Game information processing apparatus, method for controlling an information processing apparatus, and control program

The game system dynamically adjusts play price and clear reward rules through variable items, effectively utilizing player value and addressing the limitations of fixed payout options in existing betting games.

JP7712565B2Active Publication Date: 2025-07-24MIXI INC
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Patent Information

Application Number
JP2023163627
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-09-26
Publication Date
2025-07-24
Estimated Expiration
2038-12-10

AI Technical Summary

Technical Problem

The existing betting game system limits the payout values to a fixed set of 11 options, restricting the player's ability to effectively consume their value during gameplay.

Method used

A game information processing apparatus and method that allows players to receive items with variable privileges, altering the play price and clear reward rules dynamically, ensuring the player's value is effectively consumed based on variable regulations.

Benefits of technology

This approach ensures that the player's value is efficiently utilized by allowing flexible adjustment of play price and clear reward rules, enhancing gameplay experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To allow a player trying to play a game in which a consideration is required to consume a value owned by the player effectively.SOLUTION: A game information processing device (e.g., a user management server 10) includes: providing means (e.g., a providing part 410) for, concerning an object game, providing a player with an item associated with a first privilege for varying a play consideration to a variation consideration, and varying a normal rule of a clear reward to a variation rule; and determination means (e.g. an updating part 450) for determining a clear reward of the object game to the player who has consumed the item and borne the variation consideration based on the variation rule.SELECTED DRAWING: Figure 4
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Description

Technical Field

[0001] The present invention relates to an electronic game using a display capable of two-dimensional or higher-dimensional display.

Background Art

[0002] There is known a betting game in which a player predicts the finishing order of a race and bets and receives a payout based on the result of the race. For example, Patent Document 1 discloses a betting game having a "multi-side function" in which the number of payout medals corresponding to the result of a race is multiplied by n for a player who bets n times the number of necessary medals for a horse race (see paragraph

[0270] etc.).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In the betting game described in Patent Document 1, the magnification factor n is the reciprocal of a natural number or a natural number, and is selected from 11 options ranging from 0.5 to 10. Therefore, the value obtained by multiplying a predetermined number of payout medals by n is one of 11 limited values.

[0005] The problem to be solved by the present invention is to effectively consume the value held by a player who attempts to challenge a game that requires a consideration.

Means for Solving the Problems

[0006] To solve the above problems, the present invention determines a clear reward for a target game for a player who consumes an item and bears a variable consideration based on a variable rule. The present invention includes at least the following aspects.

[0007] 〔A〕A game information processing apparatus comprising: giving means for giving a player an item associated with a first privilege of changing a play price to a variable price and changing a normal regulation of a clear reward to a variable regulation with respect to a target game; and determining means for determining, based on the variable regulation, a clear reward of the target game for the player who has consumed the item and borne the variable price.

[0008] 〔B〕A control method of an information processing apparatus, including: a giving step of giving a player an item associated with a first privilege of changing a play price to a variable price and changing a normal regulation of a clear reward to a variable regulation with respect to a target game; and a determining step of determining, based on the variable regulation, a clear reward of the target game for the player who has consumed the item and borne the variable price.

[0009] 〔C〕A control program for causing a computer of an information processing apparatus to realize: a giving function of giving a player an item associated with a first privilege of changing a play price to a variable price and changing a normal regulation of a clear reward to a variable regulation with respect to a target game; and a determining function of determining, based on the variable regulation, a clear reward of the target game for the player who has consumed the item and borne the variable price.

[0010] 〔D〕A recording medium that non-temporarily records a control program for causing a computer of an information processing apparatus to realize: a giving function of giving a player an item associated with a first privilege of changing a play price to a variable price and changing a normal regulation of a clear reward to a variable regulation with respect to a target game; and a determining function of determining, based on the variable regulation, a clear reward of the target game for the player who has consumed the item and borne the variable price.

Advantages of the Invention

[0011] According to the present invention, the value possessed by the player at the start of play can be effectively consumed.

[0012] The following technical limitations may be added to the "game information processing apparatus" in [A] above. Similarly, the same technical limitations may be added to the "control method" in [B] above, the "control program" in [C] above, and the control program recorded on the "recording medium" in [D] above, respectively.

[0013] (1) The game information processing apparatus further includes setting means for setting at least one of a first change content from the play price to the variable price and a second change content from the normal rule to the variable rule according to a designation operation by the player. Thereby, at least one of the first change content and the second change content can be set flexibly.

[0014] (2) The setting means sets at least one of the first change content and the second change content according to a change purpose designated by the designation operation. Thereby, at least one of the first change content and the second change content can be set flexibly according to the change purpose designated by the player.

[0015] (3) The setting means sets the first change content according to the change purpose of adjusting the play price, and sets the second change content according to the first change content. Thereby, both the first change content and the second change content can be set flexibly according to the change purpose of adjusting the play price designated by the player.

[0016] (4) The setting means sets the second change content according to the change purpose of adjusting the clear reward, and sets the first change content according to the second change content. Thereby, both the first change content and the second change content can be set flexibly according to the change purpose of adjusting the clear reward designated by the player.

[0017] (5) The setting means sets both the first variable content for increasing the play price and the second variable content for increasing the normal regulations, and further includes a reception means for receiving a challenge instruction for the target game accompanied by a consumption instruction of the item on the condition that no disadvantage occurs to the player in relation to a second privilege that coexists with the first privilege. Thereby, it becomes difficult for an unexpected disadvantage to occur in relation to the second privilege due to the application of the first privilege.

