Program, information processing method and information processing system

The program enhances game entertainment by controlling game progression to favor acquisition conditions for benefits, ensuring users receive desired rewards, thus maintaining engagement and reducing boredom.

JP7723277B2Active Publication Date: 2025-08-14CAPCOM CO LTD
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Patent Information

Application Number
JP2022126101
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-08-08
Publication Date
2025-08-14
Estimated Expiration
2042-08-08

AI Technical Summary

Technical Problem

There is a demand for technologies that can further increase the entertainment value of games by allowing users to obtain desired benefits.

Method used

A program that controls game progression to favor certain acquisition conditions for benefits, granting a first benefit upon meeting a first condition and, if a second benefit is not obtained within a predetermined period, favoring conditions for obtaining a second benefit, thereby enhancing user engagement.

Benefits of technology

This approach increases game entertainment value by maintaining user motivation and providing a sense of accomplishment through periodic support for obtaining special benefits, reducing the likelihood of user boredom.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a technology to further improve amusement properties of a game in causing a user to acquire a desired privilege.SOLUTION: There is provided a program. The program causes a computer to execute the following steps. In a game control step, game progressing is controlled. An event including a first event and a second event is held in the game. In an imparting step, a first privilege corresponding to a first acquisition condition is imparted when the first acquisition condition is achieved in the first event, and a second privilege corresponding to a second acquisition condition is imparted when the second acquisition condition is achieved in the second event. In a game control step, game progressing is controlled so as to give preferential treatment to the second acquisition condition if the second privilege is not imparted at a time point that a predetermined period has elapsed since impartation of the first privilege.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

[0001] The present disclosure relates to a program, an information processing method, and an information processing system. [Background technology]

[0002] BACKGROUND ART Conventionally, there are known game devices that have a function of providing a user with a benefit when a given acquisition condition is met in an event within a game (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Publication No. 2020-130843 Summary of the Invention [Problem to be solved by the invention]

[0004] In recent years, there has been a demand for technology that can further increase the entertainment value of games in order to allow users to obtain desired benefits.

[0005] In view of the above circumstances, the present disclosure provides a technology that can further increase the entertainment value of a game by allowing a user to obtain a desired benefit. [Means for solving the problem]

[0006] According to one aspect of the present disclosure, a program is provided. The program causes a computer to execute the following steps: In the game control step, progress of the game is controlled. In the game, an event including a first event and a second event is held. In the granting step, if a first acquisition condition is achieved in the first event, a first benefit corresponding to the first acquisition condition is granted, and if a second acquisition condition is achieved in the second event, a second benefit corresponding to the second acquisition condition is granted. In the game control step, if the second benefit has not been granted after a predetermined period has elapsed since the first benefit was granted, progress of the game is controlled to favor the second acquisition condition.

[0007] According to the present disclosure, it is possible to provide a technology that can further increase the entertainment value of a game by allowing a user to obtain a desired benefit. [Brief explanation of the drawings]

[0008] [Figure 1] 1 is an example of a block diagram showing a hardware configuration of an information processing system 1 according to the present embodiment. [Figure 2] 2 is a block diagram showing an example of a functional configuration of an information processing device 2 according to the present embodiment. FIG. [Figure 3] 3 is a flowchart showing an example of the flow of information processing executed by the information processing system 1. [Figure 4] FIG. 1 is an image diagram showing the timeline of events. [Figure 5] FIG. 10 is an image diagram showing an example of a preferential treatment display screen 5. [Figure 6] FIG. 10 is an image diagram showing an example of a quest selection screen 6. [Figure 7] FIG. 10 is an image diagram showing an example of a quest screen 7. [Figure 8] FIG. 10 is an image diagram showing an example of a quest screen 7. [Figure 9] FIG. 10 is an image diagram showing a timeline of events to explain a modified example. DETAILED DESCRIPTION OF THE INVENTION

[0009] [Embodiment] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. Various features shown in the following embodiments can be combined with each other.

[0010] Incidentally, the program for realizing the software appearing in this embodiment may be provided as a non-transitory computer-readable medium, or may be provided so that it can be downloaded from an external server, or may be provided so that the program is started on an external computer and its functions are realized on a client terminal (so-called cloud computing).

[0011] In this embodiment, the term "unit" may also include, for example, a combination of hardware resources implemented by a circuit in the broad sense and software information processing that can be specifically realized by these hardware resources. In addition, this embodiment handles various types of information, which may be represented by, for example, physical values of signal values representing voltages and currents, high and low signal values as a binary bit set consisting of 0 or 1, or quantum superposition (so-called quantum bits), and communication and calculations may be performed on a circuit in the broad sense.

[0012] In addition, a circuit in the broad sense is a circuit realized by at least appropriately combining a circuit, circuitry, a processor, a memory, etc. That is, it includes an application specific integrated circuit (ASIC), a programmable logic device (e.g., a simple programmable logic device (SPLD), a complex programmable logic device (CPLD), and a field programmable gate array (FPGA)), etc.

[0013] 1. Game Description 1 is an example of a block diagram showing the hardware configuration of an information processing system 1 according to this embodiment. In the information processing system 1 shown in FIG. 1, an information processing device 2 and a plurality of game devices 3 are communicably connected to each other via a communication network 11, and a game is executed on the game devices 3.

[0014] The game according to this embodiment is an online game executed by the information processing system 1. In this game, a user of the game device 3 controls one or more player characters to move around in a virtual space and to pit the player characters against enemy characters, which are non-player characters. The characters are an example of objects.

[0015] The above-described games are played using a game device 3, which is a home game console such as PlayStation (registered trademark), a portable game console such as Nintendo Switch (registered trademark), a virtual reality (VR) game console such as Oculus VR (registered trademark) equipped with a VR (Virtual Reality) headset, or an electronic device such as a personal computer, smartphone, or tablet terminal.

