Information processing system, program, and information processing method
The information processing system addresses the challenge of enhancing user interest in game content by implementing a dynamic game media distribution system that adapts to user demand and excitement levels, improving engagement through varied content provision.
Patent Information
- Application Number
- JP2022178607
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-11-08
- Publication Date
- 2025-08-27
- Estimated Expiration
- 2042-11-08
AI Technical Summary
There is a need to enhance user interest in game content provision, particularly in the context of game media distribution systems.
An information processing system that includes a control unit to execute a first granting process based on user demand, determined by execution history, and enables a second granting process with varying intensity levels, adjusting the content of game media based on user excitement levels.
This approach enhances user engagement by dynamically adjusting game media distribution, catering to individual user interests and maintaining interest levels through varied content provision.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present disclosure relates to an information processing system, a program, and an information processing method. [Background technology]
[0002] In conventional technology, a server device that provides games to a player's terminal device via a network is known, and includes: a management unit that manages available game media that can be acquired by the player; a winning game media selection unit that performs a selection process to select one or more game media as winning game media from the available game media associated with the deck in response to a game media acquisition request from the player's terminal device; an owned game media storage unit that stores the winning game media selected by the selection process as the player's owned game media; an update unit that updates the available game media associated with the deck based on the selection process; and a provision unit that provides the terminal device with information about the available game media associated with the deck (Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2013-248370 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in recent years, there is room for improvement in terms of the interest when providing game content to users.
[0005] In view of the above circumstances, the present disclosure provides a technology for improving the interest when providing game media. [Means for solving the problem]
[0006] According to one aspect of the present disclosure, an information processing system is provided. The information processing system includes a control unit. The control unit executes a first granting process in response to receiving a first request from a user. The first granting process is a process of granting game media selected from a first group of game media to the user. A second granting process is enabled in response to a predetermined condition being satisfied or in response to receiving a predetermined request from the user. The second granting process is a process of granting game media selected from a second group of game media to the user. An intensity level at which the second granting process is enabled is determined. The intensity level is a user's level of demand for the first granting process, determined based on the user's execution history of the first granting process. The content of the game media included in the second group of game media is set based on the intensity level.
[0007] According to the present disclosure, it is possible to provide a technology that improves the interest when providing game content. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a block diagram showing a hardware configuration of an information processing system 1 according to the present embodiment. [Figure 2] FIG. 2 is a block diagram showing a functional configuration of an information processing device 2 according to the present embodiment. [Figure 3] 2 is a block diagram showing the functional configuration of a game device 3 according to the present embodiment. FIG. [Figure 4] 1 is an activity diagram showing an example of the flow of information processing executed by the information processing system 1 according to the present embodiment. [Figure 5] 10A and 10B are diagrams showing examples of a top screen 5 and a gacha screen 6. FIG. [Figure 6] FIG. 10 is a diagram showing an example of a gacha screen 7 when a gacha is executed. [Figure 7] FIG. 10 is a diagram showing an example of the gacha screen 7 when the lineup area 71 is displayed. [Figure 8] FIG. 10 is a diagram showing an example of the gacha screen 7 when the item list area 72 is displayed. [Figure 9] FIG. 10 is a diagram showing an example of the gacha screen 7 when the reset lineup area 73 is displayed. [Figure 10] FIG. 10 is a diagram showing an example of the gacha screen 7 when the reset item list area 74 is displayed. [Figure 11] FIG. 10 is a diagram showing an example of a breakdown change table T1. 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 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 solves puzzles by moving an object to be operated, causes one or more player characters to move around in a virtual game space, and causes the player characters to fight 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), 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 and a LAN. Main information that the information processing device 2 receives via the communication unit 21 includes download request information for a game program, a first request, a second request, a predetermined request for gacha in response to a user operation, a quest execution request, a request to execute / end autoplay, account information, game data, etc. Main information that the information processing device 2 transmits via the communication unit 21 includes information for confirming that the game device 3 has received the game program, information about 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 DB, a lottery table, and the like. The user DB stores, for each identification number of a user playing a game, information such as a user name, a user rank, the status of the player character operated by the user, the amount of consumable media usable in the virtual game space, information on parameters, and the like, in association with each other. The lottery table is used for the first granting process or the second granting process, generally called gacha, and includes multiple pieces of information on game media to be selected. The lottery table associates information on game media (such as name, ability parameters, rarity, and level) with a selection rate by lottery. Furthermore, when the game media is a player character, the ability parameters include, for example, combat power, HP, attack power, defense power, intelligence, and speed.
[0024] The control unit 23 is configured by a microcomputer including a CPU 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, a first granting process for gacha, and a second granting 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 first granting process for gacha is a process in which, in response to a first request for gacha, one or more game media are selected by lottery from a lottery table based on the selection probability for each game medium or the inventory quantity for each game medium. According to the first granting process for gacha, information about the selected game media and the identification information of the user who performed the operation that sent the first request are associated in the user DB, and the game media that the user won as a result of their own gacha draw are granted to the user.
[0026] To further expand on the above, "game content" refers to electronic data representing elements related to a game, such as a player character, the name of the character used as the player character, items (weapons, armor, tools) used by the player character in the virtual game space, and items used to solve puzzles in the game. Users can acquire game content through a lottery system known as gacha, in addition to direct purchase or quest completion. The acquired game content is stored and managed in a user DB in association with the identification information of the user who has acquired the game content. Furthermore, "gacha" refers to a method in which the information processing device 2 randomly selects game content from a lottery table based on a predetermined selection rate. The selected game content is then granted to the user's game device 3. The phrase "granting the game content selected through gacha to the user / owning it by the user" is synonymous with "associating the game content selected in the first granting process with / being associated with the identification information identifying the user."
[0027] <Game Device 3> A display 4a, a speaker 4b, and an input device 4c are externally connected or built into the game device 3. The game device 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.
[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 received by the game device 3 via the communication unit 31 includes account information, download request information for new game data, first and second requests for game media through gacha, predetermined requests, and quest execution requests. Main information transmitted by the game device 3 via the communication unit 31 includes new game data transmitted from the information processing device 2 in response to download request information, and information regarding the game media selected by the first or second request.
[0029] The storage unit 32 is composed of an HDD, an SSD, a RAM, a ROM, and the like. 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, and the like. The user information is at least a part of the information in a user DB stored in the storage unit 22 of the information processing device 2. The user DB 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 game 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 game space, in a moving image format in accordance with game image information output from the control unit 33. The graphics processing unit 34a is connected to the display 4a, which may be, for example, a liquid crystal display, and the rendered game images are displayed on the display 4a as a game screen. The audio processing unit 34b is connected to the 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 the input device 4c and transmits and receives data related to operation inputs to and from 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 general term for a touch panel integrated with the display 4a, an external game pad, a mouse, a keyboard, etc.