[0018] (6) When the application of the second privilege for discounting the play price without changing the normal regulations has ended after the selection of the target game, and if it is a situation where the player can bear the variable price, the reception means waits for the confirmation of the player and then receives the challenge instruction. Thereby, since the player is confirmed before the application of the first privilege, no unexpected disadvantage occurs in relation to the second privilege.

[0019] (7) When the application of the second privilege for discounting the play price without changing the normal regulations has ended after the selection of the target game, and if it is a situation where the player cannot bear the variable price, the reception means does not receive the challenge instruction. Thereby, since the first privilege is not applied, no unexpected disadvantage occurs in relation to the second privilege.

[0020] (8) The setting means sets both the first variable content for discounting the play price and the second variable content for discounting the normal regulations, and further includes a reception means for receiving a consumption instruction of the item on the condition that no disadvantage occurs to the player in relation to a second privilege that is in a competitive relationship with the first privilege. Thereby, it becomes difficult for an unexpected disadvantage to occur in relation to the second privilege due to the application of the first privilege.

[0021] (9) The reception means receives a consumption instruction of the item when there is room for applying the second privilege after the application of the first privilege has ended. Thereby, an unexpected disadvantage in relation to the second privilege due to the application of the first privilege can be remedied.

[0022] In this specification, terms are used as follows.

[0023] (1) The term "game" refers to an electronic game provided in at least a partially online game service. In a broad sense, it refers to the game service itself, and in a narrow sense, it refers to individual stages that make up the game service. The term "player" refers to a user of the game service. The term "play" refers to the act of a player advancing and playing the game.

[0024] (2) The term "single play" refers to play by a single player. The term "cooperative play" refers to synchronous play by a plurality of players in a cooperative relationship. In cooperative play, a player (host) who hosts the cooperative play of the game and recruits friends and a player (guest) who applies to the recruitment and participates in the cooperative play of the game form a cooperative relationship, and the progress of the play is synchronized among the players.

[0025] (3) A "play consideration" is imposed on a player who plays the game. In particular, in single play, it is imposed on the player, and in cooperative play, it is imposed on at least one of the players. At least one of the players is, for example, the host. The play consideration may be borne in currency or in monetary value. Monetary value may be referred to as, for example, credit, in-game points, in-game currency, stamina, etc. The monetary value used for bearing the play consideration is called "residual value". A "clear reward" is given to a player who clears the game. The content of the clear reward is generally determined based on normal regulations including the setting of various parameters.

[0026] (4) An "object" includes at least game elements that appear in a game in a broad or narrow sense and are targets of operation by a player. The game elements that are targets of operation include "characters" and "items".

[0027] (5) A "character" is an in-game element with an appearance on the screen and a set of changeable states (status). The appearance of a character can be, for example, the appearance of a person, a machine, a monster, etc. The state of a character is expressed as values such as hit points, attack power, speed, experience points, level, etc.

[0028] (6) An "item" is an in-game element used to add a temporary or permanent change to the parameters related to a character or the game. The parameters related to the game include the setting parameters related to the state of a specific character and the control parameters related to the control of a specific play. The control parameters include the progress parameters for controlling the progress process during play and the reward parameters for controlling the determination process of the clear reward after play. The progress parameter is, for example, the probability that a specific item is granted during play. The reward parameter is, for example, the addition amount for increasing the value of a specific parameter after clear, and the probability (drop rate) that a specific character or item is discharged after clear. The reward parameter is usually included in the normal regulations.

[0029] (7) A "bonus" refers to a favorable treatment for the player in the progress of the game. The favorable treatment includes at least adding a temporary or permanent change to any of the parameters related to the game. The temporary change is called an "effect", the occurrence of the temporary change is called "activation", and the state in which the effect is activated is called "activated". The bonus includes at least a common bonus that is automatically applied to players who meet the application conditions and an individual bonus that is applied when the player consumes an item as an opportunity.

[0030] (8) An individual bonus that changes the play price to a "variable price" and changes the normal regulations to "variable regulations" for one or more target games is particularly called a "variable bonus" (the first bonus). When the variable bonus is associated with a "variable item", the variable bonus is activated triggered by the consumption of the variable item. The variable item can be consumed without particular restriction during the play of the target game.

[0031] (9) The variation due to the variable privilege is an increase (bonus) or a decrease (discount) in the play price and the numerical part of the normal regulation. The numerical part of the normal regulation is, for example, the number of lottery draws, the winning rate, the number of awards, the amount of awards, etc. The increase or decrease is caused by multiplying the play price and the numerical part of the normal regulation by the variation rate x respectively. The variation rate x is a positive real number other than 1. When 0 < x < 1, the variation is a decrease, and when 1 < x, the variation is an increase.

[0032] (10) The variation rate may be set according to the player's input operation, or may be set according to the player's designated operation. The designated operation includes an operation of selecting a desired variation rate from a plurality of options and an operation of designating a predetermined variation purpose. The variation purpose includes at least a purpose of adjusting the play price and a purpose of adjusting the clear reward. The purpose of adjusting the play price is, for example, the purpose of using up the remaining value used for bearing the play price. The purpose of adjusting the clear reward is, for example, the purpose of adjusting the amount of experience points included in the clear reward to increase the player rank.