[0016] 2. Overview of Information Processing System 1 As shown in FIG. 1, the information processing system 1 is made up of an information processing device 2 and multiple game devices 3. The information processing device 2 stores game programs and game data, and manages the game data of the game devices 3 (for each account information described below). The information processing device 2 is made up of, for example, a server. Each of the multiple game devices 3 has the same configuration. Note that in this embodiment, a system is made up of one or more devices or components. Therefore, for example, the information processing device 2 or game device 3 described below alone can also be an example of the information processing system 1.

[0017] The game device 3 executes a predetermined game based on user operations. To do so, the game device 3 receives (specifically, downloads and installs) a game program and game data from the information processing device 2 via the communication network 11. Each user is assigned account information, including identification information and a password, in association with the game device 3. This account information is transmitted from the game device 3 to the information processing device 2 at the time of login, and is used for user authentication on the information processing device 2.

[0018] After user authentication, mutual communication becomes possible between the information processing device 2 and the game device 3. After logging in, the game device 3 receives data necessary for game progress (data related to the game progress status) from the information processing device 2, and then progresses the game while outputting game images and sounds to the display 4a and speaker 4b based on user operations.

[0019] 2.1 Hardware Configuration Hereinafter, each hardware configuration of the information processing system 1 will be described with reference to FIG.

[0020] <Information processing device 2> 1, the information processing device 2 includes a communication unit 21, a storage unit 22, and a control unit 23. The communication unit 21 and the storage unit 22 are electrically connected to the control unit 23 via a communication bus 20.

[0021] The communication unit 21 is a so-called network interface that is communicatively connected to each game device 3 via a communication network 11 such as the Internet or a LAN. Main information received by the information processing device 2 via the communication unit 21 includes game program download request information, a gacha lottery request in response to a user operation, a quest execution request, an autoplay execution / end request, account information, game data, etc. Main information transmitted by the information processing device 2 via the communication unit 21 includes information for confirming that the game device 3 has received the game program, information related to game media obtained through gacha, etc.

[0022] The storage unit 22 is composed of an HDD (Hard Disk Drive), RAM (Random Access Memory), ROM (Read Only Memory), SSD (Solid State Drive), etc. The storage unit 22 stores various programs including a part of the game program according to this embodiment, various data related to the game, etc.

[0023] Specifically, for example, the storage unit 22 stores a user database, a lottery list, and the like. The user database stores, for each identification number of a user playing a game, information such as the user name, user rank, status information regarding the player character operated by the user, the amount of consumable media usable in the virtual space, information regarding parameters, and the like, in association with each other. The lottery list is used for a lottery process commonly known as gacha, and includes multiple pieces of information regarding game media to be selected. The lottery list associates information regarding the game media (such as name, ability parameters, rarity, and level) with the selection rate in the lottery. Furthermore, if the game media is a player character, the ability parameters include, for example, combat power, HP, attack power, defense power, intelligence, or speed.

[0024] The control unit 23 is configured by a microcomputer including a CPU (Central Processing Unit) and semiconductor memory, and controls the operation of the information processing device 2, which is its own device. In particular, the control unit 23 realizes various functions related to the information processing device 2, which is its own device, by reading out predetermined programs stored in the storage unit 22. That is, information processing by software stored in the storage unit 22 is specifically realized by the control unit 23, which is an example of hardware, and each functional unit described below can be executed. Note that the control unit 23 is not limited to being single, and it may be implemented with multiple control units 23 for each function. It may also be a combination of these.

[0025] Examples of information processing executed by the control unit 23 include a charge settlement process, a user account authentication process, and a gacha lottery selection process. The charge settlement process is executed, for example, based on a request for a charge required to restore a predetermined amount of in-game parameters. The user account authentication process is executed, for example, using user identification information received from the game device 3. The gacha lottery selection process is a process in which, in response to a gacha lottery request, one or more game media are selected by lottery from a lottery list based on the selection probability for each game medium. According to the gacha lottery selection process, information about the selected game media and the identification information of the user who performed the operation that sent the lottery request are associated in the user database, and the user is thereby awarded the game media that they won as a result of their own gacha draw.

[0026] To further expand on the above, "game content" refers to electronic data representing elements related to a game, such as the name of a character used as a player character, items (weapons, armor, accessories, tools) used by the player character in a virtual space, and in-game currency. Users can acquire game content through direct purchase, quest completion, or a lottery system known as gacha. The acquired game content is stored and managed in a user database in association with the identification information of the user who has acquired the game content. Furthermore, "gacha" refers to a method in which an information processing device 2 randomly selects game content from a lottery list based on a predetermined selection ratio. The selected game content is then granted to the user's game device 3. The phrase "granting the game content selected through gacha to a user / owning the user" is synonymous with "associating the game content selected through the lottery process with / being associated with the identification information identifying the user."

[0027] <Game Device 3> The game apparatus 3 has a display 4a, a speaker 4b, and an input device 4c either externally connected or built-in. The game apparatus 3 also has a communication unit 31, a storage unit 32, a control unit 33, a graphics processing unit 34a, an audio processing unit 34b, and an operation unit 34c. The communication unit 31, the storage unit 32, the graphics processing unit 34a, the audio processing unit 34b, and the operation unit 34c are electrically connected to the control unit 33 via a communication bus 30. For example, in the case of a headset-type game apparatus 3, the display 4a and the speaker 4b are included in the game apparatus 3. Specifically, for example, the speaker 4b may be headphones or earphones. Furthermore, a headset-type game apparatus 3 further including an input device 4c may be configured to accept input via eye movement.

[0028] The communication unit 31 is a so-called network interface that is communicatively connected to the communication network 11 in order to transmit and receive various data between the game device 3 and the information processing device 2. Main information that the game device 3 receives via the communication unit 31 includes account information, download request information for new game data, a gacha execution request, a quest execution request, etc. Main information that the game device 3 transmits via the communication unit 31 includes new game data sent from the information processing device 2 in response to the download request information, information on the game media selected by lottery processing, etc.