[0033] 2.2 Functional Configuration Next, each functional configuration of the information processing system 1 will be described with reference to FIG.
[0034] <Information processing device 2> 2 is a block diagram showing 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 an information transmitting / receiving unit 230, a display control unit 231, an executable unit 232, an execution unit 233, an identification unit 234, and a setting unit 235. 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 information transmitting and receiving unit 230 is configured to transmit various pieces of information from the game apparatus 3 via the communication network 11 and the communication unit 21. The information transmitting and receiving unit 230 is also configured to receive various pieces of information from the game apparatus 3 via the communication unit 21 and the communication network 11.
[0036] The display control unit 231 generates display information. Here, "display information" is a concept that includes not only information itself generated in a form that can be viewed by the user, such as a screen, an image, an icon, or text, but also rendering information for displaying the information.
[0037] The executable unit 232 enables the execution of a first granting process or a second granting process. The "first granting process" is a process of granting an item selected from a first item group to a user. The "second granting process" is a process of granting an item selected from a second item group to a user. Here, the "first item group" and the "second item group" are each a group of items that includes multiple items. An item is an example of a game medium. The first item group is an example of a first game medium group. The second item group is an example of a second game medium.
[0038] The execution unit 233 executes the first granting process and the second granting process.
[0039] The specifying unit 234 specifies the incandescence level at which the second providing process is enabled to be executed.
[0040] The setting unit 235 sets the contents of the items included in the second item group based on the degree of excitement. The display control unit 231, the executable unit 232, the execution unit 233, the identification unit 234, and the setting unit 235 will be described later.
[0041] <Game Device 3> 3 is a block diagram showing the functional configuration of the game device 3 according to this embodiment. As shown in FIG. 3, the control unit 33 executes various programs stored in the storage unit 32, thereby functioning as an information transmission / reception unit 330, a display control unit 331, and a reception unit 332. In other words, 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 can be executed as each functional unit included in the control unit 33.
[0042] The information transmitting / receiving unit 330 is configured to transmit various pieces of information to the information processing device 2 via the communication network 11 and the communication unit 31. In addition, the information transmitting / receiving unit 330 is configured to receive various pieces of information from the information processing device 2 via the communication unit 31 and the communication network 11.
[0043] The display control unit 331 is configured to control the appearance of the screen (see FIGS. 5 to 10) on the display 4a based on the display information. The user can grasp the state of the game by viewing the screen.
[0044] The reception unit 332 is configured to receive instructions from a user via an operation on the input device 4c by the user. For example, the reception unit 332 is configured to receive a first request, a second request, a predetermined request, etc. from the user. The information transmission / reception unit 330, the display control unit 331, and the reception unit 332 will be described later.
[0045] 3. Operational flow of information processing system 1 As an example of a preferred game to be executed by the game device 3, a puzzle game will be described. This puzzle game is a game in which the user solves a puzzle by operating an object to be operated. This puzzle game includes items that give an advantage in progressing through a quest, such as pre-puzzle booster α, pre-puzzle booster β, and in-puzzle booster α; items that increase the number of attempts at a quest, such as hearts and infinite hearts; items that enable a player to continue when the game is over, such as continue tickets; and in-game currency items, such as medals. These items are granted to the user as the game progresses, for example, when a first granting process is executed.
[0046] The pre-puzzle booster α is an item that assists in solving the puzzle at the start of a quest. The pre-puzzle booster β is an item that assists in solving the puzzle at the start of a quest in a different manner from the pre-puzzle booster α. The pre-puzzle booster α is an item that assists in solving the puzzle while the quest is being performed. Hearts are parameters required to challenge a quest, and this item allows you to challenge the quest by consuming a value of hearts corresponding to the quest (for example, one). Hearts are also referred to as stamina. The infinite heart is an item that allows you to challenge any quest without consuming hearts for a predetermined time after its use. The continue ticket is an item that allows you to retry a failed quest from the end state when you fail, and allows you to retry by consuming the continue ticket instead of paying a fee. Medals are in-game currency used to purchase character avatars, obtain perks such as in-game backgrounds, etc.
[0047] Next, the box gacha executed in this embodiment will be described. "Box gacha" is a type of gacha described above. Box gacha is an example of a process in which game media selected from a group of game media are awarded to a user. The total number of game media awarded to the user's game device 3 is fixed, and each time a lottery is held and a predetermined number of game media are awarded, the predetermined number of game media awarded is deleted from the group of game media, thereby reducing the remaining number of game media available for selection. Below, the terms "box," "total stock," "stock," "reset," and "new box" will be explained in relation to box gacha.
[0048] A "box" is a concept representing a virtual container associated with a fixed number of game media awarded in a box gacha, and is a lottery table individually assigned to each user. A box contains a group of game media associated with multiple types of game media. The types of game media are, for example, types classified by the rarity of the game media and expressed, for example, by grade (1st grade, 2nd grade, etc.). The types of game media associated with a box are determined at any time. In this embodiment, the number of game media (e.g., items) associated with a box is predetermined for each rarity, but the types of game media associated with a box are determined each time the rarity is determined by executing a gacha (e.g., a first awarding process). As another example, the types of game media associated with a box may be predetermined when the box is assigned to a user.
[0049] "Inventory" refers to the number of each type of game media remaining in a box. For example, it may be expressed as inventory of game media of grade 1, inventory of game media of grade 2, etc. The inventory in a box is determined, for example, so that the rarer the game media, the lower the inventory. The inventory of a certain type of game media is calculated by subtracting the number of game media of that type granted to the user from the inventory of that type of game media in the initial box.
[0050] "Total inventory" refers to the total number of game media remaining in the box, regardless of the type of game media. In other words, the total inventory is the total number of game media by type.
[0051] The following describes the probability of a gacha game that incorporates the concept of inventory. For example, assume that the number of game media selected in one gacha game is set to "1" and the total inventory is set to "5." If a lottery is held with equal probability among the game media associated with this box, the probability of receiving the desired game media (hereinafter referred to as "winning game media") is 1 in 5. Therefore, if a box gacha game continues to award other game media without awarding the winning game media, the probability of receiving the winning game media gradually increases, from 1 / 4 to 1 / 3 to 1 / 2. In other words, each time a game medium is awarded to a user, the number of game media associated with the box as the total inventory decreases, and the proportion of each game medium in the total inventory increases, thereby increasing the probability of obtaining the desired winning game medium. Note that the winning probability of each game medium does not have to be equal, and weighting may be applied to vary the winning probability depending on the type of game medium.
[0052] "Reset" means to set or update a Box so that the inventory of game content associated with the Box is equal to the initial inventory of that Box. A reset is performed by replenishing a Box from which game content has been removed with game content until the number of game content equals the initial inventory of that Box.
[0053] The term "new box" refers to a newly assigned box when a box different from the box previously assigned to the user is assigned to the user.