[0033] (11) An individual privilege that reduces the play price without changing the normal regulation for a single or a plurality of target games is particularly called a "price discount privilege" (the second privilege). The discount is, for example, multiplying by the reciprocal of a natural number. When the price discount privilege is associated with a "price discount item", the price discount privilege is triggered by the consumption of the price discount item.

[0034] (12) When the variation content of the variable privilege is an increase (bonus), the variable privilege and the price discount privilege are in a "coexistence relationship". That is, even if both are applied at the same time, no disadvantage can occur to the player. On the other hand, when the variation content of the variable privilege is a decrease (discount), the variable privilege and the price discount privilege are in a "competing relationship". That is, the price discount privilege is more advantageous compared to the variable privilege, and the two are in an exclusive relationship.

[0035] (13) The "situation where the burden of variable consideration can be borne" means, for example, a situation where the residual value is equal to or greater than the variable consideration, or a situation where the residual value will be equal to or greater than the variable consideration if it is replenished. On the other hand, the "situation where the burden of variable consideration cannot be borne" means, for example, a situation where the residual value cannot be equal to or greater than the variable consideration even if it is replenished.

Brief Description of the Drawings

[0036]

Figure 1

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Modes for Carrying Out the Invention

[0037] [1. Embodiment] [1-1. Overview] This embodiment relates to an electronic game using a display capable of two-dimensional or higher-dimensional display. In this embodiment, in order to effectively consume the value possessed by a player who attempts to challenge a game that requires a price, the clearance reward of the target game for a player who consumes an item and bears a variable price is determined based on a variable rule.

[0038] [1-2. Game Information Processing Device] The game information processing device according to the embodiment (for example, the user management server 10) is provided with a granting means (for example, the granting unit 410) that grants a player an item associated with a first privilege of changing the play price for a target game to a variable price and changing the normal rule of the clearance reward to a variable rule, and a determining means (for example, the updating unit 450) that determines the clearance reward of the target game for the player who consumes the item and bears the variable price based on the variable rule.

[0039] The game information processing device according to the embodiment is preferably configured as a server-side device that provides an electronic game to a client-side device via a communication network in a client-server type game information processing system. The client-side device may be a commercial game machine (arcade game machine) installed in a game center or the like, or a personal game machine possessed by each player. The personal game machine may be a stationary game machine or a portable game machine. The stationary game machine and the portable game machine may be dedicated game machines or general-purpose terminals. Note that the game information processing device according to the embodiment may be a commercial game machine or a personal game machine that operates independently.

Example

[0040] [2. Example] [2-1. Overview] (1) Service of the Example This embodiment relates to a game service (the service of the embodiment) that is at least partially provided online. In the service of the embodiment, a player is provided with an electronic game (broad sense of the game) in which the player sequentially operates four characters that make up a deck by a predetermined action to sequentially challenge a plurality of stages (narrow sense of the game) prepared in the game.

[0041] (2) Quest Hereinafter, the above stage is referred to as a "quest". Quests include "Normal Quests" that are always provided, "Archive Quests" that may be provided at a predetermined storage location (archive) (which may be referred to as the "Library of Memories" (or simply the "Library") in the following description), and "Event Quests" that may be temporarily provided in limited-time events, etc. Each quest has a play price set for each play of the quest. In addition, each quest is associated with normal regulations used when determining the clear reward when the quest is cleared (completed).

[0042] (3) Solo play, Multiplay There are two forms of play for quests: solo play (single-player play) in which one player challenges alone, and multiplay (cooperative play) in which two to four players challenge cooperatively. In multiplay, a cooperative relationship is formed between a host who hosts the multiplay and recruits friends, and a guest who applies for the recruitment and participates in the multiplay, and the progress of the play is synchronized among the players.

[0043] (4) Stamina, Total Stamina Stamina is managed for each player. Each time a player challenges a quest, the player's stamina is consumed according to the difficulty of the quest. If the stamina is insufficient, the quest cannot be played. In addition, the total amount of stamina is set for each player rank. The higher the player rank, the greater the total amount of stamina. The player rank gradually increases as the player accumulates experience points by repeating actions such as quest clearance in the service of the embodiment.

[0044] (5) Natural recovery of stamina The stamina of a player gradually recovers with the maximum stamina equivalent to the "total stamina amount corresponding to the player's current player rank" as the upper limit, regardless of the player's instruction. The recovery amount of natural recovery is "1 unit / 3 minutes". In natural recovery, the stamina cannot exceed the maximum stamina value.

[0045] (6) Forced recovery of stamina The stamina of a player can be immediately recovered in exchange for the consumption of a recovery item or a currency item at the player's instruction. The recovery amount of forced recovery is equal to the "total stamina amount corresponding to the player's current player rank" for one recovery item or one currency item. In forced recovery, the stamina can exceed the maximum stamina value.

[0046] (7) Linked recovery of stamina The stamina of a player can be immediately recovered in conjunction with an increase in the player rank. The recovery amount of linked recovery is equal to the "total stamina amount corresponding to the player's current player rank". In linked recovery, the stamina can exceed the maximum stamina value.

[0047] (8) Common benefits, individual benefits In the service of the embodiment, common benefits are applied to players who meet the specified application conditions. Also, in the service of the embodiment, items are given to players who meet the specified granting conditions. And for players who consume an item, individual benefits associated with the item are applied. The common benefits and individual benefits include temporarily varying the normal provisions of the play price and the clear reward.

[0048] [2-2. Features] (1) Variable item In the service of the embodiment, variable items are given to players who meet the predetermined granting conditions. The variable items are associated with a variable privilege (first privilege) that varies the play price to a variable price and varies the normal regulations to variable regulations for one or more target quests. The variable items are given to players who meet the granting conditions as part of various campaigns.

