Game device, game method, and game program
The game system optimizes re-lottery processes by determining conditions based on user-owned media rarity, reducing load and enhancing the chances of obtaining valuable game media.
Patent Information
- Application Number
- JP2024118525
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-07-24
- Publication Date
- 2025-07-16
- Estimated Expiration
- 2039-02-25
AI Technical Summary
Existing game systems allow re-lottery processes for low-value game media, increasing processing load without ensuring users obtain higher-value media.
Implement a lottery system with a re-lottery condition determination unit that only performs a re-lottery process if the drawn game medium has equal or higher rarity than owned media, using a re-lottery target group to reduce processing load while increasing the chances of obtaining higher-value game media.
Reduces processing load while making it easier for users to obtain higher-value game media through re-lottery, ensuring the selected media is valuable to the user.
Smart Images

Figure 0007709181000001 
Figure 0007709181000002 
Figure 0007709181000003
Abstract
Description
Technical Field
[0001] The present invention relates to a game device, a game method, and a game program.
Background Art
[0002] There is known a game system including a reception processing unit that receives a game medium acquisition request from a terminal device, and a lottery processing unit that performs a lottery process for causing a user to acquire the game medium when there is a game medium acquisition request.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] By the way, when the game medium selected by the lottery process is of low value to the user, giving the user an opportunity for a re-lottery can be useful from the viewpoint of user-friendliness.
[0005] However, if the specification is such that re-lottery is always possible if the user desires, there arises a problem that the processing load due to the re-lottery process increases. Therefore, in one aspect, an object of the present invention is to make it easier for a user to obtain a game medium of a higher value through re-lottery while reducing the processing load due to the re-lottery process.
Means for Solving the Problems
[0006] On one side, a storage unit that stores game medium information representing one or more game media associated with user identification information for each user identification information, and for each user identification information, a lottery processing unit that newly associates a game medium selected from among a plurality of types of game media with the user identification information based on a lottery process , comprising The lottery processing unit includes a normal lottery execution unit that realizes one normal lottery process by randomly extracting one game medium from a lottery target group including the one or more game media for each type, a re-lottery condition determination unit that determines whether a re-lottery condition is satisfied based on the result of the normal lottery process by the normal lottery execution unit and the user identification information in the storage unit, and when it is determined by the re-lottery condition determination unit that the re-lottery condition is satisfied, a re-lottery execution unit that performs a re-lottery process using a re-lottery target group obtained by extracting only a part of the game media from the lottery target group used by the normal lottery execution unit , comprising, wherein the re-drawing condition is satisfied when, in the relationship between the game medium drawn in the normal drawing process and the owned game medium of the user related to the user identification information, the information indicating the rarity included in the game medium information of the game medium drawn in the normal drawing process is equal to or greater than the information indicating a predetermined rarity, and the game medium drawn in the normal drawing process is the same as the owned game medium of the user related to the associated user identification information. A game device is provided.
Advantages of the Invention
[0007] On one side, according to the present invention, it is possible to make it easier for a user to obtain a game medium of a more valuable type by re-lottery while reducing the processing load by the re-lottery process.
Brief Description of the Drawings
[0008]
Figure 1
Figure 2
Figure 3
Figure 4A
Figure 4B
Figure 5
Figure 6
Figure 7A
Figure 7B
Figure 8
Figure 9
Figure 10
Figure 11
Figure 12
Embodiments for Carrying Out the Invention
[0009] Hereinafter, each embodiment will be described in detail with reference to the accompanying drawings.
[0010] (Overview of the Game System) With reference to FIG. 1, the overview of the game system 1 according to an embodiment of the present invention will be described. The game system 1 includes a server device 10 and one or more terminal devices 20. In FIG. 1, for simplicity, three terminal devices 20 are illustrated, but the number of terminal devices 20 may be two or more.
[0011] The server device 10 is an information processing device such as a server managed by, for example, a game operator. The terminal device 20 is an information processing device used by a user, such as a mobile phone, smartphone, tablet terminal, PC (Personal Computer), or game device. The terminal device 20 can execute the game application according to this embodiment. The game application may be received by the terminal device 20 from a predetermined application distribution server via the network 30, or may be pre-stored in a storage device provided in the terminal device 20 or a storage medium such as a memory card readable by the terminal device 20. The server device 10 and the terminal device 20 are communicably connected via the network 30. For example, the server device 10 and the terminal device 20 cooperate to execute various processes related to the game.
[0012] Note that the network 30 may include a wireless communication network, the Internet, a VPN (Virtual Private Network), a WAN (Wide Area Network), a wired network, or any combination thereof.
[0013] (Overview of the Game) The overview of the game according to this embodiment will be described. The game according to this embodiment includes one or more game parts. At least one of the one or more game parts may be executed using a game medium.
[0014] The game medium is electronic data used in the game and includes any medium such as, for example, cards, items, points, virtual currency, tickets, characters, avatars, parameters, etc. Also, the game medium may be game-related information such as level information, status information, parameter information (such as health and attack power), or ability information (such as skills, abilities, spells, jobs, etc.). Further, the game medium is electronic data that can be acquired, owned, used, managed, exchanged, synthesized, strengthened, sold, discarded, or gifted by the user within the game, but the usage mode of the game medium is not limited to those explicitly stated in this specification.
[0015] Hereinafter, unless otherwise specified, "game media owned by a user" refers to game media associated as owned game media with a user ID that can uniquely identify the user. Furthermore, "granting game media to a user" refers to associating the game media with a user ID as owned game media. Furthermore, "discarding game media owned by a user" refers to dissociating the association between a user ID and owned game media. Furthermore, "consuming game media owned by a user" refers to the possibility of causing some effect or influence in the game in response to dissociation of the association between a user ID and owned game media. Furthermore, "selling game media owned by a user" refers to dissociating the association between a user ID and owned game media, and associating other game media (e.g., virtual currency or items, etc.) with the user ID as owned game media. Furthermore, "transferring game media owned by user A to user B" refers to dissociating the association between user A's user ID and owned game media, and associating the game media with user B's user ID as owned game media. Additionally, "creating game content" refers to defining or determining at least a portion of the information relating to the game content.
[0016] The game part is content that can be played by users within the game, including, for example, quests, missions, mini-games, cultivation, enhancement, and synthesis of game media, game media acquisition events, virtual space exploration events, and battle events against opponents (such as other users, enemy characters, and enemy buildings). One or more predetermined tasks (game tasks) may be set for each game part. For example, when it is determined that the user has successfully completed one or more game tasks set for the game part played by the user, the user may be given, for example, game media as a reward. The game tasks can adopt any tasks according to the content of the game part, such as the task of winning a battle against an enemy character, the task of reaching a goal point within the virtual space, and the task of keeping the user's character in a predetermined state (for example, an immobile state) until a predetermined time elapses. Also, achieving a specific task (clear task) among one or more game tasks set for the game part is also referred to as clearing the game part. When the user playing the game part successfully completes the clear task, it is determined that the game part has been cleared, and the game part may end.
[0017] One or more game parts may include a game part for single play and a game part for multi-play. The game part for single play may include, for example, a game part (e.g., a game part for one person) that is executed based on a user operation on one terminal device 20 used by one user. For example, one terminal device 20 alone or one terminal device 20 and the server device 10 cooperate to execute the game part for single play. On the other hand, the game part for multi-play may include, for example, a game part common to two or more users (e.g., a game part for multiple people) that is executed based on user operations on two or more terminal devices 20 used by two or more users respectively. The game part common to two or more users may include, for example, a game part in which at least a part of the progress process and at least a part of the processing result of the game part are commonly applied to the two or more users. For example, two or more terminal devices 20 cooperate or two or more terminal devices 20 and the server device 10 cooperate to execute the game part for multi-play. One game part may correspond to both single play and multi-play.
[0018] The game according to this embodiment includes, as an example, a battle game part having, for example, elements of a horizontal scroll action game and elements of a battle game in which a user battles against an opponent using a game medium. The user selects one or more game media to be used in the battle game part from among the game media (owned game media) owned by the user. Hereinafter, each game medium used in the battle game part is also referred to as a first game medium. The one or more first game media are also collectively referred to as a deck or a team. The opponent is, for example, an automatically operated game medium such as an NPC (Non-Player Character), but is not limited thereto. For example, the opponent may be a game medium operated by another user. In one battle game part, the number of opponents may be arbitrarily determined.
[0019] The outline of the battle game part according to this embodiment will be described. A user who plays a single-player battle game part using the terminal device 20 operates a moving object arranged in a virtual space, for example, to obtain a predetermined item while avoiding obstacles and the like. The moving object corresponds to a predetermined game medium (second game medium). The second game medium may include, for example, a motorcycle, an automobile, or a person. In response to the acquisition of an item, the game medium (first game medium) included in the deck performs a predetermined action (for example, an attack on an opponent). Damage can be inflicted on the opponent by the action of the first game medium. On the other hand, the opponent performs a predetermined action (for example, an attack on the user) at a predetermined time interval, for example. Damage can be inflicted on the user by the action of the opponent. A predetermined parameter that decreases by the amount of damage given is set for each of the user and the opponent. When the opponent's parameter decreases to a predetermined value (for example, zero), it is determined that the user has won. On the other hand, when the user's parameter decreases to a predetermined value (for example, zero), it is determined that the user has lost. When it is determined that the user has won or lost, the battle game part may end.
[0020] On the other hand, the multiplayer battle game part is executed in the same manner as the single-player battle game part described above, except that two or more users battle against a common opponent. Specifically, each of the two or more users plays the common battle game part using their own terminal device 20. Each of the two or more users operates the second game medium in the virtual space as described above. A common virtual space may be used for the two or more users, or independent virtual spaces may be used for each user. The first game media included in the decks of each of the two or more users attack, for example, a common opponent. The above-described parameters of the opponent are commonly applied to the two or more users. For example, the parameters of the opponent may be synchronized among the plurality of terminal devices 20 used by the two or more users respectively. When the parameters of the opponent decrease to a predetermined value (for example, zero), it is determined that the two or more users have won. On the other hand, when the parameters of each of the two or more users decrease to a predetermined value (for example, zero), it is determined that the two or more users have lost. When it is determined that the two or more users have won or lost, the battle game part may end.
[0021] (Configuration of Server Device) The configuration of the server device 10 will be specifically described. The server device 10 is composed of a server computer. The server device 10 may be realized by the cooperation of a plurality of server computers.
[0022] The server device 10 includes a server communication unit 11, a server storage unit 12, and a server control unit 13.
[0023] The server communication unit 11 includes an interface for communicating with an external device wirelessly or wiredly and transmitting and receiving information. The server communication unit 11 may include, for example, a wireless LAN (Local Area Network) communication module or a wired LAN communication module. The server communication unit 11 can transmit and receive information to and from the terminal device 20 via the network 30.