[0029] The storage unit 32 is composed of an HDD, an SSD, a RAM, a ROM, etc. The storage unit 32 stores game data downloaded from the information processing device 2, various programs including a part of the game program, account information of the game device 3 itself, user information, etc. The user information is at least a part of the information in a user database stored in the storage unit 22 of the information processing device 2. The user database manages a master of the user information, and the storage unit 32 of the game device 3 stores at least a part of the information in this master that is distributed from the information processing device 2.

[0030] The control unit 33 is configured by a microcomputer including a CPU and semiconductor memory, and controls the operation of the game device 3 itself. In particular, the control unit 33 realizes various functions related to the game device 3 itself by reading out predetermined programs stored in the storage unit 32. That is, information processing by software stored in the storage unit 32 is specifically realized by the control unit 33, which is an example of hardware, and each of the functional units described below can be executed. Note that the control unit 33 is not limited to being a single unit, and multiple control units 33 may be provided for each function. A combination of these may also be used.

[0031] In particular, the control unit 33 is configured to execute a game in accordance with the operation of the input device 4c by the user of the game apparatus 3, which is the own apparatus. Specifically, the control unit 33 reads data such as virtual space objects and textures included in the game data from the storage unit 32, or generates two-dimensional or three-dimensional game image information using data received from the information processing device 2. The game image information is processed by the graphics processing unit 34a, and the processed game images are sequentially displayed on the display 4a. In other words, the control unit 33 is configured to perform display control of the display 4a and audio output control of the speaker 4b in accordance with the operation of the user of the game apparatus 3, which is the own apparatus, when executing a game.

[0032] The graphics processing unit 34a renders game images, including characters and various objects related to the virtual space, in a moving image or VR format in accordance with game image information output from the control unit 33. The graphics processing unit 34a is connected to a display 4a, such as an LCD display, and the rendered game images in a moving image or VR format are displayed on the display 4a as a game screen or a field of view corresponding to the user. The audio processing unit 34b is connected to a speaker 4b and plays and synthesizes game sounds in accordance with instructions from the control unit 33, and outputs the sounds from the speaker 4b. The operation unit 34c is connected to an input device 4c and exchanges data related to operation inputs with the input device 4c. The user inputs operation signals to the game apparatus 3 by operating the input device 4c. The input device 4c is a collective term for a touch panel integrated with the display 4a, an external game pad, a mouse or keyboard, a microphone for inputting audio, an imaging device for tracking facial expressions or physical movements, a motion capture device for tracking physical movements, etc.

[0033] 2.2 Functional Configuration Next, the functional configuration of the information processing device 2 of the information processing system 1 will be described with reference to FIG.

[0034] 2 is a block diagram showing an example of the functional configuration of the information processing device 2 according to this embodiment. As shown in Fig. 2, the control unit 23 executes various programs stored in the storage unit 22, thereby functioning as a game control unit 230, an awarding unit 231, a receiving unit 232, a display control unit 233, and a determination unit 234. In other words, information processing by software stored in the storage unit 22 is specifically realized by the control unit 23, which is an example of hardware, and can be executed as each functional unit included in the control unit 23.

[0035] The game control unit 230 is configured to execute game control steps. For example, the game control unit 230 controls the progress of the game as the game control steps. In a more specific example, the game control unit 230 controls the progress of a quest included in the game as the game control steps. A quest here is an example of a game part in which a game achievement condition is set.

[0036] In a game, an event is held that includes at least a first event and a second event. In another example, the event further includes a third event. In a specific example, the game control unit 230 starts these events, controls their progress, or ends them. An event may be, for example, a permanent or limited-time event held by a game developer or other entity that hosts the game. Unless otherwise specified, the following description assumes that an event is a limited-time event. An event may be held for all users or for a limited number of users. For example, an event may include multiple quests or stories that can only be played by users who participate in the event. For example, an event may be a lottery event, or, as a specific example, a gacha in which special game content is awarded. In the following, the terms "holding an event" and "holding an event" are used interchangeably.

[0037] The granting unit 231 is configured to execute a granting step. The granting unit 231 is configured to grant various benefits or rewards to the user in a game whose progress is controlled by the game control unit 230. As an example, in the granting step, the granting unit 231 grants a first benefit corresponding to a first acquisition condition when a first acquisition condition is achieved in a first event, and grants a second benefit corresponding to a second acquisition condition when a second acquisition condition is achieved in a second event. As another example, the granting unit 231 grants a third benefit corresponding to a third acquisition condition in a third event. A benefit is some kind of benefit that the user can enjoy in or outside the game. It is not limited to objects or media, but also includes advantageous effects given to the user. A reward is an example of a benefit, such as game media that can be used in the game. The advantageous effects given to the user include various specification changes that allow the user to progress through the game more advantageously than usual, such as causing a special event to occur, changing the occurrence frequency, changing the difficulty of an event, or changing the number or strength of enemy characters. In addition, the advantageous effects given to the user include effects that increase the user's interest in the game compared to normal times, such as generating special visual effects on the game screen, enriching the display of game images, generating special background music or sound effects, and imparting vibrations to the controller, thereby increasing the user's interest in the game through the user's five senses.

[0038] The reception unit 232 is configured to execute a reception step. For example, the reception unit 232 is configured to receive various data. For example, the reception unit 232 receives user account information, game data, input from the user, and the like from the storage unit 22 of the information processing device 2 or the game device 3. As an example, the reception unit 232 receives input from the user via the input device 4c via the communication unit 31, the communication network 11, the communication unit 21, and the like. In the present embodiment, the description will be given assuming that the various information received by the reception unit 232 is stored in the storage unit 22.

[0039] The display control unit 233 is configured to execute a display step. For example, the display control unit 233 displays various pieces of information stored in the storage unit 22 or the storage unit 32 or screens containing such information on the display 4a of the game device 3 in a visible manner. As a specific example, the display control unit 233 may generate visual information itself generated in a human-visible manner, such as a screen, an image (e.g., a still image or a video), an icon, or text, or may generate rendering information for displaying the visual information on the display 4a and transmit the information.