[0049] (2) Variable privilege And for a player who consumes a variable item when playing the target quest, the variable privilege associated with the variable item is applied. The variation by the variable privilege is an increase (bonus) or decrease (discount) in the numerical part of the play price and the normal regulations. The numerical part of the normal regulations is, for example, the number of lottery draws, the winning rate, the granting number, the granting amount, etc. The increase and decrease occur by multiplying the numerical part of the play price and the normal regulations by the variation rate x respectively. The variation rate x is a positive real number other than 1.

[0050] [2-3. Configuration of the System in the Embodiment] [2-3-1. Network Configuration] Figure 1 illustrates the network configuration of the system in the embodiment. The system in the embodiment provides the service in the embodiment to users.

[0051] As illustrated in Figure 1, the system in the embodiment includes a user management server 10 that manages users (players) of the service in the embodiment, a data management server 20 that manages data related to the service in the embodiment, and a plurality of user terminals 30 (30-1, 30-2,... 30-n) (n: natural number) used by a plurality of users respectively.

[0052] The user management server 10 and the user terminal 30 can exchange data through the communication network 40. The data management server 20 can access the built-in or externally connectable storage 21. The user management server 10 can access the data stored in the storage 21 via the data management server 20.

[0053] The communication network 40 may include at least any one of existing networks such as the Internet, mobile phone network, wireless WAN (Wireless Wide Area Network), wireless LAN (Wireless Local Area Network), and Ethernet (registered trademark).

[0054] (1) User management server The user management server 10 is a server device (computer) installed with a Web server program and an application program (control program). The user management server 10 causes the data management server 20 to obtain necessary data from the storage 21 in response to a request and provide (response) it to the requester. Also, the user management server 10 causes the data management server 20 to register necessary data in the storage 21 in response to a request. Further, the user management server 10 executes various processes to provide the services of the embodiment. Note that a server system may be configured by cooperating a plurality of server devices to share the functions of the user management server 10 or disperse the load on the user management server 10.

[0055] (2) Data management server The data management server 20 is a server device (computer) installed with a DB (Data Base) server program. The data management server 20 constitutes a DBMS (Data Base Management System) together with the storage 21. The data management server 20 obtains necessary data from the storage 21 in response to a request and provides (response) it to the requester. Also, the data management server 20 registers necessary data in the storage 21 in response to a request. The storage 21 is a storage device that stores data related to the services of the embodiment. Note that a server system may be configured by cooperating a plurality of server devices to share the functions of the data management server 20 or disperse the load on the data management server 20.

[0056] (3) User terminal The user terminal 30 is a user device (computer) installed with a predetermined game program. In this embodiment, as the user device, a general-purpose portable device (for example, a mobile phone, smartphone, tablet terminal, tablet PC (personal computer), wearable device, etc.) or a general-purpose processing device (for example, a PC (personal computer), etc.) capable of installing a program can be used.

[0057] [2-3-2. Electrical configuration] (1) Electrical configuration of the server device FIG. 2 illustrates the electrical configuration of the server device. The server device illustrated in FIG. 2 includes a control processing device 210 including a CPU (Central Processing Unit) and a ROM (Read Only Memory), a main memory device 220 including a RAM (Random Access Memory), an auxiliary storage device 230 including an HDD (Hard Disc Drive), an input device 240 including a mouse and a keyboard, an output device 250 including a display and a speaker, and a communication control device 260 including a network interface card. Note that a device such as an MPU (Micro-Processing Unit) or a DSP (Digital Signal Processor) may be used instead of the CPU.

[0058] The main memory device 220, the auxiliary memory device 230, the input device 240, the output device 250, and the communication control device 260 are each connected to the control processing device 210 via a bus line. The control processing device 210: (1) reads the program stored in the auxiliary memory device 230 onto the main memory device 220; (2) acquires data from at least one of the input device 240, the auxiliary memory 230, and the communication control device 260 according to the instructions of the program; (3) calculates and processes the acquired data according to the procedures specified in the program; and (4) provides the calculated and processed data to at least one of the auxiliary memory device 230, the output device 250, and the communication control device 260.

[0059] (2) Electrical Configuration of User Device Figure 3 illustrates the electrical configuration of the user device. The user device illustrated in Figure 3 includes at least a DSP 311 that constitutes a control processing unit, a RAM 321 that constitutes a main memory unit, a ROM 322 and an EEPROM (Electrically Erasable Programmable Read-Only Memory) 323 that constitute an auxiliary memory unit, a touch panel display 331 that constitutes an input unit and a display unit, a speaker 332 that constitutes an audio output unit, and a NIC (Network Interface Controller) 341 and a wireless LAN (Local Area Network) chip 342 that constitute a communication control unit. Note that a device such as an MPU (Micro-Processing Unit) may be used instead of the DSP.

[0060] RAM 321, ROM 322, EEPROM 323, touch panel display 331, speaker 332, NIC 341, and wireless LAN chip 342 are each connected to DSP 311 via bus lines. DSP 311 reads a program stored in ROM 322 or EEPROM 323 onto RAM 321, acquires data from at least one of touch panel display 331, EEPROM 323, NIC 341, and wireless LAN chip 342 according to the instructions of the program, calculates and processes the acquired data according to the procedures specified by the program, and then provides the calculated and processed data to at least one of EEPROM 323, touch panel display 331, speaker 332, NIC 341, and wireless LAN chip 342.

