege granting condition 573 and / or a condition regarding the overall achievement progress of the privilege acquisition path 7 specified by the path type condition 576a. When an achievement progress condition 573c is set for the special privilege granting condition 573, more detailed conditions regarding the achievement progress can be set.

[0131] The special privilege change content data 577 specifies how to change the special privilege 16 indicated by the special privilege data 572. The special privilege change content data 577 is described by one or more of, for example, new special privilege data added as the special privilege 16 and change amount data for changing the grant amount, effects, etc. of the special privilege 16.

[0132] Returning to FIG. 10, the validity period change pattern definition data 580 is prepared for each pattern of changing the initial validity period 533 of the privilege acquisition path 7 possessed by the player and stores various data necessary for executing the change. One validity period change pattern definition data 580 includes a period change condition, a change target specification, and a period change content.

[0133] The period change condition is described as a combination of the privilege acquisition paths 7 possessed by the player. The change target specification specifies the type of privilege acquisition path 7 whose period is to be changed. The change target specification is described, for example, as one or more path types. The content of the specified period change is described by the extended or shortened time length of the period applied when the period change conditions are met. Note that the period change may be common to all of the privilege acquisition paths 7 that the player who meets the period change conditions has, or may be set separately for each path.

[0134] FIG. 15 is a diagram showing an example of the data configuration of user management data 600. User management data 600 is created for each registered user who becomes a player and stores various data associated with the user. For example, one user management data 600 stores a unique user account 601 and game save data 603. Of course, other data may also be stored as appropriate.

[0135] Game save data 603 includes player character save data 605, held item management data 607, privilege acquisition path management data 610, special privilege grant history data 630, and path transfer history data 632. Of course, other data (for example, save point data, etc.) can also be included in game save data 603 as appropriate.

[0136] Player character save data 605 stores data indicating the state of the player character at the time of saving. For example, it stores character type, applied skin type, equipment type list, ability parameter value list, etc. Of course, other data may also be stored as appropriate.

[0137] Held item management data 607 is created for each item held by the user and stores data indicating the state of the item at the time of saving. For example, it stores item type and quantity held. Of course, other data may also be stored as appropriate.

[0138] The privilege acquisition path management data 610 is prepared separately for each privilege acquisition path 7 held by the user and includes information indicating the content of each privilege acquisition path 7. Specifically, one privilege acquisition path management data 610 includes a path type 611, an expiration date 612, task privilege correspondence setting data 614, an achievement history data 616, path overall achievement progress data 618, task-by-task achievement progress data 620, and standard privilege grant history data 622. Of course, other data can also be included as appropriate.

[0139] In the task privilege correspondence setting data 614, when the user acquires the privilege acquisition path 7 indicated by the path type 611, the task privilege correspondence initial setting data 534 of the privilege acquisition path initial setting data 530 (see FIG. 12) that matches the path type 611 is copied.

[0140] The achievement history data 616 is created each time the task 12 set in the privilege acquisition path 7 is achieved. One achievement history data 616 stores the achieved task type and the achievement date and time.

[0141] The path overall achievement progress data 618 stores data indicating the achievement progress of the entire privilege acquisition path 7. For example, it stores the number of achieved tasks and the ratio (achievement rate) of the number of achieved tasks to the total number of tasks of the privilege acquisition path 7.

[0142] The task-by-task achievement progress data 620 is prepared separately for each task 12 set in the privilege acquisition path 7 and stores data indicating the achievement progress of each individual task. One task-by-task achievement progress data 620 includes, for example, the task type, the judgment criterion achievement progress, and the required time achievement progress. The judgment criterion achievement progress is data indicating the degree of achievement with respect to the judgment criterion value 524b of the initial task content data 524 (see FIG. 11) of the task 12. The required time achievement progress indicates the ratio of the latest required time length to the target required time length associated with the task 12 (see the task privilege correspondence initial setting data 534 in FIG. 12). Of course, other data can also be included as appropriate.

[0143] The standard privilege grant history data 622 is created each time the standard privilege 14 is granted, and stores various data related to the grant. One piece of standard privilege grant history data 622 includes the type of issue indicating which issue 12 the grant pertains to, the grant details, and the grant date and time. The grant details indicate the content of the standard privilege 14 granted to the player. For example, it is described including the type of issue and the grant amount.

[0144] The special privilege grant history data 630 is created each time the special privilege 16 is granted, and stores various data related to the grant. One piece of special privilege grant history data 630 includes the type of special privilege indicating which special privilege definition data 570 (see FIG. 14) the grant is based on, the grant details, and the grant date and time.