[0040] The determination unit 234 is configured to execute a determination of various conditions in the game as a determination step. As one example, the determination unit 234 determines whether a first acquisition condition or a second acquisition condition, etc., is satisfied. As another example, the determination unit 234 determines whether a predetermined period of time has elapsed since the first benefit was granted.

[0041] 3. Operational flow of information processing system 1 3.1 Overview of Information Processing This section describes the flow of an information processing method in which a program is executed by a computer, which is an information processing device 2. The games provided in the information processing system 1 include an in-game, which is the main part played by the player, and an out-game, which is a part responsible for preparations and waiting for playing the in-game. In the following, a puzzle game will be taken as an example of an in-game, and a game part other than a puzzle game will be taken as an example of an out-game. In the out-game, the player can use in-game currency to shop or participate in a lottery.

[0042] Fig. 3 is a flowchart showing an example of the flow of information processing executed by the information processing system 1. The flow of information processing will be described below with reference to Fig. 3. As an example of the disclosure, it is assumed that the game device 3 is a smartphone.

[0043] First, the game control unit 230 starts a first event (step S001). From another perspective, the game control unit 230 starts a period for holding the first event. From yet another perspective, the game control unit 230 holds a first event for a limited time for the user. Once the event is held, the user can participate in the event.

[0044] Next, the granting unit 231 grants the first benefit to the user (step S002). In a specific example, when the determination unit 234 determines that the first acquisition condition is satisfied, the granting unit 231 grants the first benefit to the game device 3 via the communication unit 21 or the like.

[0045] The acquisition condition is a condition related to the acquisition of a benefit. From another perspective, it is a condition related to the granting of a benefit. For example, the first acquisition condition is a condition associated with a first event. Specifically, the first acquisition condition may be, for example, that the user has participated in the first event, that the first event is being held, that the first consideration corresponding to the first benefit has been paid by the user, and that the first benefit has been selected by lottery based on a selection probability associated with the first benefit.

[0046] In a more specific example, the first benefit here is a benefit that satisfies an attribute condition related to the benefit's attribute. For example, a benefit that satisfies the attribute condition is at least one of the benefits associated with an event and is treated as a featured benefit in the event, distinguished from other benefits. The attribute condition may be, for example, a condition associated with the type, attribute, rarity, or the like of the benefit. From another perspective, a benefit that satisfies the attribute condition may be a benefit that is difficult to obtain. For example, when the benefit is a game medium, the attribute condition may be that the game medium is associated with information indicating that it is a featured benefit, that the game medium has a specific rarity, level, or ability parameter, or that the game medium confers a specific advantageous effect on the user. For example, when the benefit includes multiple types of game medium, the attribute condition may be that the game medium is a character, that the character has a fire attribute, or the like. Note that the attribute condition may or may not be associated with the acquisition condition.

[0047] Next, the game control unit 230 ends the first event (step S003). From another perspective, the game control unit 230 ends the holding period of the first event. When the holding period of the event ends, users can no longer participate in the event.

[0048] Next, the game control unit 230 starts the second event (step S004). This process may be the same as step S001.

[0049] Next, the determination unit 234 determines whether a predetermined period of time has elapsed since the first benefit was granted (step S005). From another perspective, the determination unit 234 determines whether a predetermined period of time has elapsed since the first benefit that satisfies the attribute condition was granted to the user. From yet another perspective, the process of step S005 is executed while the second event is being held. In a specific example, the predetermined period of time is calculated in terms of the number of days.

[0050] The case where it is determined that the processing period has not elapsed will be described first. Next, the determination unit 234 further determines whether the holding period of the second event has ended (step S006). If it has ended, no particular processing is executed. On the other hand, if the holding period of the second event has not ended, the process returns to the determination processing of step S005.

[0051] On the other hand, if it is determined in step S005 that the predetermined period has elapsed, the determination unit 234 further determines whether or not the second benefit has been granted to the user by the granting unit 231 (step S007). If it is determined that the second benefit has already been granted, the processes of steps S008 to S010 are omitted. On the other hand, if it is determined that the second benefit has not yet been granted, the process proceeds to the next step (step S008).

[0052] In step S008, the game control unit 230 causes the user to start favoring the second acquisition condition corresponding to the second benefit. From another perspective, if the second benefit has not been awarded after a predetermined period of time has elapsed since the first benefit was awarded, the game control unit 230 controls the progress of the game to favor the second acquisition condition. For example, the second acquisition condition is a condition associated with a second event. An example of the second acquisition condition may be the same as the first acquisition condition. In a specific example, the second benefit here is a benefit that satisfies an attribute condition related to the benefit attribute. Note that the first benefit and the second benefit may be benefits that satisfy different attribute conditions or may be benefits that satisfy the same attribute condition.

[0053] Examples of preferential treatment for the second acquisition condition include granting the user advantageous effects in quests included in the second event, reducing the price of the second consideration corresponding to the second benefit, granting the user game media used to pay the second consideration, increasing the multiplier for granting the game media used to pay the second consideration, and increasing the probability of selecting the second benefit in the lottery.

[0054] Next, the determination unit 234 determines whether the second benefit has been granted to the user by the granting unit 231 (step S009). If it is determined that the second benefit has not yet been granted, the process returns to step S008. From another perspective, the game control unit 230 continues to provide preferential treatment for the second acquisition condition. On the other hand, if it is determined that the second benefit has already been granted, the process proceeds to the next step (step S010).

[0055] In step S010, the game control unit 230 causes the user to end the preferential treatment for the second acquisition condition corresponding to the second benefit.

[0056] Next, the game control unit 230 ends the second event (step S011). This process may be the same as step S003.