[0061] [2-3-3. Functional Configuration] (1) Overview The functions of user management server 10 and data management server 20 are realized by installing an OS (Operating System) for server devices and a program (control program) operating on the OS on the server devices respectively. The program to be installed on the server devices may be distributed in a state of being non-temporarily recorded on a recording medium such as a CD (Compact Disc), DVD (Digital Versatile Disk), MO disk (Magneto-Optical disk), flash memory, etc., and read from the recording medium into the server devices, or may be superimposed on a carrier wave via communication network 40 or other communication networks and supplied to the server devices.

[0062] The functions of the user terminal 30 are realized by installing an operating system (OS) for the user device and a game program operating on the OS on the user device respectively. Note that instead of the game program, the functions of the user terminal 30 can also be realized by installing a web browser program operating on the OS for the user device and a game program (plugin) operating on the web browser program on the user device respectively.

[0063] Generally, the OS for the user device is installed on the user device from the initial shipment. Other programs to be installed on the user device are generally supplied to the user device by being superimposed on a carrier wave via the communication network 40. Note that the other programs to be installed on the user device may be distributed in a state of being non-temporarily recorded on a recording medium such as a CD (Compact Disc), DVD (Digital Versatile Disk), MO disk (Magneto-Optical disk), or flash memory, and read from the recording medium into the user device.

[0064] (2) Functional Configuration of User Management Server FIG. 4 illustrates the functional configuration of the user management server. As illustrated in FIG. 4, the user management server 10 includes an awarding unit 410, a reception and provision unit 420, a designation unit 430, a setting unit 440, an update unit 450, and a synchronization unit 460. The awarding unit 410, the reception and provision unit 420, the designation unit 430, the setting unit 440, the update unit 450, and the synchronization unit 460 are each configured to include a control processing device 210 and a communication control device 260 of a server device operating as the user management server 10.

[0065] The awarding unit 410 awards an item associated with an individual privilege to a player who satisfies a predetermined awarding condition. In particular, the awarding unit 410 awards a variable item associated with a variable privilege (first privilege) that changes the play price to a variable price and changes the normal regulation of the clear reward to a variable regulation to a player who satisfies a predetermined awarding condition.

[0066] The reception providing unit 420 accepts a challenge instruction for a target quest accompanied by a consumption instruction of a variable item on the condition that no disadvantage occurs to the player in relation to a price discount privilege (second privilege) that coexists with the variable privilege. Specifically, the reception providing unit 420 accepts the challenge instruction waiting for the confirmation of the player if the application of the price discount privilege that discounts the play price without changing the normal regulation has ended after the selection of the target quest and the player can bear the variable price. On the other hand, the reception providing unit 420 does not accept the challenge instruction if the player cannot bear the variable price in the same case. Further, the reception providing unit 420 provides progress parameters and result display data to the user terminal 30.

[0067] The specifying unit 430 specifies a player who challenges a quest. At the time of specification, the play price set for the quest is imposed on the player. At this time, the burden of the play price is carried out by consuming stamina corresponding to the play price.

[0068] The setting unit 440 sets at least one of the change content from the play price to the variable price (first change content) and the change content from the normal regulation to the variable regulation (second change content) according to a designation operation by the player. In the service of the embodiment, the setting unit 440 sets both the first change content that increases the play price and the second change content that increases the normal regulation.

[0069] The update unit 450 determines the clear reward of the target quest for a player who has consumed a variable item and borne the variable price based on the variable regulation. Further, the update unit 450 updates the data stored in the storage 21 so that the determined clear reward is awarded to the player.

[0070] The synchronization unit 460 transmits cache update data to the user terminal 30 at a predetermined update timing to update the cache data held by the user terminal 30. The predetermined update timing is, for example, immediately after the game program is launched on the user terminal 30 and the user management server 10 is accessed. Further, the synchronization unit 460 receives various data from the user terminal 30 at a predetermined timing and updates the data managed by the data management server 20 as necessary.

[0071] [2-3-4. Database Configuration] FIG. 5 illustrates the database configuration in the system of the embodiment. These data are stored in the storage 21 and are accessible via the data management server 20. Cache update data including at least a part of these data is provided from the user management server 10 (synchronization unit 550) to the user terminal 30 and is held as cache data in the user terminal 30.

[0072] (1) Quest Setting Information The quest setting information is setting information for setting various parameters related to each quest for each quest. The quest setting information is added by the operator of the service of the embodiment at any time. As illustrated in FIG. 5(a), the quest setting information associates a "quest ID (identification information)" unique to the quest with a "quest price" and a "normal regulation of the clear reward". In the service of the embodiment, the consumed stamina is set as the "quest price".

[0073] (2) Player Management Information Player management information is management information that manages various parameters related to each player. Player management information is added at the time of initial settings by each player and updated before or after the start or end of quest play. As illustrated in Fig. 5(b), player management information associates at least "experience points", "player rank", and "remaining stamina" with a "player ID (identification information)" unique to the player. "Experience points" increase by accumulating clear experience of quests. The "player rank" increases each time the "experience points" reach a predetermined level. The "player rank" serves as a measure of the proficiency of the player in the game. The granting conditions of items and the application conditions of benefits may include conditions related to the player rank.

[0074] (3) Total Stamina Setting Information Total stamina setting information is setting information that sets the total stamina for each player rank. It is added by the operator of the service in the example at the start of the service, etc. As illustrated in Fig. 5(c), total stamina setting information associates "total stamina" with "player rank".

