Information processing apparatus, information processing method, and program
The information processing apparatus in game systems enhances player engagement by granting rights for state changes in game objects based on progress, motivating players to advance the game and acquire necessary items, thus promoting gameplay.
Patent Information
- Application Number
- JP2022062870
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-04-05
- Publication Date
- 2025-07-09
- Estimated Expiration
- 2041-05-20
AI Technical Summary
Conventional game systems lack effective mechanisms to enhance player engagement and motivation through game progression.
An information processing apparatus that grants players rights based on game progress, allowing them to designate game objects for privilege consumption, enabling related objects to change states under specific conditions, and provides guidance for acquiring necessary items or characters.
Enhances player engagement by motivating them to advance the game to achieve desired object states, promoting gameplay through strategic consumption of rights and rewards.
Smart Images

Figure 0007705049000001 
Figure 0007705049000002 
Figure 0007705049000003
Abstract
Description
Technical Field
[0001] The present invention relates to an information processing apparatus, an information processing method, and a program.
Background Art
[0002] Conventionally, a game system that changes game parameters associated with a player based on the progress of a game by the player is known. For example, in the system described in Patent Document 1, cumulative information based on the amount of change in game parameters associated with a player is acquired, and based on the acquired cumulative information, an opponent object is generated as an opponent of the player.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in the conventional technology, there is still room for improvement in promoting game play.
[0005] Therefore, an object of the present invention is to provide a technology that enables promotion of game play.
Means for Solving the Problems
[0006] An information processing apparatus according to an aspect of the present invention includes a game processing unit that grants a right to a player based on the progress of a game by the player, accepts designation of one or more game objects that consume the granted right, and grants a first privilege to the player that enables a related object associated with one or more target objects whose right consumption status satisfies a predetermined condition among the one or more game objects to be changed to a predetermined state.
Advantages of the Invention
[0007] According to the present invention, it is possible to grant a privilege to a player for changing a related object to a predetermined state, which is determined according to which game object the player has consumed the right obtained by advancing the game. As a result, in order for the player to change a desired related object to a predetermined state, the player can be motivated to consume the right obtained by advancing the game for a target object related to the related object, so that the game play for the player to obtain the right can be promoted.
Brief Description of the Drawings
[0008]
Figure 1
Figure 2
Figure 3
Figure 4
Figure 5
Figure 6
Figure 7
Figure 8
Figure 9
Figure 10
Figure 11
Figure 12
Figure 13
Figure 14
Figure 15
Figure 16
Figure 17
Figure 18
Figure 19
Mode for Carrying Out the Invention
[0009] Hereinafter, an embodiment of the present invention will be described. In each figure, those with the same reference numerals have the same or similar configurations.
[0010] <System Configuration> FIG. 1 is a diagram showing an example of the system configuration of a game system 1 according to an embodiment. The game system 1 includes a game server 10 and a plurality of terminals 20. The game server 10 and the terminals 20 are communicably connected to each other via a communication network N such as the Internet, an intranet, a wireless LAN, or mobile communication.
[0011] The game server 10 is, for example, a device that undertakes some of the functions in providing the game to the terminals 20, such as managing various information about players and executing some of the processing of the game. The game server 10 may be composed of one or more computers, or may be configured using a virtual server (such as a cloud server).
[0012] The terminal 20 is a device that provides the game to the player. The terminal 20 is, for example, a mobile phone A computer such as a (including a smartphone), tablet, personal computer, arcade game device, or consumer game device. The terminal 20 notifies the game server 10 of its own position detected using GPS (Global Positioning System) or the like.
[0013] <Game Overview> Next, the overview of the game provided by the game system 1 according to an embodiment will be described. In the game provided by the game system 1, the player can obtain new characters and items by forming a deck with a character selected from a plurality of owned characters and clearing quests using the formed deck. Here, a quest is a term meaning a task that can be cleared by satisfying a predetermined set of conditions. Quests are generally also called exploration, tasks, and missions. A quest is an example of a game event. Game events include, in addition to quests, for example, gacha, login bonuses, missions, and the like. Gacha is a term meaning an event for a player to obtain characters and items. Items obtained by executing gacha include, for example, material items and evolution items. The player consumes items when executing gacha. The consumption amount of items is preset for each gacha. The player can also execute gacha by consuming items and by performing in-app purchases or the like. That is, gacha may include paid gacha that requires payment and free gacha that does not require payment.
[0014] A deck is a term meaning a group combining a plurality of characters. When executing a quest, the player selects a character having an ability suitable for clearing the quest and forms a deck to execute the quest. The game server 10 can store a plurality of decks formed by the player, and the player can also select one deck from the stored plurality of decks and execute the quest when executing the quest.