[0145] The pass transfer history data 632 is created each time the user performs a predetermined transfer operation to transfer the privilege acquisition pass 7 held by the user to another user. One piece of pass transfer history data 632 includes the transfer destination user account, the type of transfer pass, and the transfer date and time. Note that the transfer of the privilege acquisition pass 7 is executed when the user selects either "Purchase for myself" or "Purchase as a gift" in the pass purchase procedure and the latter is selected. The privilege acquisition pass management data 610 of the transferred privilege acquisition pass 7 is added to the privilege acquisition pass management data 610 of the transfer destination user, and if the transfer destination user is playing, a notification is sent indicating that the transfer has been made.

[0146] Returning to FIG. 10, the play data 700 is created for each game play and stores various data describing the latest game progress status in that play. The play data 700 includes player character control data 705. This control data is copied from the player character save data 605 (see FIG. 15) in the initialization step before the start of play, and after the start of play, it indicates the latest state of the player character 4 in that play. At the game save timing, the content of the player character control data 705 is reflected in and updates the player character save data 605.

[0147] FIG. 16 is a functional block diagram showing an example of the functional configuration of the player terminal 1500. The player terminal 1500 includes an operation input unit 100, a terminal processing unit 200, a sound output unit 390, an image display unit 392, a communication unit 394, and a terminal storage unit 500.

[0148] The operation input unit 100 outputs an operation input signal corresponding to various operation inputs made by the player to the terminal processing unit 200. For example, it can be realized by a push switch, a joystick, a touch pad, a trackball, an acceleration sensor, a gyro, a CCD module, etc. The direction input key 1502, the button switch 1504, the touch panel 1506, etc. in FIG. 2 correspond to this.

[0149] The terminal processing unit 200 is realized by electronic components such as a microprocessor such as a CPU or a GPU, and an IC memory, and performs input / output control of data with each functional unit including the operation input unit 100 and the terminal storage unit 500. Then, based on a predetermined program, data, an operation input signal from the operation input unit 100, and various data received from the server system 1100, it executes various arithmetic processes to control the operation of the player terminal 1500. The control board 1550 in FIG. 2 corresponds to this.

[0150] And the terminal processing unit 200 in the present embodiment has a client control unit 260, a timing unit 280, a sound generation unit 290, an image generation unit 292, and a communication control unit 294.

[0151] The client control unit 260 performs control as a client in the client - server system. Specifically, it performs various controls for playing an online game and various controls for receiving member services other than the online game.

[0152] The timing unit 280 uses the system clock to measure the current date and time, the time limit, etc.

[0153] The sound generation unit 290 is realized by, for example, a digital signal processor (DSP), a processor such as a voice synthesis IC, an audio codec capable of playing back an audio file, etc., generates sound signals of music, sound effects, various operation sounds, and outputs them to the sound output unit 390.

[0154] The sound output unit 390 is realized by a device that outputs (plays) sound based on the sound signal input from the sound generation unit 290. The speaker 1510 in FIG. 2 corresponds to this.

[0155] The image generation unit 292 generates various images (for example, images such as the play screen of an online game) based on the control of the client control unit 260. And it outputs an image signal for displaying them on the image display unit 392. In the example of FIG. 2, the GPU (Graphics Processing Unit) and the graphic controller mounted on the control board 1550 correspond to this.

[0156] The image display unit 392 is realized by a device for displaying an image, such as a flat panel display, a head-mounted display, a projector, etc. In the example of FIG. 2, the touch panel 1506 corresponds to this.

[0157] The communication control unit 294 executes data processing related to data communication and realizes data exchange with an external device via the communication unit 394.

[0158] The communication unit 394 is connected to the network 9 to realize communication. For example, it is realized by a wireless communication device, a modem, a TA (Terminal Adapter), a jack of a wired communication cable, a control circuit, etc. In the example of FIG. 2, the wireless communication module 1553 corresponds to this.

[0159] The terminal memory unit 500 stores programs for enabling the terminal processing unit 200 to realize given functions, various data, etc. Further, it is used as a work area of the terminal processing unit 200, and temporarily stores calculation results obtained when the terminal processing unit 200 executes according to various programs, input data input from the operation input unit 100, and the like. Such functions are realized by, for example, IC memories such as RAM and ROM, magnetic disks such as hard disks, and optical disks such as CD-ROMs and DVDs. In the example of FIG. 2, the IC memory 1552 and the memory card 1540 mounted on the control board 1550 correspond to this. A configuration using online storage is also possible.

[0160] Specifically, the terminal memory unit 500 stores a client program 502 (application program) for enabling the terminal processing unit 200 to function as the client control unit 260, and the current date and time 900. Of course, data other than these can also be stored as appropriate. For example, when a part of the functions of the game management unit 210 (see FIG. 9) is shared by the client control unit 260, the game initial setting data 510 (see FIG. 11) may be downloaded from the server system 1100 and stored as appropriate.

[0161] Next, the operation of the game system 1000 will be described. FIGS. 17 to 18 are flowcharts for explaining the flow of processing executed by the server system 1100 related to the execution of an online game. Here, for ease of understanding, an example of single play will be given and described.