[0075] (4) Campaign Setting Information Campaign setting information is setting information that sets various parameters related to each campaign. Campaign setting information is added at any time by the operator of the service in the example. As illustrated in Fig. 5(d), campaign setting information associates at least "application conditions", "start period", "end period", "target quests", and "benefit details" with a "campaign ID (identification information)" unique to the campaign.

[0076] (5) Campaign Activation Management Information The campaign activation management information is management information that manages the activation status of each campaign. The campaign activation management information is added when a campaign is applied to a player. As illustrated in FIG. 5(e), the campaign activation management information associates at least an "activation flag" indicating activation during significance with the "player ID" and the "campaign ID".

[0077] (6) Item definition information The item definition information is definition information that defines various parameters related to an item for each item type. The item definition information is added at any time by the operator of the service in the embodiment. As illustrated in FIG. 5(f), the item definition information associates at least "activation time", "target quest", "privilege content", and "conflicting campaign" (campaign ID) with an "item type ID (identification information)" unique to the item type.

[0078] (7) Item activation management information The item activation management information is management information that manages the activation status of an item granted to a player. The item activation management information is added when an item is granted to a player. As illustrated in FIG. 5(g), the item activation management information associates at least an "activation flag" indicating activation during significance, "start period", and "end period" with the "player ID" and the "item type ID".

[0079] (8) Variable item activation management information The variable item activation management information is management information that manages the activation status of a variable item granted to a player. The variable item activation management information is added when an item associated with a variable privilege is granted to a player. As illustrated in FIG. 5(h), the variable item activation management information associates at least "purpose of change" and "content of change" with the "player ID" and the "item type ID". The "purpose of change" is an increase or a discount. The "content of change" is the value of the change rate x, and the initial value is a null value.

[0080] [2-4. Information Processing Procedure] [2-4-1. Item Granting and Privilege Application] (1) Item Granting Process The user management server 10 grants an item to a player who meets a predetermined granting condition. Specifically, item activation management information (Figure 5(g)) is added in association with the player ID of the player. The "activation flag" has an initial value (not activated). The predetermined granting condition includes, for example, challenging a predetermined quest, conquering it, and winning the lottery for the clear reward.

[0081] (2) Common Privilege Application Process The user management server 10 applies the common privilege indicated by the "privilege content" (Figure 5(d)) to the "target quest" (Figure 5(d)) for the period from the "start time" (Figure 5(d)) to the "end time" (Figure 5(d)) to a player who meets the "application condition" (Figure 5(d)). Specifically, campaign activation management information (Figure 5(e)) is added in association with the player ID of the player. The "activation flag" has an initial value (not activated). When the common privilege is applied, for example, an effect of changing a specific parameter is activated.

[0082] (3) Individual Privilege Application Process When the user management server 10 is more advantageous than the campaign indicated by the "conflicting campaign" (Figure 5(f)) that has been applied or is scheduled to be applied, the user management server 10 applies the individual privilege indicated by the "privilege content" (Figure 5(f)) to the "target quest" (Figure 5(f)) for the period from the "start time" (Figure 5(g)) to the "end time" (Figure 5(g)) when the "activation time" (Figure 5(f)) has elapsed after consuming an item to a player who has consumed an item. At this time, the "activation flag" in the item activation management information (Figure 5(g)) is made significant (activated). When the individual privilege is applied, for example, an effect of changing a specific parameter is activated.

[0083] (4) Variable Privilege Application Process When the "competing campaign" (Fig. 5(f)) that has been applied or is scheduled to be applied is more advantageous than the campaign shown, the user management server 10 applies the variable privilege (the first privilege) shown in the "privilege details" (Fig. 5(f)) to the "target quest" (Fig. 5(f)) for the period from the "start time" (Fig. 5(g)) to the "end time" (Fig. 5(g)) when the time from the "start time" (Fig. 5(g)) to the "activation time" (Fig. 5(f)) has elapsed for the player who has consumed the variable item. At this time, the "activation flag" in the item activation management information (Fig. 5(g)) is made significant (activated). Also, at this time, the "variable purpose" and "variable content" in the variable item activation management information (Fig. 5(h)) are updated. When the variable privilege is applied, for example, the play price of the target quest changes to the variable price and the normal regulations of the clear reward change to the variable regulations.

[0084] [2-4-2. Quest Execution Procedure] (1) Solo Play Execution Procedure Fig. 6 illustrates the execution procedure of solo play by the system of the embodiment. Fig. 6 shows the procedure after a quest is selected by the player's user terminal 30.

[0085] In step S605, the user terminal 30 receives the player's selection of solo play. In step S610, the user terminal 30 composes a deck according to the player's operation. In step S615, the user terminal 30 instructs the user management server 10 (reception providing unit 420) to challenge the quest by solo play according to the player's operation (designation operation). The challenge instruction is performed via a challenge instruction reception screen. Also, the quest challenge instruction is accompanied by an instruction to consume a variable item. The instruction to consume a variable item includes the variable price.

[0086] In step S620, the user management server 10 (designation unit 430) designates a challenger for the quest. Here, it designates a player as a challenger who challenges the solo play. When designating a player, a play consideration for the quest is imposed on the player. Here, the stamina corresponding to the variable consideration received in step S615 is deducted from the "remaining stamina" (Fig. 5(b)) corresponding to the designated player. Also, the ratio of the variable consideration received in step S615 to the "play consideration" (Fig. 5(a)) of the quest (variation rate x) is reflected in the "variation details" (Fig. 5(h)) corresponding to the variable item.