[0015] Characters include normal characters and support characters. Normal characters are characters that can be used in the progress of the game. The progress of the game consumes the player's stamina. Support characters are characters that cannot be used in the progress of the game. Being available for the progress of the game means, for example, being able to be compiled into a deck and playable in a quest, being operable as a player character, and / or being able to change game parameters and be nurtured (evolved, strengthened, synthesized). Being unavailable for the progress of the game means, for example, not being able to be compiled into a deck, not being able to be operated as a player character, and / or not being able to change game parameters and be nurtured (evolved, strengthened, synthesized). Normal characters and support characters are an example of game objects. Normal characters include, for example, a group of support characters (a normal character called "group of support characters") composed of two or more support characters. The group of support characters can be evolved in two stages by using a predetermined item. For example, the group of support characters can be first evolved by using a material item and second evolved by using an evolution item. The material item is an example of a material object, and the evolution item is an example of a first privilege. Support characters can support by consuming points obtained during the progress of the game. When the number of support times of a support character reaches a predetermined number, an individual support performance using the support character becomes possible. When the number of support times of all support characters in the same group reaches a predetermined number, a group support performance using the group of support characters becomes possible. When the number of support times of support characters in all groups reaches a predetermined number, an overall support performance using all groups of support characters becomes possible. Individual support is an example of a first performance, and group support and overall support are examples of a second performance. A support character whose number of support times has reached a predetermined number is an example of a target object, and a group of support characters whose number of support times has reached a predetermined number is an example of a related object. Related objects are objects that can be used in the progress of the game.
[0016] When a player participates in a quest, they consume items. In addition to items, a player can also participate in a quest by consuming stamina. A player who has participated in a quest can clear the quest by meeting certain conditions. Also, when a quest is cleared, the player is given a reward or the game story progresses. Rewards include items, characters available for deck building, etc. For example, when a quest is cleared, an item is obtained. The number of items that can be obtained as candidates when a quest is cleared varies depending on the difficulty of the quest and the amount of stamina consumed in the quest.
[0017] (Game server) FIG. 2 is a diagram showing an example of the configuration of game server 10. Game server 10 includes a game control unit 110 and a storage unit 120. The game control unit 110 can be realized by executing a program stored in the storage unit 120. Also, the program can be stored in a storage medium. The storage medium storing the program may be a non-transitory computer readable medium. The non-transitory storage medium is not particularly limited, and may be, for example, a storage medium such as a USB memory or a CD-ROM.
[0018] The game control unit 110 provides various functions necessary for executing the game. The game control unit 110 includes a management unit 111, a reception unit 112, a game processing unit 113, and a display control unit 114. The storage unit 120 stores a normal character DB 121, a support character DB 122, an owned character management DB 123, and an item management DB 124.
[0019] The management unit 111 manages the game media possessed by the player. The management unit 111 consumes the game media according to the designation of a game event that consumes the game media.
[0020] The reception unit 112 receives various inputs. The reception unit 112 receives, for example, the designation of a cheering character.
[0021] The game processing unit 113 grants the player a first privilege that enables the related object associated with one or more target objects whose consumption status of rights (the number of available cheers) among one or more game objects satisfies a predetermined condition to be changed to a predetermined state. The game processing unit 113 grants the player, for example, an evolution item used when evolving a second time a group of cheering characters composed of two or more cheering characters whose number of cheers within the same group is equal to or more than a predetermined number. The evolution item is an example of the first privilege.
[0022] When the player owns the related object, the game processing unit 113 changes the related object to a predetermined state when the first privilege is granted. The game processing unit 113, for example, evolves the second time a group of cheering characters when the player owns the group of cheering characters as a normal character and the evolution item is granted.
[0023] When the related object changes from the first state to the second state, the game processing unit 113 enables the related object to change from the second state to the third state on the condition that the player is granted the first privilege. The game processing unit 113, for example, evolves the second time a group of cheering characters on the condition that the player is granted the evolution item when the group of cheering characters evolves for the first time. The first evolution is an example of the change from the first state to the second state, and the second evolution is an example of the change from the second state to the third state.
[0024] When granting the first privilege, if the player does not own the related object, the game processing unit 113 presents information for acquiring the related object. The game processing unit 113, for example, presents to the player information for acquiring the group of cheering characters as a normal character when the player does not own the group of cheering characters and the evolution item is granted to the player.