[0024] The server storage unit 12 includes, for example, a primary storage device and a secondary storage device. For example, the server storage unit 12 may include a semiconductor memory, a magnetic memory, an optical memory, or the like. The server storage unit 12 stores various information and programs used for game processing. At least a part of the information and programs stored in the server storage unit 12 may be shared and synchronized with the terminal device 20. Hereinafter, examples of the information stored in the server storage unit 12 will be specifically described.
[0025] (Information about the user) The server storage unit 12 stores information about each of a plurality of users. With reference to FIG. 2, the information about the user will be described. FIG. 2 shows information about each of two users. The information about the user includes various information unique to the user. For example, the information about the user includes a user ID, a user name, a rank, information about owned game media, information about used game media, and friend information. In the information about the user, each of a plurality of users is associated with the information about the owned game media and the used game media, and the friend information.
[0026] The user ID is information that can uniquely identify the user. Hereinafter, the user ID will also be simply referred to as the user.
[0027] The user name is information indicating the name of the user. Unlike the user ID, the user name does not have to be able to uniquely identify the user. The user name may be arbitrarily determined and changed according to a user operation on the terminal device 20.
[0028] The rank is a parameter indicating the proficiency of the user regarding the game. In the present embodiment, the value of the rank may increase according to the play of the game by the user. The higher the rank, the higher the proficiency of the user regarding the game.
[0029] The information on the owned game media includes various information specific to the game media that the user owns in the game (owned game media). When a game medium is acquired by a user, the game medium is associated with the user as the owned game media. The information on the owned game media will be described in detail later.
[0030] The information on the game media to be used is information indicating a game medium (first game medium) to be used by the user in the battle game part. The first game medium is selected from among the owned game media. In this embodiment, for example, up to five game media selected from one or more owned game media are each associated with the user as the first game medium. Therefore, one game medium may be both the owned game medium and the first game medium at the same time. The first game medium may be selected automatically or in response to a user operation, for example, in a dedicated game part. For example, the dedicated game part may include a game part in which so-called deck organization or team organization is performed. Up to five first game media indicated in the information on the game media to be used constitute one deck. The information on the game media to be used may include information on a plurality of decks.
[0031] The friend information indicates user IDs of users in a friend relationship. For example, if user A is in a friend relationship with users B and C, the friend information associated with user A includes the user IDs of users B and C. Note that a friend relationship is realized through a friend request or the like. In this way, the friend information includes the user ID of another user associated with the user unidirectionally or bidirectionally. Users in a friend relationship may be able to communicate with each other, for example, by sending and receiving messages on the game system 1. Note that the information about a user may include information indicating a group (e.g., a guild) to which the user belongs, instead of or in addition to the friend information.
[0032] The content of the information about the user is not limited to what has been described above. For example, the information about the user may further include information indicating a predetermined point that the user holds in the game. The point is consumed by the user to play game parts. The consumption amount of the point may vary for each game part. The point may increase, for example, according to the passage of time or according to the use of a predetermined game medium.
[0033] Here, referring to FIG. 3, an example of the information about the owned game medium described above will be described in detail. FIG. 3 shows information about two owned game media associated with one user. For example, the information about each owned game medium includes a game medium ID, a game medium name, a rarity, a level, a cost, HP (HitPoint), an attack power, a recovery power, an attribute, information about evolution, information about enhancement, and information about game functions.
[0034] The game medium ID is information that can uniquely identify the game medium. The game medium ID may be stored in advance in the server storage unit 12. Alternatively, the game medium ID may be determined by the server device 10 when the user acquires the game medium.
[0035] The game medium name is information indicating the name of the game medium. Unlike the game medium ID, the game medium name does not have to be able to uniquely identify the game medium. The initial value of the game medium name may be stored in advance in the server storage unit 12. The game medium name may change according to the play of the game by the user who acquired the game medium.
[0036] In this embodiment, part or all of the first game medium can evolve (a form of change) step by step up to a predetermined upper limit. Hereinafter, a game medium that can evolve step by step is also referred to as an "evolvable game medium". In this embodiment, as an example, the evolution is accompanied by the effect of increasing the rarity. Here, for convenience of explanation, the number at the end of the game medium name represents the stage of evolution. For example, the game medium "C01" shown in FIG. 3 is an evolvable game medium. When the game medium "C01" has not evolved at all, the game medium name is "Character A1". On the other hand, when the game medium "C01" has evolved by one stage, the game medium name is "Character A2". Note that the number of evolution stages is arbitrary and may differ for each evolvable game medium. Note that the evolvable game medium may be a part of all the first game media (for example, a game medium whose associated rarity is other than SSR (double super rare) described later).
[0037] Also, in this embodiment, all of the first game media can be strengthened (a form of change) step by step up to a predetermined upper limit. In a modification, only a part of the first game media may be strengthenable, or the second game media described later may also be strengthenable. Hereinafter, a game medium that can be strengthened is also referred to as a "strengthenable game medium".
[0038] Rarity is information indicating the rarity (scarcity value) of the game medium. That is, the rarity associated with a certain game medium represents the difficulty of obtaining the game medium (the difficulty of being selected by lottery). Here, it is assumed that the higher the rarity, the more difficult it is to own. In this embodiment, as an example, the rarity is classified by names such as N (Normal), R (Rare), SR (Super Rare), and SSR (Double Super Rare) instead of numerical values, and SSR is the one with the highest rarity.
[0039] For example, in this game, the number of types of game media associated with N (Normal), R (Rare), SR (Super Rare), and SSR (Double Super Rare) is N N pieces, NR pieces, N SR pieces, N SSR If it is set to pieces, then N N > N R > N SR > N SSR It becomes like this. Note that the names related to rarity are diverse, and the rarity classification may also be other than four levels. In this embodiment, as an example, N SSR is set to be ≧ 2.
[0040] However, the rarity may be determined in a manner different from the manner determined according to the difference in the number of types of game media. For example, by adjusting the provision probability for each type of game media, a difference in rarity may be realized. In this case, if the provision probabilities of the types of game media corresponding to each of N (Normal), R (Rare), SR (Super Rare), and SSR (Double Super Rare) are P N 、P R 、P SR 、P SSR then, even when N N = N R = N SR = N SSR by setting P N > P R > P SR > P SSR a similar difference in rarity can be realized. Also, without setting N N = N R = N SR = N SSR it is also possible to realize a similar difference in rarity by adjusting the provision probability while varying the number of types of game media. For example, N N × P N > N R × P R > N SR × P SR > N SSR × P SSR The number of types of game media and the provision probability of each type may be adjusted so that it becomes like this. Also, the provision probability may be adjusted for each individual game media instead of for each type.
[0041] The level is information indicating the degree of growth of the game medium. For example, the larger the value of the level, the greater the degree of growth of the game medium. In the present embodiment, the value of the level may increase according to the play of the game by the user. Also, an upper limit level may be set for each first game medium with respect to the first game medium. In this case, the upper limit level of the first game medium may be set in such a manner that it becomes higher as the rarity is higher, for example. Also, the upper limit level of the first game medium may be made raisable by a specific enhancement (for example, limit break).
[0042] Cost is a parameter used when determining the deck to be used in the battle game part. In the present embodiment, up to five first game media can be included in one deck as long as the total value of the costs of each first game medium does not exceed a predetermined upper limit value. The upper limit value may increase according to, for example, an increase in the user's rank.
[0043] HP is a parameter used to determine the victory or defeat of the user in the battle game part. In the present embodiment, the total of the HPs of all the first game media included in the deck is used as the upper limit value at the start of the battle game part. Hereinafter, the total of the HPs of all the first game media included in the deck is also referred to as the user's total HP. During the execution of the battle game part, if the user is damaged, for example, by the attack of the opponent, the total HP decreases by the amount of the damage. During the execution of the battle game part, if a recovery item is acquired, for example, the total HP increases. When the total HP decreases to a predetermined value (for example, zero), it is determined that the user has lost. Therefore, the larger the HP of each first game medium included in the deck, the more advantageous it is for the user. The HP may increase according to an increase in the level.
[0044] The attack power is information that contributes, for example, to the amount of damage given to the opponent by the attack of the game medium. The larger the value of the attack power, the larger the amount of damage given to the opponent. Therefore, the larger the attack power of the game medium, the more advantageous it is for the user. The attack power may increase according to an increase in the level.
[0045] The resilience is a parameter used during the execution of the battle game part. In this embodiment, the total resilience of all the first game media included in the deck is used. Hereinafter, the total resilience of all the first game media included in the deck is also referred to as the user's total resilience. During the execution of the battle game part, for example, when a recovery item is acquired, the user's total resilience increases. The larger the value of the total resilience, the larger the increase amount of the total HP. Therefore, the larger the resilience of each first game media included in the deck, the more advantageous it is for the user. The resilience may increase according to the increase in level.
[0046] Among the above various parameters, HP, attack power, and resilience are parameters representing the capabilities of the game media. Specifically, the higher the HP, the higher the capabilities of the game media, and the higher the attack power, the higher the capabilities of the game media, and the same applies hereinafter. Also, in the case of a specification in which the attack power and the like increase according to the increase in level, the level is also a parameter representing the capabilities of the game media. Further, regarding the evolvable game media described above, in the case of a specification in which the capabilities become higher as the evolution stage progresses, the evolution stage (evolution value) is also a parameter representing the capabilities of the game media.
[0047] Hereinafter, the parameter representing the capabilities of such game media is also referred to as the "ability parameter".
[0048] An attribute is information indicating an attribute of a game medium. The attribute may include a plurality of first attributes (for example, a fire attribute, a wood attribute, and a water attribute) indicating the compatibility between game media that conduct battles. At least one of the plurality of first attributes is associated with one game medium. For example, a game medium with a fire attribute causes more damage to a game medium with a wood attribute than normal, and less damage to a game medium with a water attribute than normal. Thus, for example, the fire attribute is advantageous over the wood attribute and disadvantageous over the water attribute. The attribute may include a plurality of second attributes (for example, an attack attribute, a recovery attribute, a physical strength attribute, a balance attribute, etc.) that do not affect the compatibility between game media that conduct battles. At least one of the plurality of second attributes is associated with one game medium. Therefore, for example, there may be one game medium whose first attribute is the fire attribute and whose second attribute is the attack attribute.
[0049] Information regarding evolution includes information on whether evolution is possible, and if evolution is possible, information regarding the current stage of evolution (evolution value), conditions for successful evolution (evolution realization conditions), effects of evolution (for example, an increase in rarity), etc. In the present embodiment, as an example, the evolution of a certain game medium involves the consumption of a predetermined game medium (an example of a predetermined type of game medium) associated with the game medium. In this case, the information regarding evolution includes, as information regarding the evolution realization conditions, information representing the game medium consumed for evolution for each evolvable game medium. That is, for each evolvable game medium, a game medium consumed for evolution (hereinafter, also referred to as the "game medium for evolution material") is associated. Note that the game medium for evolution material is a game medium that can be used for evolution, but does not necessarily have to be used only for evolution.