[0087] In step S625, the user management server 10 (setting unit 440) sets quest progress parameters for the challenger. In step S630, the user management server 10 (reception and provision unit 420) provides the user terminal 30 with the quest progress parameters. In step S635, the user terminal 30 progresses the quest. Quest progress parameters are used for the progress of the quest. In step S640, after the quest ends, the user terminal 30 notifies the user management server 10 (reception and provision unit 420) of the end of the quest.

[0088] In step S645, the user management server 10 (setting unit 440) sets reward calculation parameters for the challenger. Here, variable benefits applied to the challenger are taken into account. Specifically, the reward calculation parameters (variable rules) are set so that a plurality of numerical parts included in the normal rules each vary to a value obtained by multiplying the numerical part by the variation rate x indicated by the "variation details" (Fig. 5(h)) or an approximate value thereof.

[0089] In step S650, the user management server 10 (update unit 450) determines the clear reward to be given to the player corresponding to the challenger using the reward calculation parameters set in step S645, and updates the player data stored in the storage 21. For example, the "experience value" (Fig. 5(b)) and "player rank" (Fig. 5(b)) of the player corresponding to the challenger are updated according to the reward calculation parameters. Also, based on the variation rule, a lottery for the number of times after the variation is executed at the emission probability after the variation, and when winning the lottery, an object related to the lottery (for example, a character, an item) is emitted.

[0090] In step S655, the user management server 10 (reception and provision unit 420) provides the user terminal 30 with the result display data. In step S660, the user terminal 30 displays the result including the obtained clear reward. For example, the state in which the data before the update changes to the data after the update by a predetermined visual effect is shown. Also, when the variation privilege is applied, it may be notified that the clear reward is increased. For example, an increased display indicating that the reward icon has been increased may be added. The increased display preferably includes character strings such as "increased", "doubled", "×2".

[0091] (2) Differentiation of challenge instruction reception screens Fig. 7 shows an example of the display of the challenge instruction reception screen. The screen 700 includes an area 710 used for deck formation and buttons 720. Here, a tap operation on the button 720 corresponds to the operation of the challenge instruction. When the quest selected by the player is not the target quest of the variation item, a challenge instruction reception screen that does not include elements used for the consumption instruction of the variation item is displayed.

[0092] FIG. 8 is an example display of a challenge instruction reception screen. The configuration of screen 800 is basically the same as that of screen 700. Screen 800 further includes an element 810 used for a consumption instruction of a variable item. When the quest selected by the player is the target quest of the variable item, a challenge instruction reception screen including an element used for a consumption instruction of the variable item is displayed. Here, a tap operation on element 810 corresponds to an operation of the consumption instruction.

[0093] FIG. 9 is an example display of a challenge instruction reception screen. The configuration of screen 900 is basically the same as that of screen 800. In screen 900, element 910 is in a state of being tapped and selected. In this state, it is possible to input the price borne in playing the quest. Here, a numerical input operation on element 910 corresponds to an operation of specifying the price. When a challenge instruction operation is performed in a state where element 910 is selected, challenge instruction data with a consumption instruction of a variable item is received by user terminal 30 and transmitted to user management server 10.

[0094] FIG. 10 is an example display of a warning screen when an operation corresponding to a consumption instruction is performed in a situation where no variable item is held. FIG. 11 is an example display of a confirmation screen when an operation corresponding to a consumption instruction is performed in a situation where the remaining stamina of the player is insufficient for the variable price and forced recovery (forced replenishment) of the remaining stamina is possible. After the player's confirmation, forced recovery of the remaining stamina is performed. FIG. 12 is an example display of a confirmation screen when the remaining stamina is forcibly recovered. FIG. 13 is an example display of a warning screen when an operation of a consumption instruction is performed in a situation where the remaining stamina of the player is insufficient for the variable price and the shortage cannot be replenished even by forced recovery of the remaining stamina.

[0095] (3) Reception of Challenge Instruction In the service of the embodiment, the user management server 10 (reception providing unit 420) determines whether to accept a challenge instruction in consideration of the application status of the consideration discount privilege. Specifically, when the consideration discount privilege was applied at the time of selecting the target quest but is not applied at the time of receiving the challenge instruction (for example, when the activation time has elapsed and the activation has ended), if it is possible to consume the variable consideration, the player is confirmed whether to maintain at least one of the consumption instruction and the challenge instruction, and the challenge instruction is received after waiting for the confirmation by the player.

[0096] On the other hand, in the same case, if it is impossible to consume the variable consideration, the reception of the challenge instruction by the player is rejected. FIG. 14 is an example of a display screen of a warning when it is impossible to consume the variable consideration in a situation where the consideration discount privilege was applied at the time of selecting the target quest but is not applied at the time of receiving the challenge instruction. In such a situation, the user management server 10 (reception providing unit 420) does not accept the challenge instruction by the player.

[0097] [3. Modification Example] [3-1. Modification Example 1 (Modification Example Regarding Setting of Variable Content)] The setting unit 440 may set at least one of the first variable content and the second variable content according to the variable purpose specified by the player's specified operation. For example, the setting unit 440 may set the first variable content according to the variable purpose of adjusting the play consideration, and set the second variable content according to the first variable content. Also, for example, the setting unit 440 may set the second variable content according to the variable purpose of adjusting the clear reward, and set the first variable content according to the second variable content.