[0162] As shown in FIG. 17, first, the server system 1100 initializes the play data 700 (step S10). For the user 2 who is a player who has played at least once, the game save data 603 is appropriately read from the user management data 600. In the present embodiment, when performing processing related to the privilege acquisition path 7 of each player, the privilege acquisition path management data 610 (see FIG. 15) stored in the user management data 600 is referred to and updated. Of course, the privilege acquisition path management data 610 may be copied to the play data 700, the copied data may be referred to and updated during play, and at the timing of game save, the latest state indicated by the copied data may be reflected and saved in the privilege acquisition path management data 610 stored in the user management data 600.

[0163] Next, the server system 1100 starts game progress control (step S12). In addition, the server system 1100 starts sequential update of the achievement progress related to the privilege acquisition path 7 held by the player at a predetermined cycle (step S14). By step S14, the overall path achievement progress data 618 and the achievement progress data 620 for each task are always kept in a state reflecting the latest game progress situation (see FIG. 15).

[0164] When the player terminal 1500 detects an input of a purchase start operation for the privilege acquisition path 7 during play, it transmits a purchase request to the server system 1100. When the server system 1100 receives the request (YES in step S20), it executes the purchase procedure process for the privilege acquisition path 7 (step S22).

[0165] In the purchase procedure process, a privilege acquisition path 7 that can be currently purchased is searched from the privilege acquisition path initial setting data 530 (see FIG. 12), and the search result is presented to the player as a purchase candidate on the player terminal 1500, and a selection input for the purchase target path is received. In addition, the player is presented on the player terminal 1500 with options for whether the purchase target path is for "personal purchase" or "purchase as a gift", and a selection input for the purchase purpose is received.

[0166] If the purpose of purchase is "purchase for personal use", the server system 1100 performs online settlement of the purchase price (for example, credit card settlement, virtual currency settlement, payment with a predetermined item, etc.), and adds new privilege acquisition path management data 610 of the privilege acquisition path 7 newly purchased this time to the user management data 600 (see FIG. 15) of the purchaser user.

[0167] If the purpose of purchase is "purchase as a gift", the server system 1100 requests the player to input the account of the other user to whom the gift is to be given, and sets the user of the input account as the transfer destination. Then, new privilege acquisition path management data 610 of the privilege acquisition path 7 newly purchased this time is added to the user management data 600 (see FIG. 15) of the transfer destination user. New path transfer history data 632 is added to the user management data 600 of the purchaser user. In addition, if the transfer destination user is playing, it is preferable to display a notification on the player terminal 1500 of the user that the privilege acquisition path 7 has been transferred from the purchaser user.

[0168] Next, the server system 1100 executes a process for changing the validity period of the privilege acquisition path 7 held by the player (step S24). Specifically, if the purpose of purchase is "purchase for personal use", the server system 1100 searches the validity period change pattern definition data 580 in which the type of the privilege acquisition path 7 held by the purchaser user satisfies the period change conditions. If there is corresponding definition data, the privilege acquisition path 7 corresponding to the change target specification is changed according to the setting of the period change content. If the purpose of purchase is "purchase as a gift", the server system 1100 searches the validity period change pattern definition data 580 in which the type of the privilege acquisition path 7 held by the transfer destination user satisfies the period change conditions. If there is corresponding definition data, the privilege acquisition path 7 corresponding to the change target specification is changed according to the setting of the period change content.

[0169] In addition, when the player terminal 1500 detects an input of a predetermined achievement status presentation operation by the player during play, the player terminal 1500 transmits an achievement status presentation request to the server system 1100. When the server system 1100 receives this (YES in step S80), it causes the player terminal 1500 to display the achievement status presentation screen W8 (see FIG. 8) (step S82).

[0170] During play, the server system 1100 checks whether the tasks 12 set in the privilege acquisition path 7 held by the player have been achieved, separately for each task. If a newly achieved task 12, that is, a newly achieved task, has occurred (YES in step S100), the server system 1100 determines the standard privilege 14 to be awarded for the newly achieved task (step S102).

[0171] Specifically, the server system 1100 refers to the task privilege correspondence setting data 614 of the privilege acquisition path management data 610 (see FIG. 15) of the privilege acquisition path 7 in which the newly achieved task is set, and tentatively sets the standard privilege type set therein as the standard privilege 14 to be awarded. Further, from the standard privilege change pattern definition data 540 (see FIG. 13), definition data for which the application requirements 550 are satisfied is searched, and according to the setting of the standard privilege change content data 559 of the searched definition data, a new privilege is added to the tentatively set standard privilege 14, or a part of the tentatively set standard privilege 14 is excluded from the grant target, or the privilege content of the tentatively set standard privilege 14 is changed. In this way, the content of the standard privilege 14 to be awarded is determined. Note that, with reference to the standard privilege grant history data 622 (see FIG. 15), a limit may be set on the number of times the standard privilege 14 is awarded for the same type of task 12 within the same play season. For example, it may be limited to once for all tasks 12, or the number of times may be limited only for specific types of tasks 12.