[0025] When the first benefit is given to the player, if the related object has not changed from the first state to the second state and the player does not possess a material object used to change the related object from the first state to the second state, the game processing unit 113 presents the player with a method for obtaining the material object, and when the player possesses the material object, recommends the player to use the material object. For example, when an evolution item is given to the player, if the cheering character group has not evolved to the first level and the player does not possess a material item used to evolve the cheering character group to the first level, the game processing unit 113 presents the player with a method for obtaining the material item. On the other hand, when the player possesses a material item used to evolve the cheering character group to the first level, the game processing unit 113 recommends the player to use the material item. The material item is an example of a material object.
[0026] When a first benefit is given to a player, if the player does not possess a related object corresponding to the first benefit, the game processing unit 113 presents the player with a method for acquiring the related object. For example, when an evolution item is given to a player, if the player does not possess a group of cheering characters corresponding to the evolution item, the game processing unit 113 presents the player with a method for acquiring the group of cheering characters.
[0027] The game processing unit 113 recommends to the player to obtain related objects that can be obtained by progressing through the game, preferentially over related objects that can be obtained by paying a fee. For example, the game processing unit 113 recommends to the player to obtain a group of cheering characters that can be obtained by progressing through the game, preferentially over a group of cheering characters that can be obtained by paying a fee.
[0028] After the game processing unit 113 changes a related object from the first state to the second state, if the first privilege is not granted, the game processing unit 113 recommends to the player to specify a target object that does not satisfy a predetermined condition corresponding to the related object. For example, after the game processing unit 113 evolves a group of support characters to the first level, if no evolution item is granted, the game processing unit 113 recommends to the player to specify a support character whose number of support times within the group has not reached a predetermined number of times.
[0029] After the player obtains a related object, if the player does not possess the first privilege corresponding to the related object, the game processing unit 113 recommends to the player to specify a target object that does not satisfy a predetermined condition corresponding to the related object. For example, after the player obtains a group of support characters, if the player does not possess an evolution item corresponding to the group of support characters, the game processing unit 113 recommends to the player to specify a support character whose number of support times within the group has not reached a predetermined number of times.
[0030] When a right is granted to the player, the game processing unit 113 recommends to the player to specify a target object that does not satisfy a predetermined condition corresponding to the related object that has changed from the first state to the second state, with priority given to the related object that has changed from the first state to the second state compared to the related object that has not changed from the first state to the second state. For example, when the right to support a support character is granted to the player, the game processing unit 113 recommends to the player to specify, with priority given to the group of support characters compared to the group of support characters that have not evolved to the first level, a support character whose number of support times within the group has not reached a predetermined number of times.
[0031] When the game processing unit 113 satisfies the first condition, it recommends a first game event in which a player can obtain a related object by consuming a predetermined game asset of the player. When the first condition is not satisfied, it recommends a second game event in which a player can obtain a related object without consuming a predetermined game asset. For example, when the player's stamina is equal to or more than a predetermined amount, the game processing unit 113 recommends to the player a quest in which the player can obtain a group of support characters by consuming the player's stamina. When the player's stamina is less than the predetermined amount, the game processing unit 113 recommends to the player a quest in which the player can obtain a group of support characters without consuming the player's stamina. The player's stamina is an example of a predetermined game asset, and a quest is an example of a game event. Also, the player's stamina being equal to or more than a predetermined amount is an example of the first condition.
[0032] The game processing unit 113 changes the game asset required to acquire a right according to a parameter corresponding to the related object. For example, the game processing unit 113 changes the game asset required to acquire the right to support a support character according to the degree of growth of the group of support characters. The degree of growth of the group of support characters is an example of a parameter corresponding to the related object. For example, when the degree of growth of the group of support characters is relatively low, the game processing unit 113 may require the player's stamina as the game asset for acquiring the right to support a support character, and when the degree of growth of the group of support characters is relatively high, the game processing unit 113 may require an item as the game asset for acquiring the right to support a support character.
[0033] The game processing unit 113 controls such that one or more target objects associated with the related objects held by the player can be specified as targets for consuming the granted rights, and controls such that one or more target objects associated with the related objects not held by the player cannot be specified as targets for consuming the granted rights. For example, the game processing unit 113 controls such that the cheering characters within the group held by the player can be specified as targets for cheering, and controls such that the cheering characters within the group not held by the player cannot be specified as targets for cheering.