[0050] For example, FIG. 4A shows an example of the evolution mode of a certain game medium (here, the game medium "C01"). In FIG. 4A, the game medium "C01", which is an evolvable game medium, is shown evolving. In this case, the game medium "C01" can evolve up to the upper limit, such as from character A1 to character A2, and from character A2 to character A3, for each evolution. Note that in FIG. 4A, character A related to the evolvable game medium that has reached the evolution upper limit is shown. MAX is shown.
[0051] Also, in FIG. 4A, as the game medium for evolution materials, a game medium with the game medium name of character X (X1, X2) is shown. Note that the game medium corresponding to character X may be an evolvable game medium or a non-evolvable game medium. Also, for each evolvable game medium, the game medium for evolution materials associated with it may be different or the same. Also, in FIG. 4A, in order to evolve a more evolved game medium "C01" (for example, character A2), it involves the consumption of a more evolved game medium for evolution materials (the game medium for evolution materials X2 that is more evolved than the game medium for evolution materials X1), but it is not limited to this. For example, the game medium for evolution materials may always be a game medium that has not evolved (here, the game medium for evolution materials X1).
[0052] Note that in FIG. 4A, the game medium for evolution materials is different from the evolvable game medium associated with it, but it may be the same. For example, the game medium for evolution materials associated with the evolvable game medium "C01" may include the game medium "C01".
[0053] Also, in FIG. 4A, the number of game media for evolution materials used for one evolution of the evolvable game medium is only one, but it is not limited to this. That is, the consumption of two or more game media for evolution materials may be involved in one evolution of the evolvable game medium.
[0054] Information regarding enhancement includes information such as whether enhancement is possible, and if so, the conditions for enhancement (enhancement realization conditions), the effects of enhancement (e.g., the status change rules according to the enhancement mode), etc.
[0055] In this embodiment, as an example, for the enhancement of a certain enhancement-capable game medium, the enhancement requires the consumption of a predetermined game medium (enhancement material game medium) that can be used for enhancement. Note that the enhancement material game medium is a game medium that can be used for enhancement, but it does not necessarily have to be a game medium used only for enhancement.
[0056] For example, FIG. 4B shows an example of the enhancement mode of a certain game medium (here, the game medium "C01"). In FIG. 4B, the state of the game medium "C01", which is an enhancement-capable game medium, being enhanced is shown. In this case, for each enhancement of the game medium "C01", the ability parameters (in FIG. 4B, level, HP, attack power, and recovery power) are appropriately increased. Note that when the level of the enhancement-capable game medium reaches the upper limit level, it becomes unable to be enhanced. However, even in this case, it may be possible to raise the upper limit level by using an item (an example of a game medium) such as "limit break".
[0057] Also, in FIG. 4B, game media with the game medium names of characters Y1 and Y2 are shown as the enhancement material game media. The characters Y1 and Y2 may be assigned different game medium IDs, or they may be the same (i.e., an evolvable game medium and may be the character after evolution). Also, in FIG. 4B, the number of enhancement material game media used for one enhancement of the enhancement-capable game medium is only one, but it is not limited to this. That is, the consumption of two or more enhancement material game media may be involved in one enhancement of the enhancement-capable game medium.
[0058] The information on the game function includes information on the game function associated with the game medium. The game function may be a special function (skill or ability) associated with the game medium. Any number of game functions may be associated with one game medium. When the game function is exercised, a predetermined game effect may occur, for example, in a battle game part. The content of the game effect may be determined arbitrarily. In this embodiment, there may be a game effect that is advantageous to the user. For example, there may be a game effect that inflicts greater damage on the opponent than a normal attack, or there may be a game effect that weakens the opponent's attack. The generated game effect may continue for a predetermined period of time. In this embodiment, there may be one or more game functions that can be used in either or both of the single-play battle game content and the multiplayer battle game content.
[0059] The content of the information on the game function is not limited to the above. For example, the information on the game function may further include the level and experience value of the game function. For example, the experience value of the game function may be increased by consuming a predetermined game medium owned by the user. The predetermined game medium may include, for example, any game medium in which the game function is set. Also, for example, the predetermined game medium may include one or more types of game media predetermined for the game function. When the experience value of the game function reaches a predetermined reference value, the level of the game function may be increased. That is, the game function may be strengthened. As the level of the game function increases, a game effect that is more advantageous to the user may be generated. For example, as the level of the game function increases, the amount of damage inflicted on the opponent may increase. Also, the game function may be a special game function that can be awakened (for example, a game function whose game effect is more prominent than that of a normal game function). In this case, the consumption of a predetermined item (an example of a game medium) may be required to awaken the function. In this case, awakening a special ability is an example of strengthening a game function.
[0060] Note that the various types of information associated with the game media ID are not limited to those described above with reference to FIG. 3 and are arbitrary.
[0061] (Information about the game media that is the opponent in the battle) The server storage unit 12 shown in FIG. 1 stores information about the game media (for example, NPC) that is the opponent in the battle game part. For example, the information about the game media that is the opponent in the battle may include the game media ID, game media name, level, HP, attack power, defense power, attribute, and speed of the game media. Since the game media ID, game media name, level, HP, attack power, and attribute are the same as the information about the owned game media described above, the description is omitted. HP is a parameter indicating the soundness of the opponent in the battle. When the HP of the opponent in the battle decreases to a predetermined value (for example, zero), it may be determined that the user has won against the opponent in the battle. When the user wins against all opponents in the battle game part that appear, it may be determined that the battle game part has been cleared. Defense power is a parameter used to determine the amount of damage given to the opponent in the battle. For example, the greater the defense power, the smaller the amount of damage given to the opponent in the battle. Speed is a parameter used to determine the acceleration rate of the action points of the opponent in the battle. For example, the greater the speed, the faster the acceleration rate of the action points. When the action points reach the upper limit value, the opponent in the battle can execute actions such as attacks.
[0062] The server control unit 13 shown in FIG. 1 includes one or more processors. The processor may include a general-purpose processor that realizes a specific function by loading a specific program, and a dedicated processor specialized for a specific process. The server control unit 13 controls the operation of the entire server device 10. Hereinafter, examples of the operation of the server control unit 13 will be specifically described.
[0063] The server control unit 13 stores various types of information and programs used for game processing in the server storage unit 12. The information used for game processing may include the information about the user described above, and the information about the game media that is the opponent in the battle, etc.
[0064] The server control unit 13 transmits and receives information via the server communication unit 11. For example, the server control unit 13 may transmit at least a part of the information stored in the server storage unit 12 to the terminal device 20. In this manner, the information stored in the server storage unit 12 and the information stored in the terminal device 20 are shared and synchronized. The timing of sharing and synchronizing the information may include, for example, the timing when new information is stored in the server storage unit 12 and the timing when the information stored in the server storage unit 12 is updated, but may be determined arbitrarily.
[0065] The server control unit 13 executes the game in cooperation with the terminal devices 20. For example, the server control unit 13 executes a competitive game part in cooperation with one or more terminal devices 20.
[0066] The server control unit 13 also executes a game medium lottery process to increase the game medium owned by each user. For example, the server control unit 13 executes the game medium lottery process upon receiving a lottery request from a user (a so-called gacha spinning event). The condition for generating the lottery request is arbitrary. For example, the condition for generating the lottery request may be satisfied by the consumption of a predetermined game medium. Alternatively, the condition for generating the lottery request may be satisfied during a campaign or at the time of initial registration without consuming a predetermined game medium. The game medium lottery process will be described in detail later.
[0067] (Terminal Device Configuration) A specific description will be given of the configuration of the terminal device 20. As shown in Fig. 1, the terminal device 20 includes a terminal communication unit 21, a terminal storage unit 22, a display unit 23, an input unit 24, and a terminal control unit 25.
[0068] The terminal communication unit 21 includes an interface for communicating with an external device wirelessly or wiredly and transmitting and receiving information. The terminal communication unit 21 may include, for example, a wireless communication module corresponding to a mobile communication standard such as LTE (Long Term Evolution) (registered trademark), a wireless LAN communication module, or a wired LAN communication module. The terminal communication unit 21 can transmit and receive information to and from the server device 10 via the network 30.
[0069] The terminal storage unit 22 includes, for example, a primary storage device and a secondary storage device. For example, the terminal storage unit 22 may include a semiconductor memory, a magnetic memory, or an optical memory. The terminal storage unit 22 stores various information and programs used for game processing received from the server device 10. The information and programs used for game processing may be acquired from an external device via the terminal communication unit 21. For example, a game application program may be acquired from a predetermined application distribution server. Hereinafter, the application program is also simply referred to as an application. Also, for example, some or all of the above-described information regarding the user and information regarding the game medium that is the opponent in the game may be acquired from the server device 10.
[0070] The display unit 23 includes a display device such as a liquid crystal display or an organic EL (Electro-Luminescence) display. The display unit 23 can display various screens.
[0071] The input unit 24 includes an input interface including, for example, a touch panel provided integrally with the display unit 23. The input unit 24 can receive user input to the terminal device 20. Also, the input unit 24 may include physical keys or may further include any input interface such as a pointing device such as a mouse.
[0072] The terminal control unit 25 includes one or more processors. The terminal control unit 25 controls the operation of the entire terminal device 20. Hereinafter, examples of the operation of the terminal control unit 25 will be specifically described.
[0073] The terminal control unit 25 transmits and receives information via the terminal communication unit 21. For example, the terminal control unit 25 receives various information and programs used for game processing from at least one of the server device 10 and other external servers. The terminal control unit 25 stores the received information and programs in the terminal storage unit 22.
[0074] The terminal control unit 25 activates a game application according to a user's operation. The terminal control unit 25 cooperates with the server device 10 to execute the game. For example, the terminal control unit 25 causes the display unit 23 to display various screens used for the game. A GUI (Graphic User Interface) for detecting user operations, for example, may be displayed on the screen. The terminal control unit 25 can detect user operations on the screen via the input unit 24.
[0075] As an example, the operations of the server device 10 and the terminal device 20 that execute a single-player battle game part will be specifically described.
[0076] The terminal control unit 25 determines the upper limit value (for example, 1000 points) of the total HP of the user used for the processing of the battle game part.
[0077] The terminal control unit 25 transmits a request to execute the battle game part to the server device 10, for example, according to a user operation. When the server control unit 13 receives the execution request from the terminal device 20, the server control unit 13 may transmit information used for the execution of the battle game part to the terminal device 20. The server control unit 13 and the terminal control unit 25 start the battle game part. The battle game part is executed using one or more first game media included in the deck, second game media arranged in the virtual space, and one or more game media that are opponents.
[0078] The operation of the terminal control unit 25 that advances the battle game part will be described. When the battle game part is started, the terminal control unit 25 sets the action points of the opponent to the initial value (for example, zero points).
[0079] During the execution of the battle game part, the first period and the second period alternately and repeatedly occur.
[0080] The first period is a period in which the action points of the opponent in the battle, which increase according to the passage of time, increase from an initial value (for example, zero points) to an upper limit value (for example, 100 points). Specifically, the terminal control unit 25 starts a process (increase process) of increasing the action points of the opponent in the battle according to the passage of time. The start timing of the increase process corresponds to the start timing of the first period. When the action points of the opponent in the battle reach the upper limit value (for example, 100 points), the terminal control unit 25 ends the increase process. The end timing of the increase process corresponds to the end timing of the first period.