[0172] Next, the server system 1100 awards the determined standard privilege 14 to the player who has achieved the newly achieved task (step S104). If the standard privilege 14 to be awarded is of the category of items, the server system 1100 changes or adds the held item management data 607 (see FIG. 15). If the standard privilege 14 to be awarded is of the category that changes the abilities of the player character or the like, the player character control data 705 (see FIG. 10) is changed.

[0173] Then, the server system 1100 adds the standard privilege grant history data 622 (see FIG. 15) (step S106), and causes a notification display indicating that the standard privilege 14 has been granted to be shown on the player terminal 1500 of the granted player (step S108).

[0174] Moving on to FIG. 18, next, the server system 1100 searches for special privilege definition data 570 in which the special privilege grant condition 573 (see FIG. 14) is satisfied due to the occurrence of the current new achievement task. If there is a match (YES in step S110), the server system 1100 determines the special privilege 16 (step S11). Specifically, the server system 1100 tentatively sets the special privilege 16 specified by the special privilege data 572 of the corresponding special privilege definition data 570 as the special privilege 16 to be granted. Further, from among the special privilege change pattern definition data 575 of the definition data, the server system 1100 searches for setting data in which the change requirement 576 is satisfied, and according to the setting of the special privilege change content data 577 of the searched setting data, adds a new privilege to the tentatively set special privilege 16 or changes the content of the tentatively set special privilege 16. In this way, the content of the special privilege 16 to be granted is determined.

[0175] Then, the server system 1100 grants the determined special privilege 16 to the player who has achieved the new achievement task (step S114), adds the special privilege grant history data 630 (see FIG. 15) (step S116), and causes a notification display indicating that the special privilege 16 has been granted to be shown on the player terminal 1500 of the granted player (step S118).

[0176] The server system 1100 repeats steps S20 to S118 until the game play ends (NO in step S130). When the game play ends (YES in step S130), the server system 1100 saves the game (step S132) and ends the series of processes.

[0177] Although the flow of processing focusing on one player has been described, for a plurality of players, the content described in Steps S20 to S118 may be performed for each player.

[0178] As described above, according to the present embodiment, a technique of a privilege acquisition path with new attractiveness becomes practical. That is, the user 2 can purchase a plurality of types of privilege acquisition paths 7 in which part or all of the expiration periods overlap. This is a technique of a privilege acquisition path that has never existed before. In addition, by purchasing different privilege acquisition paths 7, the user 2 can obtain a special privilege 16 corresponding to the combination. Compared with the conventional technique in which there is only one path for one expiration period, a technique of a privilege acquisition path with new attractiveness for the user 2 can be realized.

[0179] Also, regarding the newly achieved achievement task, the content of the standard privilege 14 to be granted changes according to the progress of achievement of the task 12 at that time. The change of the standard privilege 14 also occurs when the player-specific combination conditions regarding the combination of the privilege acquisition paths 7 possessed by different players are satisfied, and also occurs according to the achievement timing when the task is achieved. Further, the standard privilege 14 is also changed according to the result of comparing the achievement status related to the same privilege acquisition path among the privilege acquisition paths possessed by the player among players. Also, the special privilege 16 also changes based on the achievement progress related to the privilege acquisition path 7 possessed.

[0180] Such changes related to the standard privilege 14 and the special privilege 16 become new interests, and the user can obtain a wonderful user experience.

[0181] Also, according to the combination of the privilege acquisition paths 7 possessed by the player, the expiration period can be changed. By changing the expiration period, it is possible to give a time allowance for achieving the task of the privilege acquisition path 7, or conversely, to reduce the time allowance and increase the play difficulty. Therefore, a technique of a privilege acquisition path with new attractiveness can be realized.

[0182] 〔Modification Example〕 The above described an example of an embodiment to which the present invention is applied. However, the forms to which the present invention can be applied are not limited to the above form, and components can be added, omitted, or changed as appropriate.

[0183] (Modification Example 1) For example, in the above embodiment, the game progress control is configured to be performed by the server system 1100, but it is also possible to configure it to be performed by the player terminal 1500. That is, as in the player terminal 1500B shown in FIG. 19, the client control unit 260B may include the game management unit 210B. The game management unit 210B performs the game progress control and the processing related to the granting of benefits that the game management unit 210 in the above embodiment was responsible for. Accordingly, part or all of the functions as the game management unit 210 can be saved from the server system 1100 in this configuration.

[0184] Then, accordingly, the terminal storage unit 500 of the player terminal 1500B stores the game program 504 that enables the terminal processing unit 200 to realize the function as the client program 502B, the game initial setting data 510, and the play data 700.