[0034] The game processing unit 113 accepts the specification of one or more target objects for consuming the granted rights, and when the consumption status of the rights does not satisfy a predetermined condition, presents the player with a first effect corresponding to the specified target object, and when the consumption status of the rights satisfies the predetermined condition, presents the player with a second effect corresponding to the related object associated with the specified one or more target objects. For example, when the number of cheering times of the cheering character has not reached a predetermined number, the game processing unit 113 presents the player with a cheering effect using the cheering character as the first effect. Also, for example, when the number of cheering times of each cheering character within the same group has reached a predetermined number, the game processing unit 113 presents the player with a cheering effect using the cheering characters within the group as the second effect. Further, for example, when the number of cheering times of each cheering character in all groups has reached a predetermined number, the game processing unit 113 presents the player with a cheering effect using the cheering characters in all groups as the third effect.
[0035] The display control unit 114 causes various screens in the game to be displayed on the display of the terminal 20. For example, the display control unit 114 may cause the first effect using the cheering character or the second effect using the group of cheering characters to be displayed on the screen.
[0036] FIG. 3 is a diagram showing an example of the normal character DB 121.
[0037] Normally, the character DB 121 manages various settings related to the characters appearing in this game. In the normal character DB 121, there are an identifier (character ID) that uniquely identifies a normal character, an identifier (group ID) indicating the group to which the normal character belongs, an identifier (form) indicating the transition state of the character, the upper limit value of the level (maximum level), the upper limit value of the rack (maximum rack), the upper limit value of HP (hit points) (maximum HP), the upper limit value of attack power (maximum attack power), and the upper limit value of speed (maximum speed) are stored in association with each other.
[0038] Figure 4 is a diagram showing an example of the support character DB 122.
[0039] The support character DB 122 stores an identifier (character ID) that uniquely identifies a support character, an identifier (group ID) indicating the group to which the support character belongs, an individual support performance using the support character, a group support performance using the support character, and an overall support performance using the support character in association with each other.
[0040] Figure 5 is a diagram showing an example of the owned character management DB 123.
[0041] The owned character management DB 123 stores the characters (normal characters and support characters) owned by the player. In the owned character management DB 123, there are an identifier (player ID) that uniquely identifies the player who owns the character, an identifier (character ID) that uniquely identifies the character, and the current status of the normal character (level, rack (luck), HP (hit points), attack power, speed, etc.), the status of the support character (number of support times, presence or absence of individual completion, presence or absence of group completion, presence or absence of overall completion) are stored in association with each other. The owned character management DB 123 may be referred to as a character box that stores the characters owned by the player.
[0042] Figure 6 is a diagram showing an example of the item management DB 124.
[0043] The item management DB 124 stores various settings related to the items that appear in the game. In the item management DB 124, for example, an identifier (player ID) that uniquely identifies a player, an identifier (item ID) that indicates an item possessed by the player, the number of items possessed, and the cumulative value of the consumption amount of the item are stored in association with each other.
[0044] (Terminal) FIG. 7 is a diagram showing an example of the configuration of the terminal 20. The terminal 20 includes a communication unit 201, a UI (User Interface) unit 202, a game control unit 203, and a storage unit 210. The communication unit 201, the UI unit 202, and the game control unit 203 can be realized by executing a program stored in the storage unit 210. Further, the program can be stored in a storage medium. The storage medium storing the program may be a computer-readable non-transitory storage medium. The non-transitory storage medium is not particularly limited, and may be, for example, a storage medium such as a USB memory or a CD-ROM.
[0045] The communication unit 201 performs various communications with the game server 10.
[0046] The UI unit 202 has a function of receiving various inputs from the player and a function of displaying various game screens on the display. Further, the UI unit 202 displays a game screen on the terminal 20 in accordance with an instruction from the game server 10.
[0047] The game control unit 203 provides various functions necessary for executing the game in cooperation with the game server 10. For example, the game control unit 203 provides a function of acquiring various types of information (icon image data, text data, etc.) for drawing on the game screen from the game server 10.
[0048] The storage unit 210 stores game data 211 necessary for the game control unit 203 to execute the game. The game data 211 stores character image data, a game scenario, and the like.
[0049] FIG. 8 is a flowchart showing an example of a processing procedure performed by the game server 10. The flowchart shown in FIG. 8 is repeatedly executed, for example, at a predetermined cycle.
[0050] First, the game server 10 determines whether or not the player has been granted the right to support the support character (step S10). When the game server 10 determines that the player has been granted the right to support the support character (step S10 = YES), the game server 10 determines whether or not the group of support characters has evolved for the first time (step S11). When the game server 10 determines that the group of support characters has evolved for the first time (step S11 = YES), the game server 10 recommends to the player to support the support characters included in the group (step S12), and ends the flowchart shown in FIG. 8. On the other hand, when the game server 10 determines in the previous step S10 that the player has not been granted the right to support the support character (step S10 = NO), the game server 10 ends the flowchart shown in FIG. 8 without going through the processes of steps S11 to S12. Also, when the game server 10 determines in the previous step S11 that the group of support characters has not evolved for the first time (step S11 = NO), the game server 10 ends the flowchart shown in FIG. 8 without going through the process of step S12.