[0057] To summarize the above, the information processing device 2 includes a control unit 23. The control unit 23 includes the following units. The game control unit 230 controls the progress of the game as a game control step. In the game, an event including a first event and a second event is held. As a granting step, the granting unit 231 grants a first benefit corresponding to the first acquisition condition when the first acquisition condition is achieved in the first event, and grants a second benefit corresponding to the second acquisition condition when the second acquisition condition is achieved in the second event. If the second benefit has not been granted when a predetermined period of time has elapsed since the first benefit was granted, the game control unit 230 controls the progress of the game to favor the second acquisition condition.

[0058] These aspects provide a technology that can further enhance the interest of a game by allowing a user to obtain a desired benefit. In particular, by periodically supporting a user in obtaining a special benefit in an event, the user can maintain their motivation to continue playing the game. Furthermore, by not simply granting a benefit but by providing favorable conditions for obtaining the benefit, the sense of accomplishment that the user feels when they obtain the benefit can be prevented from being diminished.

[0059] As a specific example, the predetermined period may be 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, or 60 days, or may be within a range between any two of the values exemplified here. By having the determination unit 234 calculate the predetermined period in terms of the number of days, it is possible to more easily determine whether the predetermined period has elapsed. This further reduces the calculation load on the control unit 23.

[0060] 3.2 Details of information processing The details of the information processing outlined above will be described using the drawings. Note that the display aspects of the screen examples, the aspects of screen transitions, and the aspects of processing executed by operating the screens are examples of an embodiment.

[0061] <Prescribed period and preferential treatment period> FIG. 4 is an image diagram showing the timeline of events. The predetermined period and preferential treatment period will be described in detail using FIG. 4. The predetermined period is calculated from the time when a first benefit satisfying the attribute conditions is granted to a user during a first event. Then, when a second benefit satisfying the attribute conditions is not granted to a user during a second event and the predetermined period has elapsed, the game control unit 230 starts the preferential treatment period.

[0062] In the example of pattern 1 in FIG. 4, the user has not acquired the second benefit that satisfies the attribute conditions during the period of the second event. In this case, at the start of the fifth event held immediately after the second event, a process is executed to favor the acquisition conditions for the fifth benefit corresponding to the fifth event. The favorable period continues until the granting unit 231 grants the user a benefit that satisfies the attribute conditions. In the example of pattern 2 in FIG. 4, the user has acquired the second benefit that satisfies the attribute conditions during the period of the second event. In this case, the favorable period ends when the granting unit 231 grants the user the second benefit.

[0063] In a specific example, the first acquisition condition and the second acquisition condition are achieved by progressing through the same type of game. From another perspective, the first event and the second event are the same type of event. This embodiment can give the user a greater sense of accomplishment by steadily progressing through a specific type of game. This can reduce the likelihood that the user will become bored midway through the game.

[0064] For example, if the first event is an event including a quest, the second event will also be an event including a quest. From another perspective, the user can play the quest at any time, including during the period of the first event or the second event. This embodiment allows the user to progress through the event at a desired pace, making it user-friendly. In another example, the first event and the second event may be lottery events. For example, a process may be executed to increase the probability that a user who loses the lottery in the first lottery event will select the second benefit in the second lottery event. A process may also be executed to reduce the price of the second lottery event.

[0065] As an example, an in-game currency exclusive to each event is granted to the user in accordance with the progress of the quest included in that event. The in-game currency exclusive to that event may be called an event medal or the like. For example, a first benefit is granted in accordance with payment of the first currency granted in a first event. From another perspective, the first acquisition condition is to pay a predetermined amount of the first currency. The second acquisition condition may be similar. From another perspective, the first benefit or the second benefit is a benefit granted to the user in accordance with the progress of the quest included in the event. Note that the first consideration and the second consideration may be payable using in-game currency that can be used commonly within the game.

[0066] <Preferential treatment display screen 5> FIG. 5 is an image diagram illustrating an example of the preferential treatment display screen 5. The preferential treatment display screen 5 is a window that is displayed when a user logs in to the game during a preferential treatment period. The preferential treatment display screen 5 displays, for example, the content of the preferential treatment process, an explanation of the preferential treatment period, and the like. The preferential treatment display screen 5 also includes operation buttons 51 that accept various operations from the user. The various operations include, for example, participating in an event, starting a quest, closing the preferential treatment display screen 5, displaying operation instructions, selecting an item to be used in the quest, pausing the game, and the like. In response to input of the "Participate in an event" operation button 51, the reception unit 232 accepts the user's participation in the event. In the example of FIG. 5, the preferential treatment is displayed by displaying three booster objects 755 (see FIG. 8) until a partner, an example of a character, is granted in the event.

[0067] <Quest Selection Screen 6> FIG. 6 is an image diagram showing an example of the quest selection screen 6. The quest selection screen 6 is a window displayed by the display control unit 233 based on the user's selection of a quest. The example in FIG. 6 shows the quest selection screen 6 displayed in response to the user's input to select a quest on an event screen (not shown). The quest selection screen 6 displays, for example, the quest title, content, and explanation of the conditions for achieving the quest. The example in FIG. 6 also shows the quest selection screen 6 displayed during a preferential treatment period.

[0068] The quest selection screen 6 includes an operation button 61, a booster button 62, and a booster button 63. The operation button 61 may have the same function as the operation button 51, and therefore a description thereof will be omitted.

[0069] The booster button 62 (63) is a button that accepts the selection of a booster, which is an example of an item. The example in FIG. 6 shows the booster button 63 selected. During the preferential treatment period, the quest selection screen 6 is displayed with the booster button 63 corresponding to the preferential treatment process pre-selected. Boosters are items that are used after the start of a quest, regardless of user operation. Normally, a user can select a booster to use during a quest by consuming one of each booster they possess. However, in the example in FIG. 6, the user can use the booster indicated by the booster button 63 each time they play a quest without consuming it.

[0070] <Quest screen 7> 7 and 8 are image diagrams showing an example of a quest screen 7. The quest screen 7 in FIG. 7 is an example of a screen displayed immediately after the start of a quest. The quest screen 7 includes a partner 71, a move count display area 72, an achievement condition display area 73, a score display area 74, a game board 75, operation buttons 76, and an item display area 77. In one example, the quest controlled by the game control unit 230 is a puzzle game in which the user operates objects on the game board 75. As a preferred embodiment, an example in which the puzzle game is a so-called match-3 puzzle game will be described. Note that the operation button 76 may have the same function as the operation button 51, and therefore its description will be omitted.