[0185] The processing executed regarding the game progress and the granting of benefits of the player terminal 1500B is the same as the flowcharts in FIGS. 17 to 18, and the execution subject of each step may be changed from the server system 1100 to the player terminal 1500B. Depending on the content of the step, it may be necessary to refer to and update the data included in the user management data 600, but in such cases, the player terminal 1500B may send a request for reference and update to the server system 1100 each time.

[0186] (Modification Example 2) In addition, the following functions can be added to the above-described embodiment and the above-described modification example: (1) a function for managing the statistics of the achievement progress related to the privilege acquisition path 7; (2) a function for changing the privilege to be granted according to the statistics of the achievement progress related to the privilege acquisition path 7; and (3) a function for changing the task 12 set in the privilege acquisition path 7 held by the user 2 who is a player. Specifically, as illustrated in FIG. 20, the server system 1100C can be configured to include an achievement progress statistics unit 218, a fourth privilege grant variable determination unit 226, and a task increase / decrease control unit 232. Note that while the achievement progress statistics unit 218 and the fourth privilege grant variable determination unit 226 are added, a configuration in which the task increase / decrease control unit 232 is not added or a configuration in which only the task increase / decrease control unit 232 is added may also be used.

[0187] The achievement progress statistics unit 218 performs statistical processing for calculating the statistics of "task-by-task achievement progress statistics" and "path-type achievement rate distribution" for each type of privilege acquisition path 7 held by all players. The statistical processing is part of step S14. "Task-by-task achievement progress statistics" is a statistic of what percentage of players who have the privilege acquisition path 7 in which the task 12 is set and can challenge the task 12 have achieved the task 12 when looking across all players for a certain type of task. "Path-type achievement rate distribution" is a distribution of the number of achievement rates of how many of the tasks 12 set in the privilege acquisition path 7 have been achieved when looking across all players who have a certain type of privilege acquisition path 7. These statistical results are stored in the server storage unit 500s as achievement progress statistics data 800.

[0188] The fourth privilege variable determination unit 226 variably determines the privilege to be granted for the achievement task based on the statistical result of the achievement progress statistics unit 218. Specifically, when determining the standard privilege in step S102, one or both of the following changes (a) and (b) are made. That is, (a) when the task-by-task achievement progress statistics related to the task 12 newly achieved in step S100 satisfy a given high-achievement condition, a more beneficial privilege for the player is added, or the content of the standard privilege 14 is changed to be more beneficial. A plurality of high-achievement conditions may be provided. (b) When the distribution center of the path-by-path achievement rate distribution related to the privilege acquisition path 7 of the type in which the task 12 newly achieved in step S100 is set satisfies a given high-achievement rate distribution condition, a more beneficial privilege for the player is added, or the content of the standard privilege 14 is changed to be more beneficial. A plurality of high-achievement rate distribution conditions may be provided. Note that the change to make the content of the standard privilege 14 more beneficial for the player may be realized by replacing the type of the standard privilege 14 or increasing or decreasing the change amount 15 (see FIG. 6).

[0189] Based on the achievement progress of the task 12 set for each of the plurality of types of privilege acquisition paths 7 that the player has, the task increase / decrease control unit 232 performs each of the following controls: (1) increasing or decreasing the task 12 set for the privilege acquisition path 7, (2) changing the standard privilege 14, and (3) notifying the player that the task has increased or decreased. Also, depending on the setting of the increase / decrease pattern and the situation of the game progress, the task increase / decrease control unit 232 selects both the privilege acquisition path 7 for increasing the task 12 and the privilege acquisition path 7 for decreasing the task 12 among the plurality of types of privilege acquisition paths 7 to control the increase and decrease of the task 12. Then, accompanying the control of the task increase and decrease, the task-privilege correspondence setting data 614 of the privilege acquisition path management data 610 (see FIG. 15) is added, deleted, or the content is changed.

[0190] As shown in FIG. 21, the server storage unit 500s of the server system 1100C stores the server program 501C, the task increase / decrease pattern definition data 582, and the achievement progress statistics data 800. The server program 501C can cause the server processing unit 200s to realize the function as the task increase / decrease control unit 232.

[0191] The task increase / decrease pattern definition data 582 is prepared according to the content of the increase and decrease of task 12 and stores various data for realizing the increase and decrease. For example, one task increase / decrease pattern definition data 582 includes an increase / decrease application condition, a list of additional task types, an additional standard privilege type, and a list of decreased task types.

[0192] The increase / decrease application condition indicates the content that should be satisfied for the definition data to be applied. For example, the increase / decrease application condition is described by the type of privilege acquisition path 7, the period within the schedule of the play season, and the range of the target achievement progress (described in terms of the range of the target achievement rate) during that period.