[0081] The second period is a period from the end timing of the first period to the timing when the action points of the opponent in the battle are reset to the initial value. Specifically, after the second period starts, the terminal control unit 25 causes the opponent in the battle to execute a predetermined action (for example, an attack on the user). When the first game medium included in the deck does not execute an action (for example, an attack on the opponent in the battle), the terminal control unit 25 may cause the opponent in the battle to execute a predetermined action, for example, immediately after the start of the second period. On the other hand, when an action is to be executed by the first game medium included in the deck, the terminal control unit 25 may cause the opponent in the battle to execute a predetermined action after waiting for the end of the action by the first game medium included in the deck. In such a case, after the action by the first game medium included in the deck ends, the action by the opponent in the battle is executed. In this way, the first period and the second period alternately and repeatedly occur.
[0082] The terminal control unit 25 can cause the first game medium included in the deck to execute a predetermined action (for example, an attack on an opponent). Specifically, in the first period, the terminal control unit 25 may cause a predetermined item to appear in the virtual space. The terminal control unit 25 increases the action points of the first game medium in response to the acquisition of an item by the second game medium. When the action points of the first game medium are equal to or greater than a predetermined reference value, the terminal control unit 25 causes the first game medium to execute a predetermined action (for example, an attack on an opponent) and decreases the action points by the amount of the reference value. The terminal control unit 25 repeatedly causes the first game medium to execute actions until the action points of the first game medium become less than the reference value. When the action points of the first game medium decrease and become less than the reference value, the action by the first game medium ends.
[0083] FIG. 5 shows an example of a play screen displayed on the terminal device 20 during the execution of the battle game part. A partial area of a two-dimensional virtual space, for example, is displayed on the play screen. Specifically, various objects arranged in the virtual space may be displayed on the play screen. The various objects include, for example, a moving object 40, a road surface 41, an item 42, a leader 43, an opponent 44, and a cultivation item 46 (an example of a game medium) among the first game media included in the deck.
[0084] The moving object 40 corresponds to a second game medium such as a motorcycle, a car, or a person. The terminal control unit 25 automatically moves the moving object 40 within the virtual space in a predetermined direction (for example, the right direction of the screen) in the virtual space. In the present embodiment, the terminal control unit 25 moves the road surface 41 and the item 42 so as to scroll them in the left direction of the screen without changing the position of the moving object 40 in the left - right direction of the screen. In this way, the moving object 40 that automatically moves within the virtual space is represented. The terminal control unit 25 may sequentially cause objects such as the road surface 41 and the item 42 to appear along with the scrolling of the screen in the traveling direction of the moving object 40 within the virtual space. The terminal control unit 25 may change the algorithm of the process for causing the object to appear between the first period and the second period.
[0085] The moving object 40 can travel on the road surface 41. The terminal control unit 25 may cause the road surface 41 to appear within the virtual space. In the first period, the terminal control unit 25 may interrupt the road surface 41 as shown in FIG. 5, for example. On the other hand, in the second period, the terminal control unit 25 may reduce the number of appearances or the appearance frequency of the interrupted portions of the road surface 41. For example, in the second period, the terminal control unit 25 may set the number of appearances or the appearance frequency of the interrupted portions of the road surface 41 to zero. In such a case, the road surface 41 is controlled so as not to be interrupted.
[0086] In the first period, the terminal control unit 25 may cause the item 42 to appear within the virtual space. On the other hand, in the second period, the terminal control unit 25 may reduce the number of appearances or the appearance frequency of the item 42. For example, in the second period, the terminal control unit 25 may set the number of appearances or the appearance frequency of the item 42 to zero. In such a case, the item 42 is controlled so as not to appear. When the moving object 40 and the item 42 overlap on the screen, the terminal control unit 25 determines that the item 42 has been acquired. In the present embodiment, the item 42 includes an attribute item and a recovery item.
[0087] The attribute item corresponds to at least one of the first attributes of the game medium. For example, when an item corresponding to the fire attribute is acquired, the terminal control unit 25 increases the action points of each of the first game media with the fire attribute among the first game media included in the deck. When the action points of the first game medium reach a predetermined reference value or more, the terminal control unit 25 automatically executes a predetermined action (for example, an attack on the opponent) on the first game medium. For example, when an attack on the opponent is executed on the first game medium, the terminal control unit 25 decreases the HP of the game medium that is the opponent. In addition, the terminal control unit 25 decreases the action points of the first game medium that has performed the attack by the amount of the reference value. For example, if the action points of the first game medium are 350 points and the reference value is 100 points, the terminal control unit 25 causes the first game medium to perform a total of 3 attacks. Then, the terminal control unit 25 decreases the action points of the first game medium by the reference value (100 points) × 3 times = 300 points. Therefore, after performing the attack 3 times, the action points of the first game medium become 350 points - 300 points = 50 points.
[0088] On the other hand, when a recovery item is acquired, the terminal control unit 25 increases the total HP of the user according to the total recovery power of the user.
[0089] The terminal control unit 25 jumps the moving object 40, for example, upward on the screen, according to a user operation on the terminal device 20. For example, the user can prevent the moving object 40 from falling from the road surface 41 by jumping the moving object 40 at a location where the road surface 41 is interrupted. When the moving object 40 falls from the road surface 41, the terminal control unit 25 decreases, for example, the total HP of the user, and then returns the moving object 40 onto the road surface 41. Also, for example, the user can acquire the item 42 by jumping the moving object 40 according to the arrangement of the item 42.
[0090] When the terminal control unit 25 wins against the opponent 44, it eliminates the display of the opponent 44 and performs a production display indicating that the user has acquired the training item 46 held by the opponent 44. In this case, the terminal control unit 25 updates the information regarding the owned game medium related to the user (see FIGS. 2 and 3) so that the training item 46 is newly added.
[0091] In FIG. 5, the image area 45 is an area for displaying the remaining total HP in a gauge, the image area 48 is an area for displaying the remaining HP of the opponent in a gauge, and the image area 49 is an area for indicating the state of each first game medium included in the deck. The state of the first game medium may include the executable state of the next action (such as an attack on the opponent or the activation of a skill) that changes according to the acquisition mode of the item 42, and detailed description thereof is omitted here.
[0092] (Game medium lottery process) Next, the game medium lottery process will be described in detail.
[0093] FIG. 6 is a diagram showing the configuration of the functions related to the game medium lottery process among the functions of the server control unit 13.
[0094] The server control unit 13 executes the game medium lottery process. As described above, the game medium lottery process is a process that is executed in response to a lottery request from the user for each user, and is a process for increasing the owned game media of each user.
[0095] Generally, the more owned game media there are, the richer the variations of the deck are, which is advantageous for the user. Also, when a first game medium with a relatively high ability parameter is used, the user has a higher tendency to win in the battle game part than when a first game medium with a relatively low ability parameter is used. Therefore, generally, users tend to want to have a game medium with a high ability parameter or a game medium whose ability parameter can be increased by strengthening or the like as their owned game medium. The game medium lottery process is a process that meets such user desires.
[0096] As shown in FIG. 6, the server control unit 13 includes a lottery processing unit 130. The lottery processing unit 130 includes a normal lottery execution unit 131, a re-lottery condition determination unit 132, a re-lottery execution unit 133, and a lottery result determination unit 134.
[0097] The normal lottery execution unit 131 performs a normal lottery process. The normal lottery process means a lottery process other than the re-lottery process described later. For example, the normal lottery execution unit 131 realizes one normal lottery process by randomly extracting one game medium from a lottery target group including all game media one by one. In the case of a lottery process performed continuously multiple times (that is, in the case of performing a plurality of lottery processes as a set, such as a 10-consecutive gacha), the lottery target group may be the same every time, or may be re-set in a manner that excludes the game media that have already been drawn. Alternatively, the normal lottery execution unit 131 may use a predetermined combination of game media (the total number is less than the total number of all game media) selected randomly or according to a predetermined rule as the lottery target group. For example, the normal lottery execution unit 131 may set a lottery target group consisting of a predetermined number of first game media including two or more game media with an SSR rarity from among all the first game media. At this time, depending on the holding time and the like, the game media with an SSR rarity may be a special game media limited for a period.
[0098] In addition, when setting the lottery target group (in the case of a lottery process performed continuously multiple times, the initial lottery target group) in a manner that includes all game media one by one, the set lottery target group necessarily includes two or more game media with an SSR rarity. On the other hand, when setting the lottery target group (in the case of a lottery process performed continuously multiple times, the initial lottery target group) in other manners, it is desirable that the set lottery target group includes at least two or more game media with a rarity equal to or higher than a predetermined standard (for example, SR or SSR).
[0099] Alternatively, it may be a specification in which the provision probability is set for each type of game medium. In this case, the normal lottery execution unit 131 lottery-selects the game medium based on the set provision probability. In this case, as described above, if the provision probabilities of the types of game media respectively associated with N (Normal), R (Rare), SR (Super Rare), and SSR (Double Super Rare) are P N , P R , P SR , P SSR , then P N >P R >P SR >P SSR may hold.
[0100] Alternatively, the game medium may be extracted (lottery-selected) according to a predetermined provision order. For example, as described above, if the numbers of the types of game media respectively associated with the rarity of N, R, SR, and SSR are N N pieces, N R pieces, N SR pieces, N SSR pieces, then the normal lottery execution unit 131 forms a queue with a total of N total (=N N +N R +N SR +N SSR ) game media and extracts the game media one by one in the arranged order. In this case, the total number is finite, but in a further modification, the total number may be infinite or less than N total . Also, the arranged order may be determined according to the provision probability or other parameters. Also, each type of game medium is included one by one in the queue, but differences may be set in the numbers of the types of game media included in such a manner that a specific type of game medium is included more than other types of game media. Such a modification of the normal lottery process is the same in the re-lottery process described later. Also, the method of the normal lottery process and the method of the re-lottery process are basically the same, but they may be realized in completely different manners, for example, one uses the provision probability and the other uses the queue.
[0101] The re-drawing condition determination unit 132 determines whether the re-drawing condition is satisfied based on the result of the normal drawing process and the information about the user in the server storage unit 12. The re-drawing condition may be satisfied when, for a game medium selected by the normal drawing process for selecting a game medium associated with a certain user, although the absolute value of the game medium is relatively high, it may be of low value or not so high for the user.
[0102] Here, the absolute value is a value that cannot vary in this game, and a game medium with a relatively high absolute value is, for example, a game medium with a relatively high rarity or a game medium with relatively high ability parameters. That is, the rarity and ability parameters, which are index values representing the relative value between game media, are also index values representing the absolute value. A game medium with a relatively high absolute value basically tends to be of relatively high value for any user.
[0103] However, for a user, there may be a difference in value among a plurality of types of game media with relatively high absolute values that are the same. Such a discrepancy may occur due to the relationship with the user's owned game media or the user's preferences, etc. For example, when there are two types of game media with the highest absolute value (for example, a game medium with an SSR rarity), for a user who already owns one of them, the other game medium tends to be more valuable than the other one of the said one game medium.