[0054] In the first granting process, game media in stock are associated with a box, and each time a game medium is granted to a user, the association between the box and the granted game media is canceled. If the inventory of game media in a box reaches "0" by repeating the first granting process, a second group of game media is set as a new group of game media. This second group of game media may be set by resetting the box used for the first group of game media, or by preparing a new box and setting the second group of game media in the new box. In the second granting process, game media are selected from the second group of game media. In this embodiment, the first granting process and the second granting process are also referred to as box gacha.
[0055] In this embodiment, the game device 3 is described as a smartphone. Therefore, in the following example, the display 4a includes the input device 4c.
[0056] In the information processing related to a screen of this embodiment, the information processing system 1 displays a screen on the display 4a by performing the following information processing. The reception unit 332 receives an instruction to change the state of the screen via a user's operation on the input device 4c. The information transmission / reception unit 330 transmits the instruction to the information processing device 2 via the communication unit 31 and the communication network 11. The information transmission / reception unit 230 receives the instruction from the game device 3 via the communication network 11 and the communication unit 21. The display control unit 231 generates display information based on the instruction. The information transmission / reception unit 230 transmits the generated display information to the game device 3 via the communication network 11 and the communication unit 21. The information transmission / reception unit 330 receives the generated display information from the information processing device 2 via the communication unit 31 and the communication network 11. The display control unit 331 controls display on the display 4a based on the generated display information. In this embodiment, the display control unit 331 is described as simply displaying a screen on the display 4a based on display information in response to receiving an instruction via a user's operation on the input device 4c. Also, the display control unit 231 is described as indirectly displaying various information on the display 4a.
[0057] 3.1 Overview of Information Processing This section describes an information processing method of the above-mentioned information processing system 1. Fig. 4 is an activity diagram showing an example of the flow of information processing executed by the information processing system 1 according to this embodiment. Specifically, with reference to Fig. 4, the flow of information processing will be described, from making the first granting process executable, to making the second granting process executable after the first granting process is executed, up to executing the second granting process.
[0058] (Activity A1) First, the executable unit 232 enables the execution of the first granting process. For example, the executable unit 232 enables the execution of the first granting process based on frequency information. "Frequency information" is information about how often a user plays a game. For example, the frequency information is information about how often a user logs in to a game. The frequency information may be information specifying whether a user logs in on a date basis, a weekly basis such as once a week, or a time basis such as once every three hours. For example, the executable unit 232 enables the execution of the first granting process for a user who logs in at a predetermined frequency. Furthermore, the frequency information may be information on a play unit of content, such as the number of times a quest is cleared in a predetermined period. When a certain number of quests have been cleared, the executable unit 232 enables the execution of the first granting process. When the execution of the first granting process is enabled, the display control unit 231 displays a gacha screen 6 on the display 4a that can accept pressing of a login gacha button 60 (described later in FIG. 5) or a play-linked gacha button 62 (described later in FIG. 5).
[0059] (Activity A2) Next, the information transmitting and receiving unit 230 receives a first request from the user. Here, the first request is a request to execute a first granting process. For example, the receiving unit 332 receives a press of a login gacha button 60 (described later in FIG. 5) or a play-linked gacha button 62 (described later in FIG. 5) from the user via an operation on the input device 4c by the user. In this case, the information transmitting and receiving unit 330 transmits the result of the press of the login gacha button 60 or the play-linked gacha button 62 to the information processing device 2. The information transmitting and receiving unit 230 receives the result of the press of the login gacha button 60 or the play-linked gacha button 62 from the game device 3.
[0060] (Activity A3) Next, the execution unit 233 executes a first granting process in response to receiving a first request from the user. In the first granting process, the execution unit 233 first determines a grade by lottery. The execution unit 233 then determines an item by lottery from among the items included in the grade determined by lottery. When the first granting process is executed, the display control unit 231 displays a gacha result area 70 (described later in FIG. 6) shown in FIG. 7 on the display 4a. From one perspective, the execution unit 233 selects an item to be granted to the user based on a lottery table, and deletes one item from the inventory corresponding to the selected grade. The execution unit 233 updates the lottery table.
[0061] (Activity A4) Next, the control unit 23 determines whether a predetermined condition is satisfied. Here, the "predetermined condition" refers to a condition for enabling the second granting process and is a condition predetermined in the information processing system 1. The predetermined condition may be, for example, a condition that is satisfied depending on the grant status of game media (items, etc.). In this embodiment, the predetermined condition is that items from the first item group have been granted to the user a predetermined number of times. This predetermined condition may apply to all items included in the first item group, or to specific items included in the first item group. As a specific example of a condition that applies to all items, the predetermined condition may be satisfied when game media have been granted until the total inventory is reduced to zero, or when game media have been granted until the total inventory is equal to or less than a predetermined number (e.g., five or less). As a specific example of a condition that applies to a specific item, the predetermined condition may be satisfied when game media have been granted until the inventory of a specific game media (e.g., one, etc.) is reduced to zero, or when game media have been granted until the inventory of a specific game media is equal to or less than a predetermined number (e.g., two, etc., of five, etc.). This allows the second granting process to be executed on the condition that the item has been granted a predetermined number of times, thereby making it possible to clarify the timing for transitioning to the second granting process.
[0062] (Activity A5) Next, if the predetermined condition is not satisfied, the control unit 23 advances the process to activity A1. On the other hand, if the predetermined condition is satisfied, the control unit 23 advances the process to activity A7. When advancing the process to activity A7, the executable unit 232 enables the execution of the second grant process in response to the predetermined condition being satisfied.
[0063] (Activity A6) In parallel with activities A1 to A5, the information transmitting and receiving unit 230 receives a predetermined request from the user. Here, the predetermined request is a request to enable the execution of the second granting process. For example, the receiving unit 332 receives a press of a reset execution button 733 (described later in FIG. 9) from the user via the user's operation on the input device 4c. The information transmitting and receiving unit 330 transmits the result of the press of the reset execution button 733 to the information processing device 2. The information transmitting and receiving unit 230 receives the result of the press of the reset execution button 733 from the game device 3. In response to receiving the predetermined request from the user, the executable unit 232 enables the execution of the second granting process. Thereafter, the control unit 23 proceeds with the processing to activity A7.
[0064] (Activity A7) Next, the determination unit 234 determines the degree of excitement when the second granting process is enabled. The "degree of excitement" is the user's degree of desire for the first granting process, determined based on the user's execution history of the first granting process. Here, the "execution history" is a history of information related to the game situation when an item from the first item group was granted. For example, the execution history is information such as the period from when the first item group was set (or from when items from the first item group began to be granted) until a predetermined condition was met, the number of charges, and the amount of the charge. The execution history may also include information such as the number of charges and the amount of the charge from when the first item group was set (or from when items from the first item group began to be granted) until a specific item was granted. If the period until the predetermined condition was met was short, the number of charges was large, or the amount of the charge was large, it can be said that the user's degree of desire for the first granting process was high, and the user's degree of enthusiasm for the first granting process was high.