[0193] The steps related to the task increase and decrease may be executed after step S108 as shown in FIGS. 22 to 23, for example (step S109; FIG. 23). Specifically, for the privilege acquisition paths 7 held by the player, for the paths that exceed the range of the target achievement progress on that day indicated by the increase / decrease application condition (paths with a higher achievement rate than the range considered appropriate by the system operator), a new task 12 is added from the list of additional task types. For the paths that have not reached the range of the target achievement progress indicated by the increase / decrease application condition (paths with a lower achievement rate than the range considered appropriate by the system operator), the task 12 indicated by the list of reduced task types is deleted. Then, for the standard privilege 14 granted when the added task 12 is achieved, the privilege indicated by the additional standard privilege type is applied.

[0194] Note that in the list of additional task types, the tasks 12 to be added may be listed in association with the type of the privilege acquisition path 7 so that specific types of tasks 12 are added to specific types of paths.

[0195] Also, when increasing or decreasing the tasks, among the multiple types of privilege acquisition paths 7, by selecting both the path for increasing task 12 and the path for decreasing task 12 such that the number of privilege acquisition paths 7 for increasing task 12 is smaller than the number of privilege acquisition paths 7 for decreasing task 12, it is also possible to control the increase and decrease of the tasks. In this case, it is preferable because the increase and decrease of task 12 will act on the player in a well-balanced manner.

[0196] According to this modification example, by utilizing the increase and decrease of the tasks, it is possible to adjust the degree of task achievement for the entire path in each privilege acquisition path 7. For example, when the player has multiple privilege acquisition paths 7, the degree of task achievement for each path can be averaged. Considering that the player's skills and the abilities of player character 4 improve by completing the tasks, averaging can assist in preventing a large bias in the player's skills and the abilities of player character 4. Also, since the player's strengths and weaknesses can be inferred from the degree of task achievement for each path, if the tasks for the path inferred to be the player's strength are increased while the tasks for the path inferred to be the player's weakness are decreased, it is also possible to assist users with a large difference between their strengths and weaknesses.

[0197] If the increase and decrease application conditions are set appropriately, it is also possible to use it in such a way that the growth paces of each player and player character 4 are aligned so that the skills of the player and player character 4 reach their peaks on the schedule desired by the operator of the game system 1000.

[0198] Also, the content of the privilege that the user obtains when the task is completed is also changed along with the increase and decrease of the task. Therefore, it is possible to realize a technology for a privilege acquisition path with new charm.

[0199] Also, by changing the benefits to be granted according to the results of the achievement progress statistics, it is possible to give players an incentive to purchase the same type of benefit acquisition path 7. Additionally, by setting the achievement progress statistics for each task and the high achievement rate distribution conditions to be based on the assumption that the number of cumulative purchasers of the benefit acquisition path 7 will increase towards the end of the season when the number of players who have completed task 12 is expected to increase, a mechanism can be established to maintain the excitement until the end of the season.

Explanation of Signs

[0200] 7... Benefit acquisition path 11... Expiration period 13... Target required time 14... Standard benefit 16... Special benefit 27... Progress status display section 28... Benchmark value sufficiency display section 29... Time sufficiency display section 200s... Server processing section 203... Path management section 210... Game management section 211... Progress control section 212... Benefit acquisition path provision control section 214... Benefit acquisition path transfer control section 216... Sufficiency information provision control section 218... Achievement progress statistics section 220... Benefit granting control section 221... Special benefit granting control section 222... Player - specific combination benefit change section 223... First benefit variable determination section 224... Second benefit variable determination section 225... Third benefit variable determination section 226... Fourth benefit variable determination section 230... Period change control section 232... Task increase / decrease control section 500s... Server storage section 501... Server program 502... Client program 504... Game program 510… Game initial setting data 512… Standard privilege initial setting data 530… Privilege acquisition path initial setting data 533… Expiration period 534… Task privilege corresponding initial setting data 540… Standard privilege change pattern definition data 550… Application requirements 552… New achievement task type conditions 553… Overall achievement progress conditions 554… Individual achievement progress conditions 555… Specific combination conditions among players 556… Relative achievement progress conditions among players 559… Standard privilege change content data 570… Special privilege definition data 573… Special privilege granting conditions 573a… Achievement task combination conditions 573b… Equivalent conditions 573c… Achievement progress conditions 575… Special privilege change pattern definition data 577… Special privilege change content data 580… Expiration period change pattern definition data 582… Task increase / decrease pattern definition data 600… User management data 610… Privilege acquisition path management data 611… Path type 612… Expiration period 614… Task privilege corresponding setting data 622… Standard privilege granting history data 630… Special privilege granting history data 632… Path transfer history data 1000… Game system 1100… Server system 1500… Player terminal W8… Achievement status display screen

Claims

1. A computer system for providing and managing a privilege acquisition path with a given expiration period, in which a plurality of tasks achievable by playing a game and privileges associated with each task are set, comprising: Privilege acquisition path providing means for providing the player with a plurality of types of privilege acquisition paths capable of achieving tasks from any of the privilege acquisition paths within the expiration period, and in which a part or all of the expiration periods overlap; Satisfaction presence / absence information presenting means for presenting to the player information on whether each task set for the plurality of types of privilege acquisition paths possessed by the player has been achieved; Privilege granting control means for determining a privilege to be granted to the player based on a privilege associated with a task (hereinafter referred to as "achieved task") achieved based on the player's play status among the tasks set for the plurality of types of privilege acquisition paths possessed by the player, and performing control to grant the determined privilege to the player; comprising: The privilege granting control means: Special privilege granting means for granting a given special privilege to the player when a combination of the achieved tasks indicating which task of which privilege acquisition path has been achieved among the tasks set for the plurality of types of privilege acquisition paths possessed by the player satisfies a given special privilege granting condition; having: A computer system.