[0051] FIG. 9 is a flowchart showing an example of a processing procedure performed by the game server 10. The flowchart shown in FIG. 9 is repeatedly executed, for example, at a predetermined cycle.
[0052] The game server 10 first controls so as to disable the designation of support characters included in the group that the player does not possess (step S20). Next, the game server 10 accepts the designation of a support character (step S21). Next, the game server 10 determines whether the number of support times of each support character in the same group is equal to or greater than a predetermined number of times (step S22). When the game server 10 determines that the number of support times of each support character in the same group is equal to or greater than the predetermined number of times (step S22 = YES), the game server 10 gives the player an evolution item for evolving the group of support characters (step S23) and ends the flowchart shown in FIG. 9. On the other hand, when in the previous step S22, the game server 10 determines that the number of support times of each support character in the same group is not equal to or greater than the predetermined number of times (step S22 = NO), without going through the process of step S23, ends the flowchart shown in FIG. 9.
[0053] FIG. 10 is a flowchart showing an example of a processing procedure performed by the game server 10. The flowchart shown in FIG. 10 is repeatedly executed, for example, at a predetermined cycle.
[0054] The game server 10 first determines whether the group of cheering characters has evolved for the first time (step S30). If the game server 10 determines that the group of cheering characters has evolved for the first time (step S30 = YES), it determines whether the first privilege has been granted to the player (step S31). If the game server 10 determines that the first privilege has been granted to the player (step S31 = YES), it allows the second evolution of the group of cheering characters (step S32) and ends the flowchart shown in FIG. 10. On the other hand, if the game server 10 determines in the previous step S30 that the group of cheering characters has not evolved for the first time (step S30 = NO), it ends the flowchart shown in FIG. 10 without going through the processes of steps S31 to S32. Also, if the game server 10 determines in the previous step S31 that the first privilege has not been granted to the player (step S31 = NO), it ends the flowchart shown in FIG. 10 without going through the process of step S32.
[0055] FIG. 11 is a flowchart showing an example of the processing procedure performed by the game server 10. The flowchart shown in FIG. 11 is repeatedly executed, for example, at a predetermined cycle.
[0056] The game server 10 first determines whether the player has the right to support a support character (step S40). If the game server 10 determines that the player has the right to support a support character (step S40 = YES), it determines whether the group of support characters has undergone a first evolution (step S41). If the game server 10 determines that the group of support characters has undergone a first evolution (step S41 = YES), it determines whether the player has a material item (step S42). If the game server 10 determines that the player has a material item (step S42 = YES), it presents the use of the material item to the player (step S43) and ends the flowchart shown in FIG. 11. On the other hand, if the game server 10 determines that the player does not have a material item (step S42 = NO), it presents the method of obtaining the material item to the player (step S44) and ends the flowchart shown in FIG. 11. Also, if the game server 10 determines in the previous step S40 that the player does not have the right to support a support character (step S40 = NO), it ends the flowchart shown in FIG. 11 without going through the processes of steps S41 to S44. Also, if the game server 10 determines in the previous step S41 that the group of support characters has not undergone a first evolution (step S41 = NO), it ends the flowchart shown in FIG. 11 without going through the processes of steps S42 to S44.
[0057] FIG. 12 is a flowchart showing an example of the processing procedure performed by the game server 10. The flowchart shown in FIG. 12 is repeatedly executed, for example, at a predetermined cycle.
[0058] First, the game server 10 determines whether the player has been granted the right to support the support character (step S50). If the game server 10 determines that the player has been granted the right to support the support character (step S50 = YES), it determines whether there is a group of first-evolved support characters (step S51). If the game server 10 determines that there is a group of first-evolved support characters (step S51 = YES), it preferentially recommends to the player the group of non-first-evolved support characters over the group of first-evolved support characters (step S52), and ends the flowchart shown in FIG. 12. On the other hand, if the game server 10 determines in the previous step S50 that the player has not been granted the right to support the support character (step S50 = NO), it ends the flowchart shown in FIG. 12 without going through the processes of steps S51 to S52. Also, if the game server 10 determines in the previous step 51 that there is no group of first-evolved support characters (step S51 = NO), it ends the flowchart shown in FIG. 12 without going through the process of step S52.