[0065] Here, a case will be described in which the degree of excitement is determined based on the period until a predetermined condition is satisfied in activity A7. The determination unit 234 determines the degree of excitement by assuming that the shorter the period until the predetermined condition is satisfied, the higher the user's degree of demand for the first grant. For example, the determination unit 234 determines the degree of excitement for a user who executes the login gacha every day as a high degree of demand for the first grant process. On the other hand, the determination unit 234 determines the degree of excitement for a user who does not execute the login gacha on some days as a low degree of demand for the first grant process. Furthermore, for example, the determination unit 234 determines the degree of excitement for a user who executes the play-linked gacha up to the upper limit every day as a high degree of demand for the first grant process. On the other hand, the determination unit 234 determines the degree of excitement for a user who does not execute the play-linked gacha every day as a low degree of demand for the first grant process. From one perspective, the determination unit 234 determines the degree of excitement based on the period until items are granted a predetermined number of times from the first item group. This makes it possible to identify the degree of excitement of the user according to the length of the period from the first item group until the predetermined number of items are given, and to execute information processing according to this degree of excitement.
[0066] Next, a case will be described in which the degree of excitement is determined based on the number of charges or the amount of charges until a predetermined condition is met in activity A7. The determination unit 234 determines the degree of excitement by assuming that the greater the number of charges or the greater the amount of charges until the predetermined condition is met, the greater the degree of demand for the first grant from the user.
[0067] Next, a case will be described in which the degree of excitement in activity A7 is determined based on the number of charges or the amount of charges until a specific item is awarded. The determination unit 234 determines the degree of excitement by assuming that the greater the number of charges or the greater the amount of charges until the specific item is awarded, the greater the user's demand for the first award. The specific item is, for example, a first-class item.
[0068] Furthermore, if a charge has been made before the first item group is set, the determination unit 234 may not include information about the charge in determining the degree of excitement. From one perspective, the determination unit 234 determines the degree of excitement based on the amount or number of charges made by the user associated with the execution history of the first granting process. For example, the degree of excitement may be determined based on information about charges made between the execution of the first granting process and the next execution of the first granting process, or information about charges made between the execution of the first granting process and the last execution of the first granting process. This allows the degree of user demand for the first granting process to be more appropriately reflected by taking into account information about additional charges made by the user to obtain the desired game medium.
[0069] (Activity A8) Next, the setting unit 235 sets the contents of the items included in the second item group based on the degree of excitement. Here, each item included in the second item group includes rarity information. Here, "rarity" is information indicating the degree to which the item is difficult to obtain in the game. For example, rarity is information indicated by assigning class information associated with the degree of rarity of each item. In this case, for example, rarity is information indicated by a grade such as 1st grade, 2nd grade, or 3rd grade, a rank such as S rank, A rank, or B rank, or a number of stars such as 1 star, 2 stars, or 3 stars. From one perspective, the setting unit 235 sets the number of each item included in the second item group for each rarity based on the degree of excitement. This sets the probability of item acquisition according to the degree of excitement, making it possible to more appropriately meet different users' demands for item acquisition according to the degree of excitement, compared to when the probability is constant.
[0070] (Activity A9) Next, the information transmitting and receiving unit 230 receives a second request for the second granting process. Here, the second request is a request to execute the second granting process. Activities A9 and A10 are processes in which the target of the box gacha in activities A2 and A3 is replaced from the first item group to the second item group, and are basically the same as activities A2 and A3. For example, the receiving unit 332 receives a user's press of a login gacha button 60 (described later in FIG. 5) or a play-linked gacha button 62 (described later in FIG. 5) via the user's operation on the input device 4c. In this case, the information transmitting and receiving unit 330 transmits the result of the press of the login gacha button 60 or the play-linked gacha button 62 to the information processing device 2. The information transmitting and receiving unit 230 receives the result of the press of the login gacha button 60 or the play-linked gacha button 62 from the game device 3.
[0071] (Activity A10) Finally, the execution unit 233 executes a second granting process in response to receiving a second request from the user. In the second granting process, the execution unit 233 first determines a grade by lottery. The execution unit 233 then determines an item by lottery from among the items included in the grade determined by lottery. When the second granting process is executed, the display control unit 231 displays a gacha result area 70 (described later in FIG. 7) on the display 4a.
[0072] The activities A1 to A10 described above enable the first granting process, and after the first granting process is executed, the second granting process becomes executable and is executed. Although omitted from FIG. 4, following activity A10, the execution unit 233 repeatedly executes the second granting process. Thereafter, the identification unit 234 identifies the level of excitement in response to a predetermined condition being satisfied or a request from the user being received. Thereafter, the setting unit 235 sets the contents of the items included in the new item group. Thereafter, the executable unit 232 enables the new granting process. When the new granting process is enabled, the previously executed second granting process is essentially treated as the first granting process, and the new granting process is essentially treated as the second granting process. In this manner, the information processing system 1 repeatedly executes information processing related to the first granting process and the second granting process.
[0073] According to the present embodiment, the information processing system includes a control unit. The control unit executes a first granting process in response to receiving a request from a user. The first granting process is a process of granting game media selected from a first game media group to the user. The control unit enables execution of a second granting process in response to a predetermined condition being satisfied or in response to receiving a request from the user. The second granting process is a process of granting game media selected from a second game media group to the user. The control unit determines the degree of excitement when enabling execution of the second granting process. The excitement is the degree of demand for the first granting process by the user, determined based on the user's execution history of the first granting process. The control unit sets the content of the game media included in the second game media group based on the excitement.
[0074] According to the present embodiment, it is possible to provide a technology in which the contents of a box after updating change depending on the execution history of the first granting process of the user. This allows the second granting process to be provided according to the user's demand for the first granting process, thereby increasing the interest of the user.
[0075] 3.2 Details of information processing Next, the details of the information processing will be explained. First, the details of the screens relating to the gacha in this embodiment will be explained using Fig. 5 to Fig. 10, and the details of the tables in this embodiment will be explained using Fig. 11.
[0076] FIG. 5 is a diagram showing an example of a top screen 5 and a gacha screen 6. FIG. 5 includes the top screen 5 and the gacha screen 6. The top screen 5 is displayed after the above-mentioned user authentication and is the first screen displayed before various functions in the game are executed. The top screen 5 is an example of a screen displayed based on display information. The top screen 5 includes character information 50, a gacha screen button 51, a formation button 52, a quest button 53, an item button 54, and a charge button 55. The character information 50 is a character designated by the user when executing a quest.
[0077] The gacha screen button 51 is a button for displaying the gacha screen 6. The reception unit 332 receives a press of the gacha screen button 51 via a user's operation on the input device 4c. In response to receiving the press of the gacha screen button 51, the display control unit 331 displays the gacha screen 6 on the display 4a. This allows the information processing device 2 to start the gacha.