[0104] In this embodiment, the re-drawing condition is set to eliminate such a discrepancy between the absolute value and the value for the user.
[0105] Specifically, in this embodiment, as an example, the re-drawing condition for one drawing process related to one user is satisfied when the following conditions (1) and (2) are simultaneously satisfied. ·The rarity of the game medium selected in the first lottery process of condition (1) is equal to or higher than a predetermined rarity. The predetermined rarity is arbitrary, but from the perspective of reducing the load of the re-lottery process, it is preferably a relatively high rarity. In this embodiment, as an example, it is assumed that the predetermined rarity is SSR. ·The game medium selected in the first lottery process of condition (2) is the same as the game medium owned by the user. In this embodiment, as an example, regarding condition (2) (or similar conditions described later such as condition (2a) described later), the identity of the game medium is determined based on the identity of the game medium ID. That is, game media with the same game medium ID are the same. For example, as shown in FIG. 3, although the data itself as the game medium of character A1 and character A2 is different, they are treated as the same game medium. That is, in this embodiment, for a game medium that can change (evolve, strengthen, etc.), regardless of the presence or degree of change, it is treated as the same game medium. Depending on the specifications, different game medium IDs may be assigned to characters with different degrees of evolution such as character A1 and character A2. Also in this case, for characters with only different degrees of evolution, specific information indicating the relevance may be provided. For example, the specific information may be realized by having a common part in the game medium IDs related to characters with only different degrees of evolution, or by providing relevant information indicating that fact for characters with only different degrees of evolution. The relevant information is, for example, a relevance parameter. In this case, when the relevance parameter is "0", it indicates that they are different game media, and when it is "1", it indicates that they are characters with only different degrees of evolution. Even in such a specification, for a game medium that can change (evolve, strengthen, etc.), regardless of the presence or degree of change, it remains treated as the same game medium, and in such a specification, the identity of the game medium can be determined based on specific information.
[0106] In this case, when a game medium that is relatively difficult to obtain (i.e., a game medium with an SSR rarity) is selected and the game medium is already owned by the user, the re-drawing conditions will be met. For the user, among multiple types of game media with an SSR rarity, the unowned game medium may be more valuable than the other game medium that the user already owns. Therefore, in such a re-drawing condition, through re-drawing accompanied by the establishment of the re-drawing condition, it becomes possible for the user to more easily obtain a game medium with higher value (for example, another game medium with an SSR rarity).
[0107] Note that condition (1) may be changed to the following condition (1A) or condition (1B). · Condition (1A) - The rarity of the game medium selected in the lottery process of the lottery is SR or SSR. · Condition (1B) - The ability of the game medium selected in the lottery process of the lottery is a high ability above a predetermined standard. Note that for condition (1A), it corresponds to the case where the predetermined rarity in the above-mentioned condition (1) is SR. For condition (1B), the ability of the game medium may be determined based on the above-mentioned ability parameters. For example, when the HP is equal to or higher than a predetermined threshold HPth, condition (1B) may be satisfied.
[0108] Here, generally, rarity and ability are correlated. That is, game media with an SSR rarity tend to be set with higher HP, attack power, etc. than game media with an R (rare) rarity. Therefore, condition (1B) can also function in the same way as the above-mentioned condition (1) and condition (1A). However, depending on the game medium or the specifications of the game system 1, there may be cases where rarity and ability have no correlation. Even in such cases, condition (1B) may be used instead of the above-mentioned condition (1) and condition (1A), or the above-mentioned condition (1) and condition (1A) may be used.
[0109] Also, condition (2) may be changed to the following condition (2a). · In the lottery process of condition (2a), the game medium selected is the same as the game medium that the user has owned in the past. The game medium that the user has owned in the past is a game medium that the user no longer owns currently due to sale or the like but has owned in the past.
[0110] In this case, when a game medium that is relatively difficult to obtain (that is, a game medium with an SSR rarity) is selected, if the game medium has been owned by the user in the past, the re - lottery condition is satisfied. For the user, among multiple types of game media with an SSR rarity, a game medium that the user has never owned before may be more valuable than a game medium that the user has owned in the past. Therefore, in the case of such a re - lottery condition, through the re - lottery accompanying the establishment of the re - lottery condition, it becomes possible to make it easier for the user to obtain a game medium with higher value (for example, another game medium with an SSR rarity).
[0111] In other embodiments, the re - lottery condition for a lottery process related to a user may be satisfied when the following conditions (1) and (2A) are simultaneously satisfied. · Condition (1): The rarity of the game medium selected in the lottery process is equal to or higher than a predetermined rarity (in this embodiment, SSR as described above). · Condition (2A): The game medium selected in the lottery process has already been owned by the user in a predetermined quantity Nth or more (that is, the game medium selected in the lottery process is the same as the same owned game medium that exists in a predetermined quantity Nth or more among the owned game media related to the user). Note that the predetermined quantity Nth is any number of 2 or more.
[0112] In this case, when a game medium that is relatively difficult to obtain (i.e., a game medium with an SSR rarity) is selected in a lottery, if the user already owns a predetermined number Nth or more of the game medium, the re-lottery conditions will be met. For the user, among multiple types of game media with an SSR rarity, the game media that the user does not own may be more valuable than another game medium that the user already owns a predetermined number Nth or more of. Therefore, in such a re-lottery condition, with the re-lottery accompanying the establishment of the re-lottery condition, it becomes possible to make it easier for the user to obtain a game medium with a higher value (for example, another game medium with an SSR rarity).
[0113] In still another embodiment, the re-lottery condition for a single lottery process related to a single user may be satisfied when the following conditions (1C) and (2B) are simultaneously satisfied. · Condition (1C) The rarity (rarity before evolution) of the game medium selected in a single lottery process is SR. · Condition (2B) The game medium selected in a single lottery process is an evolvable game medium, is the same as the game media owned by the single user, and the owned game media has reached the evolution limit (i.e., the rarity has reached SSR).
[0114] Here, when a certain evolvable game medium has reached the evolution limit, that is, when the rarity has reached SSR, the need for the same game medium (before evolution and thus with a rarity lower than SSR) becomes low. Therefore, in such a re-lottery condition, with the re-lottery accompanying the establishment of the re-lottery condition, it becomes possible to make it easier for the user to obtain a game medium with a higher value (for example, another game medium with an SR rarity).
[0115] In still another embodiment, the re-lottery condition for a single lottery process related to a single user may be satisfied when the following conditions (1C) and (2C) are simultaneously satisfied. · Condition (1C) The rarity of the game medium selected in a single lottery process is SR. · In the lottery process of condition (2C)-1, the game medium selected by the lottery is associated only with the game medium for evolution materials that has reached the evolution upper limit among the owned game media of the user (that is, the rarity has reached SSR).
[0116] Here, when a certain evolvable game medium has reached the evolution upper limit, further evolution of the evolvable game medium is impossible, so the necessity of the game medium for evolution materials associated only with the evolvable game medium is reduced. Therefore, for the user, other game media (for example, other game media for evolution materials with an SR rarity) may be more valuable than such game media for evolution materials. Therefore, in the case of such a re-lottery condition, it becomes possible to make it easier for the user to obtain a game medium with higher value (for example, other game media with an SR rarity) through the re-lottery accompanying the establishment of the re-lottery condition.
[0117] In still another embodiment, the re-lottery condition for a lottery process related to a user may be satisfied when the following conditions (1) and (2D) are simultaneously satisfied. · Condition (1): The rarity of the game medium selected by the lottery process is equal to or higher than a predetermined rarity (in this embodiment, SSR as described above). · Condition (2D): The game medium selected by the lottery process is an upgradable game medium, is the same as the owned game media of the user, and the owned game media has reached the upgrade upper limit.
[0118] The state of reaching the upgrade upper limit corresponds to the state where the level has reached the upper limit level. In this embodiment, as an example, the upper limit level can be raised by upgrading in an upgrading mode called "limit break", and the upgrading in the upgrading mode called "limit break" involves consuming the same game medium as the upgradable game medium to be upgraded. In this case, the state of reaching the upgrade upper limit corresponds to the state of reaching the upper limit level after the raise.
[0119] Here, when a reinforceable game medium has reached its reinforcement limit, further reinforcement of the reinforceable game medium is impossible, so the necessity of the same game medium as the reinforceable game medium (usefulness as a game medium for reinforcement materials) decreases. Therefore, for the user, another game medium (for example, another game medium with an SSR rarity) may be more valuable than such a game medium. Thus, in such a re-drawing condition, re-drawing accompanying the establishment of the re-drawing condition can make it easier for the user to obtain a more valuable game medium (for example, another game medium with an SSR rarity).
[0120] When it is determined by the re-drawing condition determination unit 132 that the re-drawing condition is satisfied, the re-drawing execution unit 133 performs re-drawing processing. Note that the re-drawing execution unit 133 may always perform re-drawing processing when it is determined by the re-drawing condition determination unit 132 that the re-drawing condition is satisfied. Alternatively, when it is determined by the re-drawing condition determination unit 132 that the re-drawing condition is satisfied, the re-drawing execution unit 133 may confirm the user's desire for re-drawing and then perform re-drawing processing. In this case, since the final decision on whether to perform re-drawing is left to the user, inconveniences that may occur when re-drawing is automatically executed (for example, re-drawing that the user does not desire is executed) can be prevented.
[0121] The re-drawing process is executed using a group of lottery targets (hereinafter also referred to as the "re-drawing target group" for distinction) in which only some game media are extracted from the most recent lottery target group (an example of a plurality of types of game media in the first group) used by the normal lottery execution unit 131. That is, the re-drawing execution unit 133 realizes one normal lottery process by randomly extracting one game medium from the re-drawing target group (an example of a plurality of types of game media in the second group).
[0122] The method for setting the re-drawing target group is arbitrary. Basically, the re-drawing target group is set such that the probability of re-drawing a game medium that was drawn in the most recent normal drawing process (i.e., a game medium with an SSR rarity but the same as the user's owned game medium) is lower than the probability of drawing another game medium with an SSR rarity. Also, the re-drawing target group is set such that a game medium with an SSR rarity is drawn with a very high probability. For example, the re-drawing target group may be composed only of game media with an SSR rarity.
[0123] In this embodiment, as described above, the predetermined rarity according to condition (1) is SSR. However, when the predetermined rarity according to condition (1) is another rarity, the method for setting the re-drawing target group may be changed accordingly. For example, when the predetermined rarity according to condition (1) is SR, the re-drawing target group is set such that the probability of re-drawing a game medium that was drawn in the most recent normal drawing process (i.e., a game medium with an SR or higher rarity but the same as the user's owned game medium) is lower than the probability of drawing another game medium with an SR or higher rarity. Also, the re-drawing target group is set such that a game medium with an SR or higher rarity is drawn with a very high probability. For example, the re-drawing target group may be composed only of game media with an SR or higher rarity. Also, in this case, the re-drawing target group may be set such that a game medium with the same rarity as the game medium drawn in the most recent normal drawing process is drawn necessarily or with a high probability.
