Program, information processing system, and information processing method
The program and system enhance player engagement by setting specific conditions and dynamic reward content for consuming game media, increasing reward variety and player interest through interactive reward designation.
Patent Information
- Application Number
- JP2022163990
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-10-12
- Publication Date
- 2025-11-19
- Estimated Expiration
- 2041-07-08
AI Technical Summary
Conventional game systems lack variety in rewards obtained by consuming game media, failing to adequately attract player interest.
A program and information processing system that sets specific conditions for obtaining rewards based on game media status, allowing players to designate consumption objects and granting rewards accordingly, with features like lottery processes and dynamic reward content setting.
Increases reward diversity and player engagement by allowing players to select consumption objects based on displayed reward content, enhancing input convenience and maintaining player interest.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a program, an information processing system, and an information processing method for a game in which a player consumes game media owned by the player to obtain a reward. [Background technology]
[0002] Conventionally, there have been known breeding games in which game media such as characters are bred, and one of the game functions of these games is to consume the game media that has been bred and obtain a reward (see Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 6284107 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in conventional functions for consuming game media to obtain rewards, the content of the reward obtained when consuming game media is set according to the conditions for obtaining the reward, so the content of the reward lacks variety and is not able to sufficiently attract the interest of players.
[0005] The present invention has been made in consideration of the above circumstances, and its purpose is to provide a program, an information processing system, and an information processing method that can attract players' interest by increasing the diversity of rewards that can be obtained when game media is consumed. [Means for solving the problem]
[0006] (1) The present invention relates to a program for a game in which a player consumes game media owned by the player to obtain a reward, the program causing a computer to function as a specific condition setting unit that sets specific conditions that the game media must satisfy in order to obtain the reward, a reward content setting unit that sets the content of the reward based on information linked to the game media that satisfies the specific conditions, and a reward granting unit that grants a reward based on an input that determines the consumption of the game media that satisfies the specific conditions.
[0007] (2) In the program of the present invention, the computer may function as an input receiving unit that provides a consumption object designation screen, which is an input interface that accepts input to designate the game medium owned by the player as a consumption object, and the input receiving unit may display the content of the reward corresponding to the game medium designated as the consumption object on the consumption object designation screen.
[0008] (2) In the program of the present invention, the input receiving unit may make it impossible to designate as the consumption object, on the consumption object designation screen, any of the multiple game media owned by the player that does not satisfy the specific conditions.
[0009] (3) In the program of the present invention, there may be another game mode in which the status of the game medium is changed according to the progress of the game and the status of the game medium is determined when the progress of the game meets a predetermined completion condition, and the specific condition setting unit may set the specific condition in association with the status.
[0010] (4) In the program of the present invention, there may be another game mode in which the status of the game medium is changed according to the progress of the game and the status of the game medium is determined when the progress of the game meets a predetermined completion condition, and the reward content setting unit may set the content of the reward as information linked to the game medium using the status determined in the other game mode.
[0011] (5) In the program of the present invention, the reward content setting unit may perform a predetermined lottery process based on information linked to the game medium to set the reward content corresponding to the game medium.
[0012] (6) The present invention relates to an information processing system for a game in which a player obtains a reward by consuming game media owned by the player, the information processing system including: a specific condition setting unit that sets specific conditions that the game media must satisfy in order to obtain the reward; a reward content setting unit that sets the content of the reward based on information linked to the game media that satisfies the specific conditions; and a reward granting unit that grants a reward based on an input that determines the consumption of the game media that satisfies the specific conditions.
[0013] (7) The present invention relates to an information processing method for a game in which a player obtains a reward by consuming game media owned by the player, the information processing method including: a specific condition setting step for setting specific conditions that the game media must satisfy in order to obtain the reward; a reward content setting step for setting the content of the reward based on information linked to the game media that satisfies the specific conditions; and a reward granting step for granting a reward based on an input that determines the consumption of the game media that satisfies the specific conditions.