[0078] The organization button 52 is a button for displaying a screen for organizing character information 50. The reception unit 332 receives, via a user's operation on the input device 4c, a press of the organization button 52 and an instruction to edit the character on the subsequent screen. When an instruction to edit the character is received, the display control unit 331 displays the character information 50 with the selected item illustration information 701 and the like applied.
[0079] The quest button 53 is a button for displaying a screen for selecting a quest. Here, the executable unit 232 may accept pressing of the play-linked gacha button 62 in response to clearing a quest. For example, the accepting unit 332 accepts a user pressing of the quest button 53 and a quest identification via the user's operation on the input device 4c. When the identification of a quest is accepted, the control unit 23 executes the quest. When the executable unit 232 clears a quest, it may accept pressing of the play-linked gacha button 62. In this case, the display control unit 331 sequentially displays the identification of the quest, the execution of the quest, the completion of the quest, and the activation of the play-linked gacha button 62 on the display 4a based on the display information. This makes it possible to execute the first award process by clearing a quest, which is expected to increase the user's interest in the game through gacha and deepen their interest in the game.
[0080] The item button 54 is a button for displaying a screen for using an item. For example, the reception unit 332 receives a user pressing the item button 54. In response to receiving the pressing of the item button 54, the display control unit 331 displays, on the display 4a, information on a screen for using the item granted to the user in the first granting process or the second granting process.
[0081] The charge button 55 is a button for displaying a screen for making a charge in the game. In response to a user making a charge in the game, the first granting process or the second granting process may be executed. For example, the reception unit 332 receives a charge instruction via a user's operation on the input device 4c. In response to receiving the charge instruction, the control unit 23 grants in-game currency to the user's account.
[0082] The gacha screen 6 is a screen for displaying information about gacha and for executing gacha. The gacha screen 6 is an example of a screen displayed based on the display information. The gacha screen 6 includes a login gacha button 60, login gacha information 61, a play-linked gacha button 62, play-linked gacha information 63, a reset button 64, and a lineup button 65.
[0083] The login gacha button 60 is a button for drawing a login gacha. A login gacha is a gacha that can be played a predetermined number of times per day by logging in. In response to receiving a press of the login gacha button 60, the display control unit 331 displays a gacha screen 7 including a gacha result area 70 shown in FIG. 6 on the display 4a. The gacha screen 7 displayed here will be described later.
[0084] Login gacha information 61 is information indicating the number of times that the login gacha can be executed. For example, login gacha information 61 is information such as "one more time today." In response to receiving a press of login gacha button 60, display control unit 331 reduces the number of times that the login gacha indicated by login gacha information 61 can be executed by one and displays it on display 4a. Note that login gacha button 60 may be configured to be pressable an additional time after executing it a predetermined number of times in one day, on the condition that content such as a video advertisement is viewed. In that case, display control unit 231 may change the display of "one more time today" to "0 more times today," and may play a video advertisement and further display a button for executing the login gacha.
[0085] The play-linked gacha button 62 is a button for drawing a play-linked gacha. A play-linked gacha is a gacha that can be executed by playing or clearing a certain number of quests. The number of times that the play-linked gacha can be executed within a predetermined period may be set. As in the case of accepting a press of the login gacha button 60, in response to accepting a press of the play-linked gacha button 62, the display control unit 331 displays a gacha screen 7 including a gacha result area 70 shown in FIG. 6 on the display 4a. The gacha screen 7 displayed here will be described later.
[0086] The play-linked gacha information 63 is information indicating how many times a quest must be played or cleared before a play-linked gacha can be executed. The play-linked gacha information 63 is also information indicating the number of times a play-linked gacha can be executed within a predetermined period. For example, the display control unit 331 reduces the number of times a quest must be cleared before a play-linked gacha indicated by the play-linked gacha information 63 can be executed by one in response to the completion of a quest, and displays this on the display 4a. When the number of quests required before a play-linked gacha indicated by the play-linked gacha information 63 becomes "0," the display control unit 331 displays on the display 4a that the play-linked gacha button 62 can be pressed. In response to the press of the play-linked gacha button 62, the display control unit 331 reduces the number of times a play-linked gacha indicated by the play-linked gacha information 63 can be executed by one, and displays this on the display 4a.
[0087] The reset button 64 is a button for displaying a reset lineup area 73 for resetting the item lineup. In response to receiving a press of the reset button 64, the display control unit 331 displays the gacha screen 7 including the reset lineup area 73 shown in Fig. 9 on the display 4a. The gacha screen 7 displayed here will be described in detail later.
[0088] The lineup button 65 is a button for displaying a lineup area 71 related to the lineup of items. In response to receiving a press of the lineup button 65, the display control unit 331 displays the gacha screen 7 including the lineup area 71 shown in Fig. 7 on the display 4a. The gacha screen 7 displayed here will be described in detail later.
[0089] Next, using FIG. 6, we will explain the gacha screen 7 that is displayed when the login gacha button 60 is pressed. FIG. 6 is a diagram showing an example of the gacha screen 7 when a gacha is executed. The gacha screen 7 in FIG. 6 is a screen in which the gacha screen 6 has changed to display a gacha result area 70 in response to pressing of the login gacha information 61. The gacha screen 7 in FIG. 6 is an example of a screen that is displayed in activities A3 and A10 in FIG. 4. The gacha screen 7 includes the gacha result area 70. The gacha result area 70 is an area in which the result selected by the first awarding process is displayed. The gacha result area 70 includes won item name information 700 and won item illustration information 701. Note that the gacha screen 7 shown in FIG. 6 is also displayed when the play-linked gacha button 62 is pressed.
[0090] The winning item name information 700 is information indicating the name of the item granted by the first granting process, such as "Pre-puzzle booster β won!". The winning item illustration information 701 is information indicating the item granted by the first granting process. When the first granting process is executed in response to a first request, the display control unit 331 displays the gacha result area 70 on the display 4a. The execution unit 233 deletes one item from the inventory in the box that corresponds to the grade of the granted item.
[0091] Next, using FIG. 7, the gacha screen 7 when the lineup button 65 is pressed will be described. FIG. 7 is a diagram showing an example of the gacha screen 7 when a lineup area 71 is displayed. The gacha screen 7 in FIG. 7 includes the lineup area 71. The lineup area 71 is an area that allows the user to check the inventory of items of each grade and the list of each grade. The lineup area 71 includes list buttons 710a, 710b, 710c, 710d, and 710e, and inventory information 711a, 711b, 711c, 711d, and 711e.
[0092] List buttons 710a, 710b, 710c, 710d, and 710e are buttons that display a list of items of each grade. For example, list button 710c is a button that displays a list of items of grade 3 or higher. Here, the list is a list of items for each grade that may be awarded by the first awarding process. In response to receiving a press of list button 710c, the display control unit 331 displays a gacha screen 7 including an item list area 72 shown in FIG. 8 on the display 4a. The gacha screen 7 displayed here will be described in detail later.