2. A computer system for providing and managing a privilege acquisition path with a given expiration period, in which a plurality of tasks achievable by playing a game and privileges associated with each task are set, comprising: Privilege acquisition path providing means for providing the player with a plurality of types of privilege acquisition paths in which a part or all of the expiration periods overlap; Satisfaction presence / absence information presenting means for presenting to the player information on whether each task set for the plurality of types of privilege acquisition paths possessed by the player has been achieved; Based on the privileges associated with the tasks achieved based on the player's play status among the tasks set for the multiple types of privilege acquisition paths the player has (hereinafter referred to as "achieved tasks"), determine the privilege to be granted to the player, and perform control to grant the determined privilege to the player, privilege granting control means; comprising; The privilege granting control means is; Special privilege granting means for granting a given special privilege to the player when a combination of the achieved tasks set for the different privilege acquisition paths the player has satisfies a given special privilege granting condition; Based on the progress of achieving the tasks set for each of the multiple types of privilege acquisition paths the player has, variably determine the privilege to be granted to the newly achieved tasks of the player, privilege granting variable determination means; having; A computer system.

3. A computer system that provides and manages a privilege acquisition path with a given validity period, in which a plurality of tasks that can be achieved by playing a game and the privileges associated with each task are set, Privilege acquisition path providing means for providing the player with multiple types of the privilege acquisition paths whose part or all of the validity periods overlap; Completion presence / absence information presenting means for presenting to the player information on whether or not each task set for the multiple types of privilege acquisition paths the player has has been achieved; Based on the privileges associated with the tasks achieved based on the player's play status among the tasks set for the multiple types of privilege acquisition paths the player has (hereinafter referred to as "achieved tasks"), determine the privilege to be granted to the player, and perform control to grant the determined privilege to the player, privilege granting control means; comprising; The privilege granting control means is; Special privilege awarding means for awarding a variable special privilege determined based on the achievement progress of tasks set for each of the plurality of types of privilege acquisition paths of the player to the player when the combination of the achievement tasks set for the different privilege acquisition paths of the player satisfies a given special privilege awarding condition. having a computer system.

4. A computer system for providing and managing privilege acquisition paths with a given validity period, in which a plurality of tasks that can be achieved by playing a game and privileges associated with each task are set, privilege acquisition path providing means for providing the player with a plurality of types of privilege acquisition paths in which part or all of the validity periods overlap; fulfillment presence / absence information presenting means for presenting to the player information on whether or not each task set for the plurality of types of privilege acquisition paths of the player has been achieved; privilege awarding control means for determining a privilege to be awarded to the player based on the privilege associated with a task (hereinafter referred to as “achievement task”) achieved based on the play status of the player among the tasks set for the plurality of types of privilege acquisition paths of the player, and performing control to award the determined privilege to the player; comprising the plurality of types of privilege acquisition paths include tasks that satisfy a given equivalent condition, the privilege awarding control means special privilege awarding means for awarding a given special privilege to the player when the combination of the achievement tasks set for different privilege acquisition paths of the player satisfies the equivalent condition; having a computer system.

5. A computer system for providing and managing privilege acquisition paths with a given validity period, in which a plurality of tasks that can be achieved by playing a game and privileges associated with each task are set, Privilege acquisition path providing means for providing a plurality of types of privilege acquisition paths whose part or all of the effective periods overlap to the player, Completion presence / absence information presenting means for presenting to the player information on whether or not each task set in the plurality of types of privilege acquisition paths possessed by the player has been achieved, Privilege granting control means for determining a privilege to be granted to the player based on a privilege associated with a task (hereinafter referred to as "achieved task") achieved based on the play status of the player among the tasks set in the plurality of types of privilege acquisition paths possessed by the player, and performing control to grant the determined privilege to the player, Task increase / decrease control means for increasing or decreasing the tasks set in the privilege acquisition path based on the achievement progress of the tasks set in each of the plurality of types of privilege acquisition paths possessed by the player, Comprising, The privilege granting control means, Special privilege granting means for granting a given special privilege to the player when a combination of the achieved tasks set in different privilege acquisition paths possessed by the player satisfies a given special privilege granting condition, Having, A computer system.