[0059] FIG. 13 is a flowchart showing an example of the processing procedure performed by the game server 10. The flowchart shown in FIG. 13 is repeatedly executed, for example, at a predetermined cycle.
[0060] First, the game server 10 determines whether the player has been granted the right to support the support character (step S60). If the game server 10 determines that the player has been granted the right to support the support character (step S60 = YES), it determines whether there is a support character whose number of support times is equal to or more than a predetermined number (step S61). If the game server 10 determines that there is a support character whose number of support times is equal to or more than a predetermined number (Step S61 = YES), compared with the group of support characters that can be obtained for a fee, the group of support characters that can be obtained as the game progresses is preferentially recommended to the player (Step S62), and the flowchart shown in FIG. 13 is terminated. On the other hand, if the game server 10 determines in the previous step S60 that the player has not been granted the right to support the support character (Step S60 = NO), the game server 10 terminates the flowchart shown in FIG. 13 without going through the processes of Steps S61 to S62. Also, if the game server 10 determines in the previous step S61 that there is no support character whose number of support times is equal to or more than a predetermined number (Step S61 = NO), the game server 10 terminates the flowchart shown in FIG. 13 without going through the process of Step S62.
[0061] FIG. 14 is a flowchart showing an example of a processing procedure performed by the game server 10. The flowchart shown in FIG. 14 is repeatedly executed, for example, at a predetermined cycle.
[0062] First, the game server 10 determines whether there is a support character that can be obtained based on the consumption of the player's parameters acquired during the progress of the game (Step S70). If the game server 10 determines that there is a support character that can be obtained based on the consumption of the player's parameters acquired during the progress of the game (Step S70 = YES), the larger the number of support characters that can be obtained based on the consumption of the player's parameters, the greater the change in the number or content of items that can be obtained when a support character is specified (Step S71), and the flowchart shown in FIG. 14 is terminated. On the other hand, if the game server 10 determines in the previous step S70 that there is no support character that can be obtained based on the consumption of the player's parameters acquired during the progress of the game (Step S70 = NO), the game server 10 terminates the flowchart shown in FIG. 14 without going through the process of Step S71.
[0063] FIG. 15 shows an example of screen transition when executing the support of a support character.
[0064] As shown in FIG. 15, on the transition screen A100, an image of a normal character is displayed together with an operation icon for starting a quest and an operation icon for starting a support mission. On the transition screen A100, when the operation icon for starting a support mission is operated, the screen transitions to the transition screen A101.
[0065] On the transition screen A101, the support characters targeted for the support mission are classified and displayed in groups. On the transition screen A101, the number of times the support character has been supported is displayed in parallel with the icon of the support character. On the transition screen A101, when the icon of the support character is tapped, the screen transitions to the transition screen A102.
[0066] On the transition screen A102, an image of the support character is displayed together with an operation icon for executing the support and an operation icon for canceling the support. On the transition screen A102, further, the current support points (number of support times) of the support character and the number of support times until the number of support times of the support character reaches a predetermined number are displayed. In this example, by performing the support for the support character displayed on the transition screen A012 one more time, the number of support times of the support character reaches the predetermined number. Therefore, on the transition screen A102, when the operation icon for executing the support is tapped, the screen transitions to the transition screen A103.
[0067] On the transition screen A103, an image of an item obtained as a reward due to the number of support times of the support character displayed on the transition screen A102 reaching the predetermined number is displayed.
[0068] FIG. 16 shows an example of a screen that displays a list of rewards obtained by the player.
[0069] As shown in FIG. 16, on screen A110, individual rewards, group rewards, and overall rewards are displayed. The individual reward indicates the reward obtained when the number of cheers for the cheering character reaches a predetermined number. The group reward indicates the reward obtained when the number of cheers for all the cheering characters within the same group reaches a predetermined number. The overall reward indicates the reward obtained when the number of cheers for the cheering characters in all groups reaches a predetermined number. In this example, the individual reward and some of the group rewards are displayed, and the unobtained group rewards and the overall reward are shown in gray. The group reward and the overall reward include items for executing clothing unlock. This item is used to increase the rank of the clothing of the group of cheering characters. The increase in the rank of the clothing of the group of cheering characters corresponds to the first evolution or the second evolution of the group of cheering characters.
[0070] FIG. 17 shows an example of screen transition when the clothing unlock of the group of cheering characters is executed.
[0071] As shown in FIG. 17, on the transition screen A120, an image of the group of cheering characters is displayed. On the transition screen A120, when using a material item for executing the first evolution of the group of cheering characters, the screen transitions to the transition screen A121.