[0093] Inventory information 711a, 711b, 711c, 711d, and 711e are information indicating the current inventory of items ("remaining" value) relative to the initial inventory of items ("initial value" value) for each grade. For example, inventory information 711c is information indicating that the initial inventory of a third-grade item was originally two units ("initial value 2"), and that the current inventory of a third-grade item is one unit remaining ("1 unit remaining"). The inventory indicated by inventory information 711a, 711b, 711c, 711d, and 711e corresponds to the inventory of items of each grade included in the first item group. The sum of the inventory indicated by inventory information 711a, 711b, 711c, 711d, and 711e corresponds to the total inventory.
[0094] In this embodiment, the probability varies depending on the inventory. For example, since there are 15 items in total inventory and 2 second-place items in inventory, the execution unit 233 executes the first awarding process with a probability of 2 / 15 of the second-place item being awarded. When the execution unit 233 awards the second-place game medium as a result of executing the first awarding process, it deletes one second-place item from the inventory. Thereafter, the control unit 23 manages the total item inventory as 14 and the second-place item inventory as 1. When the first awarding process is subsequently executed again, the execution unit 233 executes the first awarding process with a probability of 1 / 14 of the second-place item being awarded.
[0095] Next, the gacha screen 7 when the list button 710c is pressed will be described using Figure 8. Figure 8 is a diagram showing an example of the gacha screen 7 when the item list area 72 is displayed. The gacha screen 7 in Figure 8 includes the item list area 72. The item list area 72 is an area for displaying a list of each item. The item list area 72 includes item illustration information 720a, 720b, and 720c, and item name information 721a, 721b, and 721c.
[0096] Item illustration information 720a, 720b, and 720c are information on illustrations of items corresponding to third prize and other prizes. Item name information 721a, 721b, and 721c are information on names of items corresponding to third prize and other prizes. Item name information 721a is "pre-puzzle booster α," item name information 721b is "pre-puzzle booster β," and item name information 721c is "two medals." Each time third prize and other prizes are determined through the first awarding process, the execution unit 233 determines to award one of the items "pre-puzzle booster α," "pre-puzzle booster β," or "two medals" to the user. In this embodiment, because there is only one third prize and other prize remaining in stock, the execution unit 233 awards only one of the items "pre-puzzle booster α," "pre-puzzle booster β," or "two medals" to the user.
[0097] Next, using FIG. 9, the gacha screen 7 when the reset button 64 is pressed will be described. FIG. 9 is a diagram showing an example of the gacha screen 7 when the reset lineup area 73 is displayed. The gacha screen 7 of FIG. 9 is an example of a screen displayed in activity A7 of FIG. 4. The gacha screen 7 of FIG. 9 includes the reset lineup area 73. The reset lineup area 73 is an area showing information about items granted by the second granting process. The reset lineup area 73 includes reset list buttons 730a, 730b, 730c, 730d, and 730e, acquisition number information 731a, 731b, 731c, 731d, and 731e, excitement level information 732, and a reset execution button 733.
[0098] The reset list buttons 730a, 730b, 730c, 730d, and 730e are buttons that display a list of items of each rank when the box is reset. From one perspective, the reset list buttons 730a, 730b, 730c, 730d, and 730e are buttons that display a list of items of each rank that can be awarded by the second awarding process. For example, the reset list button 730c is a button that displays a list of third-rank items that can be awarded by the second awarding process. In response to receiving a press of the reset list button 730c, the display control unit 331 displays the gacha screen 7 including the reset item list area 74 shown in FIG. 10 on the display 4a. The gacha screen 7 displayed here will be described in detail later.
[0099] The acquired number information 731a, 731b, 731c, 731d, and 731e are information indicating the inventory of items for each grade that can be granted by the second granting process. For example, the acquired number information 731c is information indicating that there are three items in stock of third-grade items that can be granted by the second granting process. From one perspective, the inventory of each grade indicated by the acquired number information 731a, 731b, 731c, 731d, and 731e is equal to the number of items included in the second item group.
[0100] The enthusiasm information 732 is information that corresponds to the enthusiasm of the user and is indicated as "advanced," "intermediate," "beginner," etc. For example, the control unit 23 determines a user who satisfies a predetermined condition within X days after the first execution of the first granting process as "advanced," a user who satisfies the predetermined condition between X days and less than Y days after the first execution of the first granting process as "intermediate," and a user who satisfies the predetermined condition Y days or more after the first execution of the first granting process as "beginner."
[0101] The reset execution button 733 is a button for resetting the box. When a predetermined condition is satisfied, the display control unit 231 causes the display 4a to display the reset execution button 733 so that it can be pressed. In response to the reception of the press of the reset execution button 733, the control unit 23 executes the second granting process. Note that the reset execution button 733 may be configured to be pressed at any timing.
[0102] Next, the gacha screen 7 when the reset list button 730c is pressed will be described using FIG. 10. FIG. 10 is a diagram showing an example of the gacha screen 7 when the reset item list area 74 is displayed. The gacha screen 7 in FIG. 10 includes the reset item list area 74. The reset item list area 74 is an area for displaying a list of items when a box is reset. The reset item list area 74 includes item illustration information 740a, 740b, and 740c, and item name information 741a, 741b, and 741c.
[0103] Item illustration information 740a, 740b, and 740c are information on illustrations of items corresponding to third place in the second awarding process. Item name information 741a, 741b, and 741c are information on names of items corresponding to third place in the second awarding process. Item name information 741a is "Pre-puzzle booster α," item name information 741b is "In-puzzle booster α," and item name information 741c is "Heart." The display control unit 231 displays item information in the reset item list area 74 in accordance with the excitement level information 732.
[0104] FIG. 11 is a diagram showing an example of a breakdown change table T1. The breakdown change table T1 includes grade information T10, current information T11, beginner information T12, intermediate information T13, and advanced information T14. The grade information T10 is information indicating grades from 1st to 5th. The current information T11 is information indicating the current stock of each of the grades from 1st to 5th. The beginner information T12 is information indicating the initial stock of each of the grades from 1st to 5th when the level of excitement is "beginner." The intermediate information T13 is information indicating the initial stock of each of the grades from 1st to 5th when the level of excitement is "intermediate." The advanced information T14 is information indicating the initial stock of each of the grades from 1st to 5th when the level of excitement is "advanced." The setting unit 236 sets the content of the game media included in the second game media group based on the breakdown change table T1.