[0071] The partner 71 is at least one character selected by the player and is displayed on the quest screen 7 during the progress of a quest. For example, the display manner of the partner 71 or its background, the music played during the progress of the quest, the advantageous effects given to the user, etc., change depending on the type of character selected. From another perspective, the first and second benefits can be used during the quest. This allows the user to continue playing the game using the benefits they have acquired, more effectively motivating the user to continue playing the game. The partner 71 is granted to the user, for example, by purchasing an item at an item shop, participating in a lottery event, completing a quest, etc. For example, the partner 71 is treated as a benefit that satisfies attribute conditions, a so-called featured benefit.

[0072] The number of moves display area 72 displays the number of times the user can operate the object. A specific value is set for the remaining number of moves for each quest, and it is reduced by one each time the user operates an object on the game board 75. If the achievement conditions are not met before the remaining number of moves reaches zero, the quest is determined to have failed. Note that there may be quests with no limit on the number of moves, in which case, for example, a time limit is set for playing the quest.

[0073] Information regarding the conditions for completing the quest is displayed in the completion condition display area 73. In the example of Fig. 7, the completion condition is to collect a specified number of material objects 752 displayed in the completion condition display area 73.

[0074] The score display area 74 displays the score for the quest. The score display area 74 includes a score display bar 741. The score display bar 741 graphically displays the current score in a manner that can be intuitively recognized by the user. For example, points are added by clearing objects. Furthermore, the added points may change when certain conditions are met, such as clearing objects consecutively.

[0075] The game board 75 is a two-dimensional space in which the puzzle game progresses, and is defined by an arbitrary figure. The game board 75 is displayed in the form of a board with one object placed in each square (not shown). The game board 75 includes a normal object 751, a material object 752, an obstacle object 753, and a progress direction indicator 754.

[0076] Objects are game elements that make up a puzzle game. Objects are classified into normal objects 751 that do not have special effects and special objects that have special effects. Material objects 752, obstacle objects 753, and booster objects 755 (see FIG. 8) are included in the special objects. Multiple types of special objects may be placed on the game board 75 at the same time.

[0077] Each normal object 751 has a specific attribute, and is displayed in a manner that allows the user to identify the attribute. The attribute is displayed in a manner that allows the user to identify it by, for example, shape or color. When a match condition is met by an operation to move an object, the object that meets the match condition disappears. The match condition is met, for example, when three or more objects with the same attribute are placed adjacent to each other. The progress direction indicator 754 indicates the direction in which objects will be replenished when an object disappears. In the example of FIG. 7, the objects move from the top of the screen to the bottom.

[0078] Special objects include those that generate beneficial effects that contribute to the achievement of the quest conditions, and those that generate detrimental effects that hinder the achievement of the conditions. Special objects may or may not have the same attributes as normal objects 751.

[0079] The material object 752 is an example of an object that generates a beneficial effect. The material object 752 has no attributes and cannot be eliminated by fulfilling the matching conditions. However, the material object 752 can be collected by reaching the edge of the game board 75 where the progress direction indicator 754 is displayed. In the example of FIG. 7, the quest is successful when all of the specified material objects 752 are collected.

[0080] The obstruction object 753 is an example of an object that generates an adverse effect. Examples of adverse effects include making it difficult to eliminate an object, interfering with advantageous effects generated by other special objects, subtracting points, generating objects that generate adverse effects, or combinations of these. As examples of making it difficult to eliminate an object, the obstruction object 753 may have characteristics such as being unable to be moved or being unable to be eliminated unless conditions different from the normal match conditions are met.

[0081] A list of items that can be used during a quest is displayed in the item display area 77. The item display area 77 includes a plurality of item buttons 771 that indicate the respective items. The item to be used is selected by the user pressing an item button 771. As an example, the use of an item may confer a beneficial effect on the user that contributes to the achievement of the achievement conditions.

[0082] Examples of advantageous effects include eliminating all objects that meet certain conditions at once, eliminating or replacing an object arbitrarily selected by the user, increasing the number of remaining moves by a certain amount, increasing the remaining time limit by a certain amount, changing the attributes of an object, neutralizing an obstruction object 753, collecting any material object 752, generating a normal object 751 with certain attributes, generating an object that generates an advantageous effect, or a combination thereof. Neutralizing an obstruction object 753 is a concept that includes neutralizing an adverse effect, eliminating the obstruction object 753 itself, etc. Note that removing an adverse effect is a concept that includes temporarily removing the effect, and neutralizing it means permanently removing the effect.

[0083] Examples of ways to erase objects that meet certain conditions at once include erasing objects that are located in the same column or row, erasing objects that are located within a certain adjacent range, and erasing all objects that have certain attributes.

[0084] The quest screen 7 in FIG. 8 is an example of a screen displayed in response to the use of a booster. The quest screen 7 further includes a notification window 78. The notification window 78 indicates that a booster has been used. The notification window 78 is hidden, for example, after a predetermined time has elapsed or when the user taps the screen. After the notification window 78 is displayed, the game control unit 230 places a booster object 755 on the game board 75. For example, the booster object 755 is an object that does not have the same attributes as the normal object 751. The user can activate an advantageous effect by moving the booster object 755 so as to swap its position with any normal object 751 adjacent to it on the top, bottom, left, or right. The booster object 755 has the effect of simultaneously erasing from the game board 75 all objects that have the same attributes as the normal object 751 with which it has been swapped.

[0085] [others] The information processing method according to the above embodiment may be modified as follows.

[0086] In one embodiment, multiple types of events may be held simultaneously. For example, a lottery event and an event including a quest may be held simultaneously. In this case, the predetermined period may be calculated for each type of event.