[0014] In the above-mentioned program, information processing system, and information processing method, a reward can be obtained when game media that meets specific conditions is consumed, and the content of the reward obtained when game media is consumed is set based on information linked to the game media that meets specific conditions, thereby increasing the variety of rewards that can be obtained and attracting the interest of players.
[0015] Furthermore, in the above-mentioned program, information processing system, and information processing method, increasing the variety of rewards that can be obtained may result in the player having to check the content of the reward, but by displaying the content of the reward corresponding to the game medium designated as the consumption object on the consumption object designation screen, which is an input interface that accepts input specifying the game medium as the consumption object, the player can select the consumption object while checking the content of the reward, thereby improving the player's input convenience. [Brief explanation of the drawings]
[0016] [Figure 1] FIG. 1 is a diagram illustrating an overall configuration of an information processing system. [Figure 2] FIG. 10 is a functional block diagram of a server related to a game function in which a player consumes characters to obtain a reward, among functions realized by the information processing system. [Figure 3] FIG. 10 is a functional block diagram of a player terminal related to a game function in which a player consumes characters to obtain a reward, among functions realized by the information processing system. [Figure 4] FIG. 10 is a diagram showing an example of setting a mission relating to a game function in which a player consumes characters to obtain a reward. [Figure 5] FIG. 10 is a diagram showing an example of setting a mission relating to a game function in which a player consumes characters to obtain a reward. [Figure 6] FIG. 10 is a diagram showing an overview of the game progress relating to the game function of consuming characters to obtain rewards. [Figure 7] FIG. 10 is a diagram showing an example of a mission selection screen displayed on a player terminal. [Figure 8] FIG. 10 is a diagram showing an example of a character selection screen displayed on a player terminal. [Figure 9] FIG. 10 is a diagram showing an example of a character selection screen displayed on a player terminal. [Figure 10] FIG. 10 is a diagram showing an example of a character selection screen displayed on a player terminal. [Figure 11]FIG. 10 is a diagram showing an example of a character details screen displayed on a player terminal. [Figure 12] FIG. 10 is a diagram showing an example of a transfer confirmation dialog box displayed on a player terminal. [Figure 13] FIG. 10 is a diagram showing an example of a transfer confirmation dialog box displayed on a player terminal. [Figure 14] FIG. 10 is a diagram showing an example of a mission selection screen displayed on a player terminal. [Figure 15] FIG. 10 is a diagram showing an example of a transfer completion dialog box displayed on a player terminal. [Figure 16] FIG. 10 is a diagram showing an example of a mission selection screen displayed on a player terminal. [Figure 17] FIG. 10 is a diagram showing an example of a character selection screen displayed on a player terminal. [Figure 18] FIG. 10 is a diagram showing an example of a character selection screen displayed on a player terminal. DETAILED DESCRIPTION OF THE INVENTION
[0017] The following describes an embodiment of the present invention. Note that the embodiment described below does not unduly limit the content of the invention described in the claims. Furthermore, not all of the configurations described in the embodiment are necessarily essential components of the present invention.
[0018] 1. Information processing system configuration Fig. 1 is a diagram showing the overall configuration of an information processing system 10 of this embodiment. As shown in Fig. 1, in the information processing system 10, a server 20 and multiple player terminals 40 are connected via a network 30 such as the Internet, a mobile phone network, a LAN, or a WAN, thereby constructing a so-called client-server communication system. Each of the multiple player terminals 40 communicates with the server 20 via the network 30 to send and receive various information. Each of the multiple player terminals 40 also communicates with the other player terminals 40 via the network 30 and the server 20 to send and receive various information.
[0019] The server 20 includes a control unit 21 consisting of a processor such as a CPU, a storage unit 22 consisting of a main storage device such as a ROM or RAM and an auxiliary storage device such as an HDD or SSD, and a communication unit 23 consisting of a communication module and a communication interface. In the server 20, the control unit 21 executes various processes in accordance with the programs stored in the storage unit 22. The server 20 also receives information from the player terminals 40 via the communication unit 23, and transmits information relating to the results of the processes executed by the control unit 21 to the player terminals 40.