[0124] Figs. 7A and 7B are explanatory diagrams of an example of the relationship between the normal lottery process and the re-lottery process. Figs. 7A and 7B conceptually show the modes of the normal lottery process and the re-lottery process, respectively. In Fig. 7A, a state where one game medium is selected from game media associated with a plurality of game medium IDs is schematically shown. Here, as an example, the rarities of the three game media "C01" to "C03" are SSR, and it is assumed that the game medium "C01" is selected by the normal lottery process. In this case, as shown in Fig. 7B, the re-lottery target group is composed by excluding game media with a rarity less than SSR and excluding the game medium "C01" from the most recent lottery target group (see Fig. 7A) used in the normal lottery execution unit 131. That is, the re-lottery target group is composed by excluding the game medium "C01" from among the game media "C01" to "C03". In this case, since the re-lottery target group consists of two game media, "C01" and "C02", either one of the game media "C01" and "C02" will be selected with a probability of 50%.
[0125] The lottery result determination unit 134 executes a process of newly associating the game medium selected by the normal lottery process or the re-lottery process with the user, that is, a process of causing the user to own it. Specifically, when causing a user to own one game medium, the lottery result determination unit 134 adds the one game medium to the information regarding the owned game media related to the one user (see Figs. 2 and 3).
[0126] Specifically, when the re-lottery process is executed subsequent to the normal lottery process, the lottery result determination unit 134 executes a process of newly associating the game medium selected by the re-lottery process with the user. In a modified example, a specification may be such that the re-lottery process is executed multiple times (i.e., a further re-lottery process for the re-lottery process). In this case, the lottery result determination unit 134 executes a process of newly associating the game medium selected by the final re-lottery process with the user. On the other hand, when the re-lottery process is not executed, the lottery result determination unit 134 executes a process of newly associating the game medium selected by the normal lottery process with the user.
[0127] According to the present embodiment, in particular, the following excellent effects can be achieved.
[0128] According to the present embodiment, as described above, when a predetermined re-drawing condition is satisfied, the re-drawing process can be executed. By re-drawing, it is possible to make it easier for the user to obtain a game medium with higher value.
[0129] In particular, in the present embodiment, as described above, since the re-drawing condition includes the above-described condition (1) (the same applies to condition (1A) etc.), for example, compared with a specification in which the re-drawing condition can be satisfied for game media of any rarity, the frequency of execution of the re-drawing process can be appropriately suppressed. As a result, while suppressing the load on the server computer, it is possible to appropriately give the user an opportunity for re-drawing.
[0130] Also, according to the present embodiment, as described above, since the re-drawing condition includes the above-described condition (2) (the same applies to condition (2A) etc.), it is possible to set a re-drawing condition considering the relationship between the game medium selected by the lottery process and the game media owned by the user.
[0131] Here, whether the game medium selected by the lottery process is a game medium with high value for the user can be accurately estimated by considering the relationship between the game medium selected by the lottery process and the game media owned by the user. For example, in a specification (hereinafter also referred to as "comparative example") in which the re-drawing condition is satisfied only when the same type of game medium is selected during a plurality of consecutive gachas such as a 10-consecutive gacha, the relationship between the game medium selected by the lottery process and the game media owned by the user is not considered. For this reason, in such a comparative example, the re-drawing condition is too restrictive, and the opportunity for the re-drawing condition to be satisfied becomes very limited. As a result, in such a comparative example, even when the game medium selected by the lottery process is a game medium that is not very valuable for the user even though its rarity is SSR, for example, the possibility that the re-drawing condition is not satisfied becomes high.
[0132] In this regard, according to the present embodiment, as described above, since the owned game medium of the user (that is, information regarding the owned game medium related to the user (see FIGS. 2 and 3)) is considered, the inconveniences that occur in the above-described comparative example can be reduced. That is, when the game medium selected in the lottery process is, for example, a game medium that is not very valuable to the user despite having an SSR rarity, the possibility of satisfying the re-lottery condition increases. As a result, when a type of game medium that is relatively difficult to obtain (that is, a game medium with an SSR rarity) is selected, it is possible to make it easier for the user to obtain a game medium with higher value.
[0133] In the above description, regarding the re-lottery condition considering the relationship between the game medium selected in the lottery process and the owned game medium of the user, conditions (2) and (2A) etc. were exemplified, but these may be used in an appropriately combined manner in a non - conflicting manner, or the same or different other conditions may be added. For example, regarding the re-lottery condition that is satisfied when the above-described conditions (1C) and (2B) are simultaneously satisfied, the elements of condition (2A) may be incorporated into condition (2B), and the following condition (2E) may be used. ·Condition (2E): The game medium selected in the lottery process of one is an evolvable game medium, is the same as the predetermined number Nth or more owned game media of the one user, and at least one of the predetermined number Nth or more owned game media has reached the evolution limit.
[0134] Next, with reference to FIG. 8, the communication between the server device 10 and the terminal device 20 when the re-lottery process is executed will be outlined.
[0135] As shown in FIG. 8, first, in response to a user operation (for example, an operation of the gacha button), the terminal device 20 transmits a lottery request to the server device 10 (see T1). The lottery request may include information indicating the type of gacha (for example, information that can identify which type of gacha is selected when multiple types of gacha are selectable).
[0136] When the server device 10 receives a lottery request, it performs a normal lottery process. Here, it is assumed that as a result of the normal lottery process, the re-lottery condition is satisfied. In this case, the server device 10 transmits information representing the game medium selected in the normal lottery process to the terminal device 20 as a provisional lottery result (see T2). Note that the provisional lottery result is different from the lottery result when the re-lottery condition is not satisfied in that it can change due to a re-lottery that may be executed later.
[0137] When the terminal device 20 receives the provisional lottery result, it generates a screen for asking the user whether they wish to have a re-lottery and outputs it on the display unit 23 (see FIG. 9). Therefore, the provisional lottery result functions as an inquiry to the user about whether they wish to have a re-lottery. FIG. 9 schematically shows an example of a screen for asking the user whether they wish to have a re-lottery. On the screen G80 shown in FIG. 9, an image CI1 of a character corresponding to the game medium selected this time is shown, and an inquiry message TX1 is shown. Also, on the screen G80 shown in FIG. 9, switches (touch switches) SW801 and SW802 for inputting whether or not the user wishes to have a re-lottery are set. In this case, when the user looks at the image CI1 and wishes to have a re-lottery, they operate the switch SW801, and when they do not wish to, they operate the switch SW802. When either of the switches SW801 and SW802 is operated, the terminal device 20 transmits information indicating which one was operated (that is, a response regarding whether or not the user wishes to have a re-lottery) to the server (see T3). Here, as an example, it is assumed that the switch SW801 was operated.
[0138] When the server device 10 receives a response regarding whether or not the user wishes to have a re-lottery, it determines whether a re-lottery process is necessary according to the response. Here, as an example, the switch SW801 is operated and it is determined that a re-lottery is "necessary". Therefore, the server device 10 performs a re-lottery process and transmits information representing the game medium selected in the re-lottery process to the terminal device 20 as a lottery result (see T4). In this case, the server device 10 updates information regarding the owned game media related to the user based on the lottery result (see FIGS. 2 and 3).
[0139] Next, with reference to FIGS. 10 to 12, an operation example of the lottery processing unit 130 of the server control unit 13 will be described.
[0140] FIG. 10 is a schematic flowchart showing an example of the process executed by the lottery processing unit 130 of the server control unit 13.
[0141] In step S800, the lottery processing unit 130 determines whether a lottery request has been received from the terminal device 20. If a lottery request is received from the terminal device 20, the process proceeds to step S802; otherwise, it waits for a lottery request from the terminal device 20.
[0142] In step S802, the lottery processing unit 130 performs initial settings for the lottery process. Specifically, the lottery processing unit 130 sets N to the initial value 1 and sets N MAX to the number of gacha draws M. The number of gacha draws M is information included in the lottery request. For example, in the case of a 10 - consecutive gacha, M = 10. Also, the lottery processing unit 130 identifies the user (user ID) who sent the lottery request. The user who sent the lottery request can be identified based on information included in the lottery request, etc. Further, the lottery processing unit 130 resets (clears) a lottery result recording area (not shown) formed by, for example, a RAM (Random Access Memory).
[0143] In step S804, the normal lottery execution unit 131 of the lottery processing unit 130 sets a lottery target group for the normal lottery. Here, as an example, the normal lottery execution unit 131 sets a lottery target group that includes each game medium one by one. Note that the lottery target group may be set according to the type of gacha selected by the user.
[0144] In step S806, the normal lottery execution unit 131 of the lottery processing unit 130 executes the normal lottery process. Specifically, the normal lottery execution unit 131 draws one game medium from the current lottery target group.
[0145] In step S808, the re-drawing condition determination unit 132 of the lottery processing unit 130 determines whether a game medium selected in step S806 is associated with a rarity higher than a predetermined standard. Here, as an example, the re-drawing condition determination unit 132 determines, as the above-described condition (1), whether the rarity of the game medium selected in step S806 is SSR. If the determination result is "YES", the process proceeds to step S810; otherwise, the process proceeds to step S828.
[0146] In step S810, the re-drawing condition determination unit 132 of the lottery processing unit 130 acquires (reads out) information (see FIGS. 2 and 3) regarding the owned game media related to the user specified in step S802 from the server storage unit 12.
[0147] In step S812, the re-drawing condition determination unit 132 of the lottery processing unit 130 determines whether the game medium selected in step S806 is already owned by the user specified in step S802 based on the information regarding the owned game media acquired in step S810. If the determination result is "YES", the process proceeds to step S814; otherwise, the process proceeds to step S828.
[0148] In step S814, the lottery processing unit 130 transmits (see T2 in FIG. 8) a provisional lottery result representing the game medium selected in step S806 to the terminal device 20 of the user specified in step S802. That is, the lottery processing unit 130 notifies the user of the game medium selected in step S806 and inquires whether the user wishes to re-draw.
[0149] In step S816, the lottery processing unit 130 determines whether it has received a response to the provisional lottery result transmitted in step S814 from the terminal device 20 of the user specified in step S802. That is, the lottery processing unit 130 determines whether it has received a response regarding whether the user wishes to re-draw. If the determination result is "YES", the process proceeds to step S818; otherwise, it waits for a response regarding whether the user wishes to re-draw.
[0150] In step S818, the lottery processing unit 130 determines whether the user specified in step S802 wishes to conduct a re-lottery based on the response obtained in step S816. If the determination result is "YES", the process proceeds to step S820; otherwise, the process proceeds to step S830.
[0151] In step S820, the re-lottery execution unit 133 of the lottery processing unit 130 sets the re-lottery target group. Here, as an example, the re-lottery target group is composed of all game media with an SSR rarity, excluding the game media selected in step S806, from the current lottery target group.