[0098] The specified operation includes an operation for specifying a predetermined variation purpose. The variation purpose includes at least the purpose of adjusting the play price and the purpose of adjusting the clear reward. The purpose of adjusting the play price is, for example, the purpose of consuming all the remaining stamina used for bearing the play price. For example, in the last play of a day, a usage method such as making sure that no remaining stamina is left halfway can be considered. The purpose of adjusting the clear reward is, for example, the purpose of adjusting the amount of experience points included in the clear reward to increase the player rank. For example, by utilizing the linked recovery of the remaining stamina, it may be possible to recover the remaining stamina early without waiting for natural recovery and without consuming items for forced recovery.

[0099] The variation purpose may be specified to the player via the challenge instruction reception screen. In Modification Example 1, the challenge instruction shall be accompanied by information capable of specifying the variation purpose. Specifically, the element 810 of the screen 800 (Fig. 8) is set as a pull-down element, and for example, "consume all remaining stamina" and "increase the player rank" are prepared as options. The former is an example of the variation purpose of adjusting the play price, and the latter is an example of the variation purpose of adjusting the clear reward. When the challenge instruction operation is performed in a state where any of these is selected, the information capable of specifying the variation purpose is transmitted from the user terminal 30 to the user management server 10 together with the challenge instruction.

[0100] In the user management server 10, a process for identifying the change content is executed. When the former of the above options is specified by the player and a challenge instruction is given, the equivalent of the current "remaining stamina" (Fig. 5(b)), including the natural recovery during these operations, becomes the change consideration. And the ratio of the change consideration to the play consideration becomes the change content (change rate x). On the other hand, when the latter of the above options is specified by the player and a challenge instruction is given, the shortage of the "experience points" (Fig. 5(b)) required to raise the current "player rank" (Fig. 5(b)) by one rank is calculated, and the ratio of the shortage to the experience points that can be obtained as a clear reward based on the normal regulations becomes the change content (change rate x). The identified change content (change rate x) is reflected in the "change content" of the change item activation management information (Fig. 5(h)).

[0101] [3-2. Modification Example 2 (Modification Example Regarding Reception of Consumption Instruction)] The setting unit 440 may set both the first change content for discounting the play consideration and the second change content for discounting the normal regulations, and the reception and provision unit 420 may receive the consumption instruction of the item on the condition that no disadvantage occurs to the player in relation to the price discount privilege (second privilege) in a competitive relationship with the change privilege (first privilege). Specifically, the reception and provision unit 420 may receive the consumption instruction of the item when there is room for applying the price discount privilege (second privilege) after the application of the change privilege (first privilege) ends. More specifically, the reception and provision unit 420 may determine that there is room for application when, for example, an item associated with the price discount privilege (second privilege) is given and the application period of the price discount privilege (second privilege) is sufficiently long compared to the application period of the change privilege (first privilege).

Explanation of Signs

[0102] 10 User management server (an example of a game information processing device) 20 Data management server 21 Storage 30 User terminal 40 Communication network 410 Granting unit 420 Reception and provision unit 430 Designation unit 440 Setting Unit 450 Update Unit 460 Synchronization Unit

Claims

1. comprising a processor, wherein the processor, receives from a user a designation of a quest to play, after receiving from the user the designation of the quest to play, causes a user terminal to display a screen on which the user can specify any one option from a plurality of options including at least a first option and a second option for setting a consumption amount of game value imposed on the user to play the quest, when receiving from the user the designation of the first option, sets the amount of game value held by the user as the consumption amount, and varies a reward given to the user according to the play result of the quest in correspondence with the set consumption amount, when receiving from the user the designation of the second option, determines the reward and sets the consumption amount in correspondence with the reward, an information processing apparatus.

2. A processor receives from a user a designation of a quest to play, after receiving from the user the designation of the quest to play, causes a user terminal to display a screen on which the user can specify any one option from a plurality of options including at least a first option and a second option for setting a consumption amount of game value imposed on the user to play the quest, when receiving from the user the designation of the first option, sets the amount of game value held by the user as the consumption amount, and varies a reward given to the user according to the play result of the quest in correspondence with the set consumption amount, when receiving from the user the designation of the second option, determines the reward and sets the consumption amount in correspondence with the reward, an information processing method.

3. causes a processor to receive from a user a designation of a quest to play, after receiving from the user the designation of the quest to play, causes a user terminal to display a screen on which the user can specify any one option from a plurality of options including at least a first option and a second option for setting a consumption amount of game value imposed on the user to play the quest, When the processor receives the designation of the first option from the user, set the amount of the game value held by the user as the consumption amount, and vary the reward given to the user according to the play result of the quest corresponding to the set consumption amount. When the processor receives the designation of the second option from the user, determine the reward and set the consumption amount corresponding to the reward. A program for executing the process.

4. Comprising a server and a terminal device. The server is Receives the designation of the quest to play from the user's terminal device. After receiving the designation of the quest to play from the user, display on the user terminal a screen on which the user can specify any one option from a plurality of options including at least a first option and a second option for setting the consumption amount of the game value imposed on the user to play the quest. When the processor receives the designation of the first option from the user, set the amount of the game value held by the user as the consumption amount, and vary the reward given to the user according to the play result of the quest corresponding to the set consumption amount. When the processor receives the designation of the second option from the user, determine the reward and set the consumption amount corresponding to the reward. System.

Citation Information

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