[0072] On the transition screen A121, the clothing unlock of the group of cheering characters displayed on the transition screen A120 is executed, and the group of cheering characters with the increased clothing rank is displayed. On the transition screen A121, when using an evolution item for executing the second evolution of the group of cheering characters, the screen transitions to the transition screen A122.
[0073] On the transition screen A122, the clothing unlock of the group of cheering characters displayed on the transition screen A121 is executed, and the group of cheering characters with the further increased clothing rank is displayed.
[0074] FIG. 18 shows an example of a cheering effect screen using a cheering character.
[0075] As shown in FIG. 18, screen A130 is an example of an individual cheering effect screen, and a cheering effect using a single cheering character is displayed. Screen A131 is an example of a group cheering effect screen, and a cheering effect using a plurality of cheering characters within the same group is displayed. Screen A132 is an example of an overall cheering effect, and a cheering effect using the cheering characters of all groups is displayed. In the group cheering effect or the overall cheering effect, the display mode of the cheering character may be changed according to the number of times the cheering character is cheered. For example, as the number of times the cheering character is cheered relatively increases, the display size of the cheering character may be enlarged, or the display position of the cheering character may be set to a position closer to the center.
[0076] <Summary> According to the embodiment described above, the game server 10 can grant the player a privilege for changing a related object to a predetermined state, which is determined according to which game object the player has consumed the right obtained by advancing the game. Thereby, in order for the player to change a desired related object to a predetermined state, the player can be motivated to consume the right obtained by advancing the game on the target object related to the related object, so that the game play for the player to obtain the right can be promoted.
[0077] 〔Hardware Configuration〕 FIG. 19 is a diagram showing an example of the hardware configuration of the game server 10 according to the embodiment. As shown in the figure, the game server 10 includes a communication controller 100-1, a CPU 100-2, a RAM (Random Access Memory) 100-3 used as a working memory, a ROM (Read Only Memory) 100-4 that stores a boot program and the like, a storage device 100-5 such as a flash memory or an HDD (Hard Disk Drive), a drive device 100-6, etc., which are interconnected by an internal bus or a dedicated communication line. The communication controller 100-1 communicates with components other than the game server 10. The storage device 100-5 stores a program 100-5a executed by the CPU 100-2. This program is expanded in the RAM 100-3 by a DMA (Direct Memory Access) controller (not shown) and the like, and is executed by the CPU 100-2. As a result, the management unit 111 and the game processing unit 113 are realized.
[0078] Regarding the functional block configuration described above, all or part of the management unit 111 and the game processing unit 113 included in the game server 10 may be provided in the game control unit 203 of the terminal 20.
[0079] <Supplementary Note> <Supplementary Note 1> Grant rights to the player based on the progress of the game by the player, Receive a designation of one or more game objects that consume the granted rights, A game processing unit that grants a first privilege to the player to change a related object associated with one or more target objects, among the one or more game objects, whose right consumption status satisfies a predetermined condition, to a predetermined state. An information processing apparatus. <Supplementary Note 2> When the player owns the related object, the game processing unit changes the related object to the predetermined state when the first privilege is granted. The information processing apparatus according to Supplementary Note 1. <Supplementary Note 3> When the game processing unit grants the first privilege, if the player does not own the related object, it presents information for acquiring the related object. The information processing apparatus according to Supplementary Note 2. <Supplementary Note 4> When the related object changes from the first state to the second state, the game processing unit enables the related object to change from the second state to the third state on the condition that the player has been granted the first privilege. The information processing apparatus according to any one of Supplementary Notes 1 to 3. <Supplementary Note 5> When the first privilege is granted to the player, if the related object has not changed from the first state to the second state and the player does not possess the material object used when changing the related object from the first state to the second state, it presents to the player the method of obtaining the material object, and if the player possesses the material object, it recommends to the player the use of the material object. The information processing apparatus according to any one of Supplementary Notes 1 to 4. <Supplementary Note 6> When the first privilege is granted to the player, if the player does not possess the related object corresponding to the first privilege, it presents to the player the method of obtaining the related object. The information processing apparatus according to any one of Supplementary Notes 1 to 5. <Supplementary Note 7> After the game processing unit changes the related object from the first state to the second state, if the first privilege has not been granted, it recommends to the player the designation of the target object that does not satisfy the predetermined condition corresponding to the related object. The information processing apparatus according to any one of Supplementary Notes 1 to 5. <Supplementary Note 8> the game processing unit, when the player does not have the first benefit corresponding to the related object after obtaining the related object, recommends to the player to designate the target object corresponding to the related object that does not satisfy the predetermined condition. 