6. The task increase / decrease control means controls the increase and decrease of tasks by selecting both a privilege acquisition path for increasing tasks and a privilege acquisition path for decreasing tasks among the plurality of types of privilege acquisition paths. The computer system according to claim 5.

7. The task increase / decrease control means changes the privilege associated with each task set in the privilege acquisition path for increasing or decreasing tasks. The computer system according to claim 5 or 6.

8. A computer system for providing and managing a privilege acquisition path having a given effective period, in which a plurality of tasks that can be achieved by playing a game and privileges associated with each task are set, Privilege acquisition path providing means for providing a plurality of types of the privilege acquisition paths whose part or all of the valid periods overlap to a player; Completion presence / absence information presenting means for presenting information on whether or not each task set for the plurality of types of privilege acquisition paths possessed by the player has been achieved, to the player; Privilege granting control means for determining a privilege to be granted to the player based on a privilege associated with a task (hereinafter referred to as "achieved task") achieved based on the play status of the player, among the tasks set for the plurality of types of privilege acquisition paths possessed by the player, and performing control to grant the determined privilege to the player; Period change control means for changing the valid period of the privilege acquisition path when the combination of the privilege acquisition paths possessed by the player satisfies a given period change condition; comprising; The privilege granting control means Special privilege granting means for granting a given special privilege to the player when the combination of the achieved tasks set for different privilege acquisition paths possessed by the player satisfies a given special privilege granting condition; having; A computer system.

9. A computer system for providing and managing a privilege acquisition path having a given valid period, in which a plurality of tasks achievable by playing a game and a privilege associated with each task are set, Privilege acquisition path providing means for providing a plurality of types of the privilege acquisition paths whose part or all of the valid periods overlap to a player; Completion presence / absence information presenting means for presenting information on whether or not each task set for the plurality of types of privilege acquisition paths possessed by the player has been achieved, to the player; Based on the privileges associated with the tasks achieved based on the player's play status among the tasks set for the multiple types of privilege acquisition paths of the player (hereinafter referred to as "achieved tasks"), determine the privileges to be granted to the player, and perform control to grant the determined privileges to the player, privilege granting control means; When the privilege acquisition path of the first player and the privilege acquisition path of the second player satisfy a given player - specific combination condition, player - specific combination privilege change means for changing the privileges set for the privilege acquisition path of the first player and the privileges set for the privilege acquisition path of the second player; Comprising; The privilege granting control means; Special privilege granting means for granting a given special privilege to the player when the combination of the achieved tasks set for different privilege acquisition paths of the player satisfies a given special privilege granting condition; Having; A computer system.

10. A computer system for providing and managing a privilege acquisition path with a given validity period, in which a plurality of tasks achievable by playing a game and privileges associated with each task are set, Privilege acquisition path providing means for providing the player with a plurality of types of privilege acquisition paths whose part or all of the validity periods overlap; Completion status information presenting means for presenting to the player information on whether or not each task set for the plurality of types of privilege acquisition paths of the player has been achieved; Based on the privileges associated with the tasks achieved based on the player's play status among the tasks set for the multiple types of privilege acquisition paths of the player (hereinafter referred to as "achieved tasks"), determine the privileges to be granted to the player, and perform control to grant the determined privileges to the player, privilege granting control means; Comprising; The privilege granting control means; Special privilege granting means for granting a given special privilege to the player when the combination of the achievement tasks set in the different privilege acquisition paths possessed by the player satisfies a given special privilege granting condition. Granting privilege variable determination means for variably determining the privilege to be granted to the achievement task based on the achievement timing when the task is achieved. Having A computer system.

11. A computer system for providing and managing a privilege acquisition path with a given validity period, in which a plurality of tasks that can be achieved by playing a game and privileges associated with each task are set. Privilege acquisition path providing means for providing the player with a plurality of types of privilege acquisition paths in which part or all of the validity periods overlap. Completion presence / absence information presenting means for presenting to the player information on whether or not each task set in the plurality of types of privilege acquisition paths possessed by the player has been achieved. Privilege granting control means for determining the privilege to be granted to the player based on the privilege associated with the task (hereinafter referred to as "achievement task") achieved based on the player's play status among the tasks set in the plurality of types of privilege acquisition paths possessed by the player, and performing control to grant the determined privilege to the player. Management means for managing the privilege acquisition paths possessed by each player. Comprising The privilege granting control means Special privilege granting means for granting a given special privilege to the player when the combination of the achievement tasks set in the different privilege acquisition paths possessed by the player satisfies a given special privilege granting condition. For the privilege acquisition path, granting privilege variable determination means for variably determining the privilege to be granted to the achievement task based on the achievement progress of the task related to the privilege acquisition path of each player having the privilege acquisition path. Having A computer system.

12. A server system that is a computer system according to any one of Claims 1 to 11, A player terminal of the player that communicates with the server system and undertakes the function of a man-machine interface, A game system comprising the same.

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