[0152] In step S822, the re-lottery execution unit 133 of the lottery processing unit 130 executes the re-lottery process. Specifically, the re-lottery execution unit 133 selects one game media from the lottery target group set in step S820.
[0153] In step S824, the re-lottery execution unit 133 of the lottery processing unit 130 transmits the lottery result representing the game media selected in step S822 to the terminal device 20 of the user specified in step S802 (see T4 in FIG. 8).
[0154] In step S826, the lottery processing unit 130 temporarily stores the lottery result representing the game media selected in step S822 in the lottery result recording area.
[0155] In step S828, the lottery processing unit 130 transmits the lottery result representing the game media selected in step S806 to the terminal device 20 of the user specified in step S802.
[0156] In step S830, the lottery processing unit 130 temporarily stores the lottery result representing the game media selected in step S806 in the lottery result recording area.
[0157] In step S832, the lottery processing unit 130 sets N = N MAXDetermine whether (i.e., N = M) or not. If the determination result is “YES”, proceed to step S834; otherwise, proceed to step S836.
[0158] In step S834, the lottery result determination unit 134 of the lottery processing unit 130 determines the lottery result stored in the lottery result recording area. That is, based on the lottery result stored in the lottery result recording area, the lottery result determination unit 134 updates the information regarding the owned game media related to the user specified in step S802 (see FIGS. 2 and 3). As a result, the user's owned game media increases.
[0159] In step S836, the lottery processing unit 130 increments N by “1”.
[0160] In step S838, the normal lottery execution unit 131 of the lottery processing unit 130 re - sets the lottery target group for the normal lottery. Here, as an example, it is set by excluding the game media related to the most recent lottery result (including the lottery result by the re - lottery process) from the current lottery target group (≠ re - lottery target group).
[0161] According to the process shown in FIG. 10, if the rarity of the game media selected in the lottery process of step S806 is SSR and the game media selected in the lottery process of step S806 is already owned by the user, it is possible to proceed to step S822. And when a re - lottery is executed in step S822 according to the user's wish, it is possible to make the user own a game media with a rarity of SSR other than the game media selected in the lottery process of step S806. As a result, the user can obtain a game media (another game media with a rarity of SSR) that is more valuable to the user than the game media selected in the lottery process of step S806. That is, although the absolute value is the same as the game media selected in the lottery process of step S806, it is possible for the user to obtain a game media (another game media with a rarity of SSR) that is more necessary to the user.
[0162] In addition, in the process shown in FIG. 10, for the game medium selected in the re-selection process of step S822, the success or failure of the re-selection condition is not determined, but this is not the only case. For example, for the game medium selected in the re-selection process, the success or failure of the same re-selection condition may also be determined. The same applies to FIGS. 11 and 12 described later for such modified examples. Also, in the process shown in FIG. 10, N MAX (For each of the normal lottery processes of N (gacha times M), when the determination result of step S812 is "YES", the processes of steps S814 to S826 are executed, but this is not the only case. For example, N MAX After executing all the normal lottery processes for N (gacha times M), for each normal lottery process, it may be determined whether the re-selection condition is satisfied. The same applies to FIGS. 11 and 12 described later for such modified examples. Also, in the process shown in FIG. 10, N MAX When N (gacha times M) is 2 or more, the re-selection process can be executed up to 2 or more times at most. However, in order to reduce the load due to the re-selection process, the number of times the re-selection process can be executed may be limited to less than N MAX For example, the number of times the re-selection process can be executed may be limited to only 1 time. The same applies to FIGS. 11 and 12 described later for such modified examples.
[0163] FIG. 11 is a schematic flowchart showing another example of the process executed by the lottery processing unit 130 of the server control unit 13.
[0164] The process shown in FIG. 11 is different from the process shown in FIG. 10 in that step S812 is replaced by step S812A.
[0165] In step S812A, the re-selection condition determination unit 132 of the lottery processing unit 130 determines whether the game medium selected in step S806 is already owned by the user specified in step S802 in a predetermined number Nth or more based on the information regarding the owned game medium acquired in step S810. That is, the re-selection condition determination unit 132 determines whether the above-described condition (2A) is satisfied. The predetermined number Nth is as described above. If the determination result is "YES", the process proceeds to step S814, and otherwise, the process proceeds to step S828.
[0166] Also by the process shown in FIG. 11, the same effect as the process shown in FIG. 10 is achieved. In particular, according to the process shown in FIG. 11, the possibility that the re-selection condition is satisfied becomes lower than that of the process shown in FIG. 10, so that the load on the server computer can be reduced accordingly.
[0167] FIG. 12 is a schematic flowchart showing still another example of the process executed by the lottery processing unit 130 of the server control unit 13.
[0168] The process shown in FIG. 12 is different from the process shown in FIG. 10 in that step S808 is replaced with step S808A and step S813 is added.
[0169] In step S808A, the re-selection condition determination unit 132 of the lottery processing unit 130 determines whether a game medium selected in step S806 is associated with a rarity higher than a predetermined standard. Here, as an example, the re-selection condition determination unit 132 determines whether the rarity of the game medium selected in step S806 is SR or higher (that is, SR or SSR) as the above-described condition (1C). If the determination result is "YES", the process proceeds to step S810, and otherwise, the process proceeds to step S828.
[0170] In FIG. 12, if the determination result in step S812 is "YES", the process proceeds to step S813.
[0171] In step S813, the re-selection condition determination unit 132 of the lottery processing unit 130 determines whether or not the owned game medium that is the same as the game medium selected in step S806 has reached the evolution limit. That is, when the rarity of the game medium selected in step S806 is SR, the re-selection condition determination unit 132 determines the presence or absence of the fulfillment of the above-described condition (2B) by combining steps S812 and S813. When the rarity of the game medium selected in step S806 is SSR, step S813 may be omitted. If the determination result is “YES”, the process proceeds to step S814; otherwise, the process proceeds to step S828.
[0172] The process shown in FIG. 12 also has the same effect as the process shown in FIG. 10. In particular, according to the process shown in FIG. 12, the possibility that the re-selection condition is satisfied is lower than that of the process shown in FIG. 10, so the load on the server computer can be reduced accordingly.
[0173] As described above, each embodiment has been described in detail, but the present invention is not limited to a specific embodiment, and various modifications and changes are possible within the scope described in the claims. Further, it is also possible to combine all or a plurality of the constituent elements of the above-described embodiments.
[0174] For example, in the above-described present embodiment, a configuration may be adopted in which part or all of the operations and processes executed by the server device 10 are executed by the terminal device 20. Similarly, a configuration may be adopted in which part of the operations executed by the terminal device 20 are executed by the server device 10. For example, the processing such as the display control of various screens displayed on the terminal device 20 and the control of various GUIs may be executed by either one of the server device 10 and the terminal device 20, or may be executed by the server device 10 and the terminal device 20 in cooperation. Alternatively, the game system 1 may not include the server device 10. In such a case, the terminal device 20 may store in advance the information received from the server device 10 in the above-described embodiment.
[0175] In the above-described embodiments, at least a part of the screen displayed on the terminal device 20 may be a web display that causes the terminal device 20 to display based on the data generated by the server device 10, and at least a part of the screen may be a native display that causes the native application installed in the terminal device 20 to display. Thus, the game according to the above-described embodiments can also be a hybrid game in which each of the server device 10 and the terminal device 20 bears a part of the processing.
[0176] In addition, in order to function as the server device 10 or the terminal device 20 according to the above-described embodiments, an information processing device such as a computer or a mobile phone can be preferably used. Such an information processing device can be realized by storing a program describing the processing content for realizing each function of the server device 10 or the terminal device 20 according to the embodiment in the storage unit of the information processing device and causing the CPU of the information processing device to read and execute the program.
[0177] In the above-described embodiments, an example in which the first game medium and the second game medium are different game media has been described. However, for example, the first game medium and the second game medium may be the same game medium.
[0178] Regarding the above embodiments, the following additional remarks are disclosed (corresponding to the original claims of the original application of the original application).
[0179] [Appendix 1] A storage unit that stores game medium information representing one or more game media associated with user identification information for each user identification information; For each user identification information, a lottery processing unit that newly associates a game medium selected from among a plurality of types of game media with the user identification information based on a lottery process, Each of the plurality of types of game media is associated with an index value corresponding to the relative value among the plurality of types of game media, The lottery processing unit is In the case where an index value representing a high value equal to or higher than a predetermined standard is associated with a game medium selected by a certain lottery process related to one user identification information, and the game medium selected by the certain lottery process has a predetermined relationship with the game medium information related to the one user identification information, a re-lottery execution unit that executes a new lottery process for selecting a game medium of a type different from the game medium selected by the certain lottery process, A game apparatus including: a game medium changing unit that associates the game medium selected by the new lottery process with the one user identification information in place of the game medium selected by the certain lottery process when the new lottery process is executed by the re-lottery execution unit.
[0180] [Appendix 2] The index value includes the rarity of each of a plurality of types of game media, The game apparatus according to Appendix 1, wherein the index value representing a high value equal to or higher than a predetermined standard includes a rarity equal to or higher than a predetermined standard.
[0181] [Appendix 3] The index value includes parameters representing the capabilities of each of a plurality of types of game media, The game apparatus according to Appendix 1 or 2, wherein the index value representing a high value equal to or higher than a predetermined standard includes the parameter representing a capability equal to or higher than a predetermined standard.
[0182] [Appendix 4] The game apparatus according to any one of Appendices 1 to 3, wherein the predetermined relationship includes a relationship in which the game medium selected by the certain lottery process is of the same type as the game medium included in the game medium information related to the one user identification information.
[0183] [Appendix 5] Even if the types of game media are the same, a plurality of them can be associated with the same user identification information. The predetermined relationship includes a relationship in which the game medium selected in the one lottery process is of the same type as the game medium included in the game medium information related to the one user identification information and having a predetermined number or more, the game device according to any one of Supplementary Notes 1 to 3.
[0184] [Supplementary Note 6] At least any one of a plurality of types of game media can be changed step by step up to the upper limit along with the consumption of the corresponding predetermined type of game media. The predetermined relationship includes a relationship in which the game medium selected in the one lottery process is the same as the game medium that has been changed up to the upper limit included in the game medium information related to the one user identification information, or a relationship in which the game medium is the predetermined type of game medium associated only with the changed game medium, the game device according to any one of Supplementary Notes 1 to 3.
[0185] [Supplementary Note 7] The one lottery process is a process of selecting one game medium from among a plurality of types of game media in the first group. The new lottery process is a process of selecting one game medium from among a plurality of types of game media in the second group. The plurality of types of game media in the second group do not include the types of game media associated with the index values representing lower values than the game medium selected in the one lottery process among the plurality of types of game media in the first group, and include the types of game media associated with the same index value as the game medium selected in the one lottery process, the game device according to any one of Supplementary Notes 1 to 6.
[0186] [Supplementary Note 8] The plurality of types of game media in the second group are configured by extracting the types of game media associated with the same index value as the game medium selected in the one lottery process from among the plurality of types of game media in the first group excluding the game medium selected in the one lottery process, the game device according to Supplementary Note 7.