8. An information processing device according to any one of claims 1 to 7. <Appendix 9> the game processing unit, when the right is granted to the player, recommends to the player to designate the target object that does not satisfy the predetermined condition by giving priority to the related object that has changed from the first state to the second state, compared to the related object that has not changed from the first state to the second state; 9. An information processing device according to any one of claims 1 to 8. <Appendix 10> the game processing unit recommends to the player to acquire the related objects that can be acquired through the progress of the game by giving priority to the related objects that can be acquired through the progress of the game, compared to the related objects that can be acquired for a fee; 10. An information processing device according to any one of claims 1 to 9. <Appendix 11> the game processing unit recommends a first game event in which a related object can be obtained by consuming a predetermined game asset of the player when a first condition is satisfied, and recommends a second game event in which a related object can be obtained without consuming the predetermined game asset when the first condition is not satisfied; 11. An information processing device according to any one of claims 1 to 10. <Appendix 12> the game processing unit controls the one or more target objects associated with the related object owned by the player so as to be designable as targets for consuming the granted right, and controls the one or more target objects associated with the related object not owned by the player so as not to be designable as targets for consuming the granted right; 12. An information processing device according to any one of claims 1 to 11. <Appendix 13> The game processing unit changes game assets required to acquire rights according to parameters corresponding to the related object. The information processing apparatus according to any one of Appendices 1 to 12. <Appendix 14> The game processing unit receives designation of one or more target objects that consume the granted rights, and when the consumption status of the rights does not satisfy the predetermined condition, presents a first effect corresponding to the designated target object to the player, and when the consumption status of the rights satisfies the predetermined condition, presents a second effect corresponding to the related object associated with the designated one or more target objects to the player. The information processing apparatus according to any one of Appendices 1 to 13. <Appendix 15> An information processing method performed by an information processing apparatus, a step of granting rights to a player based on the progress of a game by the player; a step of receiving designation of one or more game objects that consume the granted rights; a step of granting a first privilege to the player that enables a related object associated with one or more target objects among the one or more game objects, whose consumption status of the rights satisfies a predetermined condition, to be changed to a predetermined state; including an information processing method. <Appendix 16> causing a computer to a step of granting rights to a player based on the progress of a game by the player; a step of receiving designation of one or more game objects that consume the granted rights; a step of granting a first privilege to the player that enables a related object associated with one or more target objects among the one or more game objects, whose consumption status of the rights satisfies a predetermined condition, to be changed to a predetermined state; a program for causing the computer to execute the steps.
Explanation of Reference Numerals
[0080] 10… Game server, 20… Terminal, 100-1… Communication controller, 100-2… CPU, 100-3… RAM, 100-4… ROM, 100-5… Storage device, 100-5a… Program, 100-6… Drive device, 110… Game control unit, 111… Management unit, 112… Reception unit, 113… Game processing unit, 114… Display control unit, 120… Memory unit, 121… Normal character DB, 122… Support character DB, 123… Owned character management DB, 124… Item management DB, 201… Communication unit, 202… UI unit, 203… Game control unit, 210… Memory unit, 211… Game data.
Claims
1. An information processing apparatus comprising a processor, wherein the processor grants a right to a player based on the progress of a game in which the player plays using a deck formed by arranging characters, receives a designation of one or more game characters that consume the granted right from among a plurality of game characters that cannot be arranged in the deck, and grants a first privilege to the player that enables all game objects associated with a group including a game character whose right consumption status satisfies a predetermined condition among the plurality of game characters to be changed to a predetermined state.
2. An information processing method, wherein a processor grants a right to a player based on the progress of a game in which the player plays using a deck formed by arranging characters, the processor receives a designation of one or more game characters that consume the granted right from among a plurality of game characters that cannot be arranged in the deck, and the processor grants a first privilege to the player that enables all game objects associated with a group including a game character whose right consumption status satisfies a predetermined condition among the plurality of game characters to be changed to a predetermined state.
3. A program for causing a processor to execute a process, the process causing the processor to grant a right to a player based on the progress of a game in which the player plays using a deck formed by arranging characters, to receive a designation of one or more game characters that consume the granted right from among a plurality of game characters that cannot be arranged in the deck, and to grant a first privilege to the player that enables all game objects associated with a group including a game character whose right consumption status satisfies a predetermined condition among the plurality of game characters to be changed to a predetermined state.
Citation Information
Patent Citations
Game system
JP2007195702A
Server device and game program
JP2014128696A
Server device and game program
JP2014128697A
Information processing apparatus and game program
JP2016195691A
Game device, game system and program
JP2017018529A