[0087] In one embodiment, the predetermined period is calculated based on the number of events that were held between the first and second events and whose holding periods have ended. For example, if three events are held after the first event and none of them grants the user a benefit that satisfies the attribute conditions, the preferential treatment process may be executed for the next event to be held. Note that the number of events may be any number and is not particularly limited. The preferential treatment period may start simultaneously with the start of the event. This embodiment makes it easier to determine whether the predetermined period has elapsed. This further reduces the calculation load on the control unit 23.

[0088] In one aspect, if the predetermined period ends while the second event is being held, the game control unit 230 controls the progress of the game so as to favor the second acquisition condition during the second event, regardless of whether the predetermined period has elapsed. In a specific example, if it is determined that the predetermined period will end while the second event is being held, the game control unit 230 starts the favorable period simultaneously with the start of the second event. This prevents the favorable period from starting when there is only a short time left in the event, preventing the user from receiving any benefits, thereby further improving user convenience.

[0089] In another aspect, the game control unit 230 controls the progress of the game to favor the second acquisition condition in accordance with the user's progress toward the second acquisition condition in the second event. For example, the game control unit 230 initiates a favorable treatment period when the user's holdings of the second currency used to pay the second consideration are below a certain amount. This aspect makes it possible to more appropriately support users who are struggling to fulfill the acquisition condition. This prevents the user from losing motivation to continue playing the game.

[0090] In one embodiment, the game control unit 230 does not favor the first acquisition condition even if a predetermined number of days have passed during the first event. For example, if the first event is a long-term event, it is possible that the event has not ended even after a predetermined period of time has passed since a user acquired the first benefit. In such a case, it is preferable not to favor users who have already acquired the first benefit. This embodiment makes it possible to execute a fair preferential treatment process for users who have not yet acquired the benefit. Note that if multiple special benefits are prepared for the same event, the content of the event may change over time. In such a case, if a predetermined period of time has passed during the same event, the acquisition condition for a benefit other than the first benefit may be favored.

[0091] FIG. 9 is an illustration showing a timeline of events to explain a modified example. In one embodiment, the events further include a third event whose holding period is included in the predetermined period. The third event has been held before the first event, and if the exclusion condition is further satisfied, the game control unit 230 favors the second acquisition condition when a predetermined period has elapsed since the first benefit was granted, excluding the holding period of the third event. The exclusion condition here is satisfied if the user has already participated in a third event held before the first event, or if the user has already been granted a third benefit in a third event held before the first event. In a specific example, as shown in FIG. 9, the preferential treatment period is initiated when the sum of the predetermined period and the holding period of the third event held later has elapsed after the first benefit was granted to the user, and the second benefit has not been granted to the user. This embodiment prevents unnecessary preferential treatment processing from being performed on a user who simply forgoes participating in an event in which they have already participated or in which they have already earned a benefit.

[0092] In one aspect, the game control unit 230 does not fulfill the second acquisition condition if the user is eligible to acquire the second benefit and has not been granted the second benefit by the user's choice. In a specific example, in an aspect in which the second benefit is granted based on user input, the preferential treatment process is not executed if the user has not received the second benefit based on their own will. For example, this may be the case where the user has not acquired the second benefit despite possessing an amount of the second currency exchangeable for the second benefit. In this case, the game control unit 230 terminates the preferential treatment period in response to the determination unit 234 determining that the user possesses a predetermined amount of the second currency.

[0093] In one embodiment, the advantageous effect given to the user may be the giving of an item that generates the advantageous effect. The given item is displayed in the item display area 77 and may be used by the user at any time.

[0094] Games to which the present disclosure is applicable are not limited to puzzle games, but may also be, for example, action games, role-playing games, simulation games, adventure games, shooting games, racing games, music games, or the like.

[0095] Furthermore, for example, the information processing device 2 may be distributed across two or more devices, or may be replaced by a cloud computing system. The functional configuration shown in FIG. 2 is also an example and is not limited to this. For example, the functions of the information processing device 2 may be distributed across two or more devices. Furthermore, the operation performed by one function may be distributed across two or more functions, or two or more functions may be integrated into one function. In short, as long as the functions shown in FIG. 2 are realized by the information processing system 1 as a whole, the devices that realize those functions may have any configuration.

[0096] The various pieces of information described in the above examples may be stored in a distributed manner across multiple devices. Furthermore, the information processing system 1 may include a blockchain system that shares a blockchain. The device operated by the user is not limited to the game device 3, and there are no particular restrictions on the type of device as long as it has a similar configuration.

[0097] The above-described embodiment may be an information processing method, which includes the steps of the above-described program.

[0098] Furthermore, it may be provided in the following aspects.

[0099] (1) A program causing a computer to execute the following steps: a game control step controls the progress of a game; an event including a first event and a second event is held in the game; a granting step grants a first benefit corresponding to a first acquisition condition when a first acquisition condition is achieved in the first event, and grants a second benefit corresponding to a second acquisition condition when a second acquisition condition is achieved in the second event; and a game control step controls the progress of the game to favor the second acquisition condition when the second benefit has not been granted after a predetermined period of time has elapsed since the first benefit was granted.

[0100] (2) In the program described in (1) above, the predetermined period is calculated in number of days.

[0101] (3) In the program described in (2) above, the game control step does not favor the first acquisition condition even if the number of days has passed during the period in which the first event is held.

[0102] (4) In the program described in any one of (1) to (3) above, the specified period is calculated based on the number of events that are held between the first event and the second event and whose holding period has ended.

[0103] (5) In the program described in any one of (1) to (4) above, the first acquisition condition and the second acquisition condition are achieved by playing the same type of game.

[0104] (6) In the program described in any one of (1) to (5) above, the game control step further controls the progress of a quest included in the game, wherein the quest is playable by the user at any time including during the period when the first event or the second event is held, and the first benefit and the second benefit are available in the quest.