[0187] [Supplementary Note 9] Execute a lottery process related to one user identification information from among a plurality of types of game media associated with index values according to relative values. Obtain game media information related to the one user identification information from a storage unit that stores game media information representing one or more game media associated with the user identification information for each user identification information. When the index value representing a value higher than a predetermined standard is associated with the game media selected in the one lottery process, and the game media selected in the one lottery process has a predetermined relationship with the game media information related to the one user identification information, execute a new lottery process for selecting a game media of a type different from the game media selected in the one lottery process. A game method executed by a computer, including associating the game media selected in the new lottery process with the one user identification information in place of the game media selected in the one lottery process when the new lottery process is executed.
[0188] [Appendix 10] Execute a lottery process related to one user identification information from among a plurality of types of game media associated with index values according to relative values. Obtain game media information related to the one user identification information from a storage unit that stores game media information representing one or more game media associated with the user identification information for each user identification information. When the index value representing a value higher than a predetermined standard is associated with the game media selected in the one lottery process, and the game media selected in the one lottery process has a predetermined relationship with the game media information related to the one user identification information, execute a new lottery process for selecting a game media of a type different from the game media selected in the one lottery process. When the new lottery process is executed, associate the game media selected in the new lottery process with the one user identification information in place of the game media selected in the one lottery process. A game program that causes a computer to execute the process.
[0189] Further disclose the following appendices (corresponding to the original claims of the original application).
[0190] [Appendix 1] A storage unit that stores game medium information representing one or more game media associated with user identification information for each user identification information; For each user identification information, a lottery processing unit that newly associates a game medium selected from among a plurality of types of game media with the user identification information based on a lottery process, The lottery processing unit includes: A normal lottery execution unit that realizes one normal lottery process by randomly extracting one game medium from a lottery target group including the one or more game media for each type; A re-lottery condition determination unit that determines whether a re-lottery condition is satisfied based on the result of the normal lottery process by the normal lottery execution unit and the user identification information in the storage unit; When it is determined by the re-lottery condition determination unit that the re-lottery condition is satisfied, a game device including a re-lottery execution unit that performs a re-lottery process using a re-lottery target group obtained by extracting only a part of the game media from the lottery target group used by the normal lottery execution unit.
[0191] [Appendix 2] The re-lottery condition is satisfied when the game medium selected in the normal lottery process is a game medium with a relatively high rarity, but may have low or not very high value for the user related to the associated user identification information. The game device according to Appendix 1.
[0192] [Appendix 3] The re-lottery condition is satisfied when the rarity of the game medium selected in the normal lottery process is equal to or higher than a predetermined rarity, and the game medium selected in the normal lottery process is the same as the owned game media of the user related to the associated user identification information. The game device according to Appendix 1.
[0193] [Appendix 4] The re-drawing target group is a game medium selected by the normal drawing process, and the probability that the same game medium as the user's owned game medium related to the user identification information associated therewith is re-drawn, although the rarity is relatively high, is lower than the probability that another game medium with a relatively high rarity is drawn. The game device according to any one of Appendices 1 to 3, which is set as such.
[0194] [Appendix 5] The re-drawing target group is set so that a game medium with a relatively high rarity is drawn with a very high probability. The game device according to any one of Appendices 1 to 3, which is set as such.
[0195] [Appendix 6] When it is determined that the re-drawing condition is satisfied, the re-drawing process is always performed and / or after confirming the user's desire for re-drawing from the user related to the associated user identification information. The game device according to any one of Appendices 1 to 5, which is set as such.
[0196] [Appendix 7] For each user identification information, store game medium information representing one or more game media associated with the user identification information. For each user identification information, newly associate a game medium selected from among a plurality of types of game media based on a drawing process with the user identification information. By randomly extracting one game medium from among the drawing target groups each including one or more game media by type, one normal drawing process is realized. Based on the result of the normal drawing process and the user identification information, determine whether the re-drawing condition is satisfied. When it is determined that the re-drawing condition is satisfied, include performing a re-drawing process using a re-drawing target group obtained by extracting only some game media from among the drawing target groups. A game method executed by a computer.
[0197] [Appendix 8] For each user identification information, store game medium information representing one or more game media associated with the user identification information. For each user identification information, newly associate a game medium selected from among a plurality of types of game media with the user identification information based on a lottery process. Realize one normal lottery process by randomly extracting one game medium from a lottery target group including the one or more game media for each type. Based on the result of the normal lottery process and the user identification information, determine whether a re-lottery condition is satisfied. A game program that causes a computer to execute a process including performing a re-lottery process using a re-lottery target group obtained by extracting only some game media from the lottery target group when it is determined that the re-lottery condition is satisfied.
Explanation of Signs
[0198] 1 Game system 10 Server device 11 Server communication unit 12 Server storage unit 13 Server control unit 20 Terminal device 21 Terminal communication unit 22 Terminal storage unit 23 Display unit 24 Input unit 25 Terminal control unit 30 Network 40 Moving object 41 Road surface 42 Item 130 Lottery processing unit 131 Normal lottery execution unit 132 Re-lottery condition determination unit 133 Re-lottery execution unit 134 Lottery result determination unit
Claims
1. A storage unit that stores game medium information representing one or more game media associated with user identification information for each user identification information; A lottery processing unit that, for each user identification information, newly associates a game medium selected from among a plurality of types of game media with the user identification information based on a lottery process, comprising: The lottery processing unit includes: A normal lottery execution unit that realizes one normal lottery process by randomly extracting one game medium from among a lottery target group including the one or more game media for each type; A re-lottery condition determination unit that determines whether a re-lottery condition is satisfied based on the result of the normal lottery process by the normal lottery execution unit and the user identification information in the storage unit; A re-lottery execution unit that performs a re-lottery process using a re-lottery target group obtained by extracting only some of the game media from among the lottery target group used by the normal lottery execution unit when it is determined by the re-lottery condition determination unit that the re-lottery condition is satisfied; The re-lottery condition is satisfied when a first condition that information indicating the rarity included in the game medium information of the game medium selected in the normal lottery process is equal to or greater than information indicating a predetermined rarity and a second condition that the game medium selected in the normal lottery process is the same as the owned game media of the user related to the associated user identification information are satisfied in the relationship between the game medium selected in the normal lottery process and the owned game media of the user related to the user identification information. A game device.
2. The game device according to claim 1, wherein in the second condition, the owned game media of the user related to the associated user identification information includes a case where it is the current owned game media and / or a case where it is the past owned game media.
3. The game device according to claim 1, wherein in the second condition, the owned game media of the user related to the associated user identification information includes a case where it is one owned game media and / or a case where there are two or more predetermined same owned game media.
4. The game device according to claim 1, wherein in the second condition, the game medium selected in the normal lottery process is an evolvable game medium, and the owned game media of the user related to the associated user identification information includes a case where the evolution limit has been reached.
5. The game device according to claim 1, wherein in the second condition, the game medium selected by the normal lottery process is an evolution material game medium associated only with the owned game medium of the user related to the associated user identification information that has reached the evolution upper limit among the owned game media of the user related to the associated user identification information, including the case where it is such an evolution material game medium.
6. The game device according to claim 1, wherein in the second condition, the game medium selected by the normal lottery process is an upgradable game medium, and the owned game media of the user related to the associated user identification information include the case where the upgrade upper limit has been reached.
7. The game device according to claim 1, wherein in the second condition, the game medium selected by the normal lottery process is an evolvable game medium, and among the owned game media of the user related to the associated user identification information where there are two or more predetermined numbers, at least one of them has reached the evolution upper limit, including the case where it is such an evolvable game medium.
8. The game device according to any one of claims 1 to 7, wherein the re-lottery target group is a game medium selected by the normal lottery process, and the probability that the same game medium as the owned game media of the user related to the associated user identification information is selected again, where the information indicating the rarity included in the game medium information is higher than a predetermined standard, is set to be lower than the probability that another game medium with the information indicating the rarity higher than the predetermined standard is selected.
9. The game device according to any one of claims 1 to 8, wherein the re-lottery target group is composed only of game media with the information indicating the rarity included in the game medium information higher than a predetermined standard, and is set so that any one of them is selected with a very high probability compared to the case where it is not composed only of game media with the information indicating the rarity higher than the predetermined standard.
10. The game device according to any one of claims 1 to 9, wherein the re-lottery process is performed always and / or after confirming the desire for re-lottery from the user related to the associated user identification information when it is determined that the re-lottery condition is satisfied.
11. A storage step of storing game medium information representing one or more game media associated with user identification information for each user identification information; For each user identification information, a lottery process step of newly associating a game medium selected from among a plurality of types of game media with the user identification information based on a lottery process; The lottery process step includes: A normal lottery execution step of realizing one normal lottery process by randomly extracting one game medium from among a lottery target group including the one or more game media for each type; A re-lottery condition determination step of determining whether a re-lottery condition is satisfied based on the result of the normal lottery process by the normal lottery execution step and the user identification information by the storage step; A re-lottery execution step of performing a re-lottery process using a re-lottery target group obtained by extracting only some of the game media from among the lottery target group used in the normal lottery execution step when it is determined by the re-lottery condition determination step that the re-lottery condition is satisfied; The re-lottery condition is satisfied when a first condition that information indicating the rarity included in the game medium information of the game medium selected in the normal lottery process is equal to or greater than information indicating a predetermined rarity and a second condition that the game medium selected in the normal lottery process is the same as the owned game media of the user related to the associated user identification information are satisfied in the relationship between the game medium selected in the normal lottery process and the owned game media of the user related to the user identification information, and is a game method executed by a computer.
12. A storage process of storing game medium information representing one or more game media associated with user identification information for each user identification information; Causing a computer to execute a lottery process of newly associating a game medium selected from among a plurality of types of game media with user identification information based on a lottery process for each user identification information; The lottery process includes: A normal lottery execution process of realizing one normal lottery process by randomly extracting one game medium from among a lottery target group including the one or more game media for each type; A re-lottery condition determination process of determining whether a re-lottery condition is satisfied based on the result of the normal lottery process by the normal lottery execution process and the user identification information by the storage process; When it is determined by the re-drawing condition determination process that the re-drawing condition is satisfied, a re-drawing execution process for performing a re-drawing process is provided using a re-drawing target group obtained by extracting only some game media from the drawing target group. The re-drawing condition is satisfied when, in the relationship between the game media drawn in the normal drawing process and the owned game media of the user related to the user identification information, the information indicating the rarity included in the game media information of the game media drawn in the normal drawing process is equal to or greater than the information indicating a predetermined rarity, and the game media drawn in the normal drawing process is the same as the owned game media of the user related to the associated user identification information. A game program.
Citation Information
Patent Citations
Methane gas generating device
JP1981033100A
Ventilation fan for range
JP1981071739A
Outdoor lighting apparatus unit
JP1983019803A
Lubrication apparatus for stern shaft system
JP1984011994A
Radio individual selection calling receiver
JP1984027638A