[0105] In this embodiment, the second and third prizes include items that provide an advantage in quest progress, such as a "Pre-Puzzle Booster α," while the fifth prize includes items that increase the number of quest attempts, such as "hearts," and in-game currency items, such as "medals." For example, when the excitement level is "Beginner," the setting unit 235 sets the contents of the second item group so that the second and third prizes, which have more items that provide an advantage in quest progress, such as the "Pre-Puzzle Booster α," have a larger initial inventory. From one perspective, the second item group includes items that provide an advantage in quest progress included in the game. Items that provide an advantage in quest progress are an example of advantageous game media. From another perspective, when the identified excitement level is low, the setting unit 235 sets a higher probability that an advantageous item will be selected from the second item group. On the other hand, when the excitement level information 732 is "Advanced," the setting unit 235 sets the contents of the second item group so that the fifth prize, which has more items that increase the number of quest attempts, such as "hearts," or in-game currency items, such as "medals," have a larger initial inventory. This makes it easier for beginners who are not very familiar with puzzles to complete the quests, while advanced players who want to take their time with the puzzles can easily take on long quests. Also, this allows items to be awarded according to the user's level of enthusiasm, making the game more interesting than if such settings were not in place.
[0106] As described above, the present disclosure provides a technology that changes the content of the updated second granting process according to the execution history of the user's first granting process. Since complex information processing is not required to determine the level of excitement or set the second item group, it is possible to reduce the use of cache memory in the information processing device 2 and the game device 3. Furthermore, as a result of reducing the use of cache memory, no large-scale device or computer is required, and information processing can be performed inexpensively.
[0107] [others] In the breakdown change table T1 of this embodiment, the initial inventory for each grade is changed based on the degree of excitement. In a modified example, the types of items included in the item group may be changed based on the degree of excitement without changing the initial inventory for each grade. For example, when the degree of excitement is "Beginner," the setting unit 235 sets only items that are advantageous for quest progress, such as "Pre-Puzzle Booster α," as the contents of the second and third grade items. From one perspective, each item included in the second item group includes rarity information. The setting unit 235 sets the types of items included in the second item group for each rarity based on the degree of excitement. This allows the types of items to be set according to the degree of excitement, thereby appropriately responding to users' demand for gacha.
[0108] In the present embodiment, the first and second item groups are described as being in stock. However, in a modified example, the first and second item groups may be set as being out of stock. In the modified example, since there is no stock, unlike the embodiment, the probability of granting an item does not change in response to fluctuations in stock. In this case, the setting unit 235 may set the probability of granting each item included in the second item group for each rarity level based on the degree of excitement. For example, the setting unit 235 sets the probability by increasing the probability of granting first prize from 1% to 5% or decreasing the probability of granting fifth prize from 50% to 40% based on the degree of excitement. This sets the probability of granting an item according to the degree of excitement, making it easier for users to increase the degree of excitement.
[0109] In the present embodiment, the item to be granted is determined after the rank is determined. The timing of determining the item to be granted is not limited to this embodiment, and in a modified example, the item to be granted may be determined before the rank is determined. For example, in the case of FIG. 8 , the execution unit 233 executes the first granting process in advance for the remaining rank, 3, etc. The execution unit 233 predetermines the item as a "pre-puzzle booster β." The display control unit 231 causes the display 4a to display item illustration information 720b and item name information 721b of the "pre-puzzle booster β" in the item list area 72. In this case, the display control unit 231 does not display item illustration information 720a and 720c and item name information 721a and 721c of the "pre-puzzle booster α" in the item list area 72. The display control unit 231 may display the inventory of "pre-puzzle booster β" as one on the display 4a.
[0110] In this embodiment, the game contents are described as items. In a modified example, the game contents may be characters. In this case, the first game content group is a first character group, and the second game content group is a second character group.
[0111] In the embodiment, an example of a box gacha has been described. In the modified example, an example of a ceiling gacha will be described. The ceiling gacha is a gacha that includes a bonus that guarantees the granting of rare game media, provided that a predetermined number of normal lotteries are performed or a predetermined number of points are accumulated each time a normal lottery is performed. For example, if a gacha is performed 10 times, the next 11th gacha will be a bonus lottery using a lottery table that includes only rare game media. Therefore, the normal lottery corresponds to the first granting process, and the bonus lottery corresponds to the second granting process. Note that the points here may be individually set for each game media based on the rarity, provision probability, etc. of the game media. In the ceiling gacha, the game media are described below as characters.
[0112] In the ceiling prize gacha, as in the embodiment, the executable unit 232 enables execution of the second awarding process when a predetermined condition is satisfied. In the above example, the predetermined condition of the ceiling prize gacha is a condition that is satisfied depending on the execution status of the first awarding process (in the above example, a condition that is satisfied by executing the normal lottery gacha a predetermined number of times) or a condition that is satisfied depending on the points awarded to the user (in the above example, a condition that is satisfied by accumulating a predetermined number of points). Note that, as in the embodiment, a condition that is satisfied depending on the awarding status of game content may be used as the predetermined condition of the ceiling prize gacha.
[0113] The execution history of the ceiling gacha includes the conditions of the period, the number of charges, and the amount of the charge, as in the embodiment. Also, unlike the embodiment, the execution history of the ceiling gacha further includes information on the period from when a character from the first character group starts to be awarded until a predetermined number of points are accumulated and the number of gachas until a predetermined character is awarded.
[0114] As in the embodiment, the specification unit 234 specifies the degree of excitement when enabling execution of the second awarding process. When specifying the degree of excitement based on the period until a predetermined number of points is accumulated, the specification unit 234 specifies the degree of excitement by assuming that the user who has accumulated the predetermined number of points in a shorter period has a higher degree of demand for the first awarding process. Furthermore, when specifying the degree of excitement based on the number of times it takes to win a predetermined character, the specification unit 234 specifies the degree of excitement by assuming that the user who has played gacha many times until winning a predetermined character has a higher degree of demand for the first awarding process.
[0115] Furthermore, "pressing a button" in this embodiment is an example of "operating an object", and it is sufficient that an instruction from the user can be received via the input device 4c.
[0116] Furthermore, the "quest" in this embodiment is an example of content, and may be anything that constitutes a unit of game play.
[0117] The information processing device 2 may be an on-premise type or a cloud type. As the information processing device 2 in the cloud type, the above functions and processes may be provided in the form of, for example, SaaS (Software as a Service) or cloud computing.
[0118] In the above embodiment, the information processing device 2 performs various storage and control operations, but multiple external devices may be used instead of the information processing device 2. That is, various information and programs may be distributed and stored in multiple external devices using block chain technology or the like.
[0119] With respect to the information processing system 1 according to the above embodiment, it may be a program that causes a computer to function as the control unit 33 of the information processing system 1. It may also be an information processing method that the information processing system 1 executes.
[0120] Furthermore, it may be provided in the following aspects.