[0105] (7) In the program described in any one of (1) to (6) above, the event further includes a third event whose holding period is included in the predetermined period, wherein the third event has been held before the first event has been held, and a third benefit corresponding to a third acquisition condition has been granted in the third event, and in the game control step, if an exclusion condition is further met, the second acquisition condition is favored at the point when the predetermined period excluding the holding period of the third event has elapsed since the first benefit was granted, and wherein the exclusion condition is met if the user has already participated in the third event held before the first event has been held, or if the user has already been granted the third benefit in the third event held before the first event has been held.

[0106] (8) In the program described in any one of (1) to (7) above, in the game control step, if the specified period ends during the period in which the second event is being held, the progress of the game is controlled so as to favor the second acquisition condition during the period in which the second event is being held, regardless of whether the specified period has passed or not.

[0107] (9) In the program described in any one of (1) to (8) above, in the game control step, if the user is in a state where he or she can acquire the second benefit and the second benefit has not been granted to the user by the user's selection, the second acquisition condition is not favored.

[0108] (10) An information processing method, comprising the steps of the program according to any one of (1) to (9) above.

[0109] (11) An information processing system comprising a control unit, the control unit being configured to execute each step in the program described in any one of (1) to (9) above. Of course, this is not the case.

[0110] Finally, various embodiments of the present disclosure have been described, but these are presented as examples and are not intended to limit the scope of the disclosure. The novel embodiments can be implemented in various other forms, and various omissions, substitutions, and modifications can be made without departing from the spirit of the disclosure. The embodiments and their modifications are intended to be included within the scope and spirit of the disclosure, as well as within the scope of the disclosure and its equivalents as set forth in the claims. [Explanation of symbols]

[0111] 1: Information processing system 11: Communication Network 2: Information processing equipment 20: Communication bus 21: Communications Department 22: Storage section 23: Control section 230: Game control unit 231: Granting section 232: Reception 233: Display control unit 234: Judgment section 3: Game device 30: Communication bus 31: Communications Department 32: Storage section 33: Control section 34a: Graphics processing unit 34b: Audio processing section 34c: Operation section 4a: Display 4b: Speaker 4c: Input Device 5: Preferential treatment display screen 51: Operation button 6: Quest selection screen 61: Operation button 62: Booster button 63: Booster button 7: Quest screen 71: Partner 72: Movement count display area 73: Achievement condition display area 74: Score display area 741: Score display bar 75: Game Board 751: Normal object 752: Material object 753: Obstruction object 754: Direction display 755: Booster Object 76: Operation button 77: Item display area 771: Item button 78: Notification window

Claims

1. A program, Have the computer perform the following steps: In the game control step, the progress of the game is controlled. an event including a first event and a second event is held in the game; In the granting step, when a first acquisition condition is achieved in the first event, a first benefit corresponding to the first acquisition condition is granted, and when a second acquisition condition is achieved in the second event, a second benefit corresponding to the second acquisition condition is granted; In the game control step, if the second benefit has not been awarded at a time when a predetermined period of time has elapsed since the first benefit was awarded, progress of the game is controlled so as to favor the second acquisition condition; The predetermined period is calculated based on the number of events that are held between the first event and the second event and whose holding period has ended.

2. A program, Have the computer perform the following steps: In the game control step, the progress of the game is controlled. In the game, an event including a first event, a second event, and a third event is held; In the granting step, when a first acquisition condition is achieved in the first event, a first benefit corresponding to the first acquisition condition is granted, and when a second acquisition condition is achieved in the second event, a second benefit corresponding to the second acquisition condition is granted; In the game control step, if the second benefit has not been awarded at a time when a predetermined period of time has elapsed since the first benefit was awarded, progress of the game is controlled so as to favor the second acquisition condition; the third event is held during a period included in the predetermined period and has been held before the first event; a third benefit corresponding to a third acquisition condition is granted in the third event; In the game control step, when the exclusion condition is further satisfied, the second acquisition condition is favored at a time when the predetermined period excluding the holding period of the third event has elapsed since the first benefit was granted, The exclusion condition is met if the user has already participated in the third event held before the first event, or if the user has already been granted the third benefit at the third event held before the first event.

3. A program, Have the computer perform the following steps: In the game control step, the progress of the game is controlled. an event including a first event and a second event is held in the game; In the granting step, when a first acquisition condition is achieved in the first event, a first benefit corresponding to the first acquisition condition is granted, and when a second acquisition condition is achieved in the second event, a second benefit corresponding to the second acquisition condition is granted; In the game control step, if the second benefit has not been awarded at a time when a predetermined period of time has elapsed since the first benefit was awarded, progress of the game is controlled so as to favor the second acquisition condition; In the game control step, if the specified period ends during the period in which the second event is being held, the progress of the game is controlled so as to favor the second acquisition condition during the period in which the second event is being held, regardless of whether the specified period has passed or not.

4. 2. The program according to claim 1, In the game control step, if the second benefit has not been awarded when a predetermined period of time has elapsed since the first benefit was awarded, the progress of the game is controlled so that the second acquisition condition continues to be favored until the second benefit is awarded within the period of the second event.

5. 2. The program according to claim 1, The predetermined period is calculated in number of days.

6. 6. The program according to claim 5, In the game control step, the first acquisition condition is not favored even if the number of days has passed during the period in which the first event is held.

7. 2. The program according to claim 1, The first acquisition condition and the second acquisition condition are achieved by playing the same type of game.

8. 2. The program according to claim 1, The game control step further includes controlling the progress of a quest included in the game, The quest is playable by the user at any time, including during the period when the first event or the second event is being held; The first benefit and the second benefit are available in the quest.

9. 2. The program according to claim 1, In the game control step, if the user is in a state where the second benefit can be acquired and the second benefit has not been granted to the user by the user's selection, the second acquisition condition is not favored.

10. 1. A computer-implemented information processing method, comprising: A method comprising the steps of the program according to any one of claims 1 to 9.

11. An information processing system, A control unit is provided, The control unit is configured to execute each step of the program according to any one of claims 1 to 9.

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