[0121] (1) An information processing system having a control unit, the control unit executing a first granting process in response to receiving a first request from a user, wherein the first granting process is a process of granting game media selected from a first game media group to the user, and enabling execution of a second granting process in response to a predetermined condition being satisfied or in response to receiving a predetermined request from the user, wherein the second granting process is a process of granting game media selected from a second game media group to the user, and specifying an intensity level at which execution of the second granting process is enabled, wherein the intensity level is the user's degree of demand for the first granting process specified based on the user's execution history of the first granting process, and setting the content of the game media included in the second game media group based on the intensity level.
[0122] (2) In the information processing system described in (1) above, the specified condition is that the user has been granted game media from the first game media group a specified number of times.
[0123] (3) In the information processing system described in (1) or (2) above, the control unit determines the degree of excitement based on the period until game media are provided a predetermined number of times from the first game media group.
[0124] (4) In the information processing system described in any one of (1) to (3) above, the control unit enables execution of the first granting process based on frequency information, wherein the frequency information is information regarding the frequency with which the user plays the game.
[0125] (5) In the information processing system described in any one of (1) to (4) above, the second group of game media includes advantageous game media that provide an advantage in progressing through content included in the game, and the control unit sets a high probability that the advantageous game media will be selected from the second group of game media when the identified level of excitement is low.
[0126] (6) In the information processing system described in any one of (1) to (5) above, the control unit determines the degree of excitement based on the amount of charge or the number of charges made by the user related to the execution history in the first granting process.
[0127] (7) In the information processing system described in any one of (1) to (6) above, each of the game media included in the second game media group includes rarity information, and the control unit sets the number of each game media included in the second game media group or the probability of granting each game medium included in the second game media group for each rarity based on the excitement level.
[0128] (8) In the information processing system described in any one of (1) to (7) above, each of the game media included in the second game media group includes rarity information, and the control unit sets the type of game media included in the second game media group for each rarity based on the intensity.
[0129] (9) A program for causing a computer to function as the control unit of the information processing system according to any one of (1) to (8) above.
[0130] (10) An information processing method executed by an information processing system, the information processing method comprising, as each step, each process executed by the control unit of the information processing system described in any one of (1) to (8) above. Of course, this is not the case.
[0131] 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]
[0132] 1: Information processing system 11: Communication Network 2: Information processing equipment 20: Communication bus 21: Communications Department 22: Storage section 23: Control section 230: Information transmission and reception unit 231: Display control unit 232: Executable part 233: Executive Department 234: Specific part 235: Settings section 3: Game device 30: Communication bus 31: Communications Department 32: Storage section 33: Control section 330: Information transmission and reception unit 331: Display control unit 332: Reception 34a: Graphics processing unit 34b: Audio processing section 34c: Operation section 4a: Display 4b: Speaker 4c: Input Device 5: Top screen 50: Character information 51: Gacha screen button 52: Formation button 53: Quest button 54: Item button 55: Charge button 6: Gacha screen 60: Login Gacha Button 61: Login Gacha Information 62: Play-linked gacha button 63: Play-linked Gacha Information 64: Reset button 65: Lineup button 7: Gacha screen 70: Gacha result area 700: Winning item name information 701: Winning item illustration information 71: Lineup area 710a: List button 710b: List button 710c: List button 710d: List button 710e: List button 711a: Remaining quantity information 711b: Remaining number information 711c: Remaining number information 711d: Remaining quantity information 711e: Remaining number information 72: Item list area 720a: Item illustration information 720b: Item illustration information 720c: Item illustration information 721a: Item name information 721b: Item name information 721c:Item name information 73: Reset lineup area 730a: Reset List Button 730b: Reset List Button 730c: Reset List Button 730d: Reset List Button 730e: Reset list button 731a: Acquisition number information 731b: Acquisition number information 731c: Acquisition number information 731d: Acquisition number information 731e: Acquisition number information 732: Incandescence information 733: Reset execution button 74: Reset item list area 740a: Item illustration information 740b: Item illustration information 740c: Item illustration information 741a: Item name information 741b: Item name information 741c:Item name information T1: Breakdown change table T10: Grade information T11: Current Information T12: Beginner information T13: Intermediate Information T14: Advanced Information
Claims
1. An information processing system, A control unit is provided. The control unit executes a first granting process in response to receiving a first request from a user; wherein the first granting process is a process of granting game media selected from a first group of game media to the user, and an inventory of the first group of game media starts from a first initial state and decreases each time the game media is granted to the user; In response to receiving a request to reset the inventory from the user, a second provision process is enabled; wherein the second granting process is a process of granting game media selected from a second group of game media to the user, and the inventory of the second group of game media is replenished to a second initial state different from the first initial state in response to a request to reset the inventory, and is reduced each time the game media is granted to the user; Identifying a degree of enthusiasm when enabling execution of the second granting process, wherein the degree of enthusiasm is a degree of demand for the first granting process from the user identified based on the execution history of the first granting process from the user; An information processing system that sets the content of the game media included in the second game media group based on the excitement level as the second initial state.
2. 2. The information processing system according to claim 1, Each of the game media included in the second group of game media includes rarity information; The control unit setting the second initial state of the game media included in the second game media group for each of the rarity levels based on the intensity level; An information processing system in which the reset request is made on a screen displaying the contents of the game medium in the second initial state when the reset request is accepted.
3. 2. The information processing system according to claim 1, The control unit determining the degree of excitement based on a period of time until a predetermined number of game media are dispensed from the first group of game media; An information processing system in which the reset request is made on a screen displaying the contents of the game medium in the second initial state when the reset request is accepted.
4. 2. The information processing system according to claim 1, The control unit enabling execution of the first granting process based on frequency information, wherein the frequency information is information about a frequency of the user playing a game; An information processing system in which the reset request is made on a screen displaying the contents of the game medium in the second initial state when the reset request is accepted.
5. 2. The information processing system according to claim 1, the second game media group includes advantageous game media that provide an advantage in progressing through content included in the game; The control unit If the identified degree of excitement is low, a probability that the advantageous game medium will be selected from the second group of game media is set to be high; An information processing system in which the reset request is made on a screen displaying the contents of the game medium in the second initial state when the reset request is accepted.
6. 2. The information processing system according to claim 1, The control unit Identifying the degree of incandescence based on the amount of charge or the number of charges by the user associated with the execution history of the first granting process; An information processing system in which the reset request is made on a screen displaying the contents of the game medium in the second initial state when the reset request is accepted.
7. 2. The information processing system according to claim 1, Each of the game media included in the second group of game media includes rarity information; The control unit setting the number of each game medium included in the second game medium group or the probability of granting each game medium included in the second game medium group as the second initial state for each rarity level based on the excitement level; An information processing system in which the reset request is made on a screen displaying the contents of the game medium in the second initial state when the reset request is accepted.
8. A program, A program for causing a computer to function as the control unit of the information processing system according to any one of claims 1 to 7.
9. An information processing method executed by an information processing system, An information processing method comprising, as each step, each process executed by the control unit of the information processing system according to any one of claims 1 to 7.
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