[0020] The player terminal 40 may be a smartphone, tablet, personal computer, portable game console, or stationary game console installed in a store or at home. The player terminal 40 includes a control unit 41 consisting of a processor such as a CPU; a storage unit 42 consisting of a main storage device such as ROM or RAM and an auxiliary storage device such as flash memory, HDD, or SSD; an operation / input unit 43 consisting of a touch panel, keyboard, microphone, or the like; a display unit 44 consisting of a liquid crystal display, organic EL display, or the like; and a communication unit 45 consisting of a communication module or communication interface. The player terminal 40 also executes various processes according to the programs stored in the storage unit 42. The player terminal 40 also receives information from the server 20 via the communication unit 45 and transmits information to the server 20 or other player terminals 40.
[0021] Fig. 2 is a functional block diagram showing the main functions of the server 20. Fig. 3 is a functional block diagram showing the main functions of the player terminal 40.
[0022] The information processing system of this embodiment has the function of providing, through the player terminal 40, a racing game in which characters based on racehorses are trained and characters that are currently being trained or have been trained are entered into races to compete against other characters for finishing position.
[0023] The information processing system of this embodiment also has a special transfer function that allows a reward to be obtained by consuming a character (an example of a game medium) that has been fully developed, a function that sets the recruitment conditions (an example of a specific condition) that a character must satisfy in order to obtain the reward, a function that sets the content of the reward based on the status of a character that satisfies the recruitment conditions, a function that provides an input interface that accepts input specifying a character as a consumption target, and a function that grants a reward based on an input that determines the consumption of a character that has satisfied the recruitment conditions.In this embodiment, a case will be described in which these functions are realized by the server 20 and the player terminal 40 working together.However, the above-mentioned functions may also be realized primarily by the player terminal 40.In this embodiment, the consumption of a character will be referred to as a "transfer" in the following description.
[0024] First, on the server 20, as shown in Figure 2, the server data storage unit 50 and the server game processing unit 60 work together to realize the function of setting the recruitment conditions that characters must meet in order to receive rewards, and the function of setting the content of the rewards based on the status of characters that meet the recruitment conditions.
[0025] The server data storage unit 50 stores data for the server game processing unit 60 to perform various processes, and is mainly realized by the storage unit 22.
[0026] The server data storage unit 50 also includes a player management database 51, in which a character list and an item list are stored in association with a player ID assigned to each player.
[0027] The character list includes, for example, an individual character ID assigned to each trained character, a character type ID indicating the character's type, the character's status (rarity, evaluation points, course suitability, distance suitability, running style suitability, running style, speed, stamina, power, tenacity, intelligence, possessed skills, acquired titles), lock status (locked, unlocked), and the character's training history (training conditions, results of races entered during training).
[0028] In this embodiment, a "trained character" means a character that has been trained using a training function, which is one of the game functions realized by the information processing system of this embodiment, and whose training has been completed and whose status has been determined.
[0029] In this embodiment, there are a "character individual ID" and a "character type ID", and the difference between them is as follows.
[0030] First, the "character individual ID" is an ID that is assigned when character training is completed using the training function and the trained character is registered in the character management database 51, and is used to identify each trained character linked to the player ID.
[0031] In addition, in this embodiment, the training function is designed so that the player can select the character to train from multiple types of characters, and the "character type ID" is an ID assigned to identify the type of character that has been trained.
[0032] The "locked state" indicates whether or not the transfer of a trained character is prohibited. If the character is unlocked, it can be transferred, and if it is locked, it cannot be transferred. Examples of situations in which a character is locked include when the player selects an individual character from a list of trained characters, or when a trained character is registered to run in a race.
[0033] The item list includes data related to the items, enhancement points, and in-game currency owned by the player. In this embodiment, for example, the content and quantity of items owned, the quantity of enhancement points owned, the quantity of in-game currency owned, etc. are stored as an item list in the player management database 51.
[0034] In this embodiment, items are used, for example, to support character development or to change the starting conditions of a race, and can be obtained based on the results of a race or by consuming in-game currency.
[0035] Further, the strengthening points are used to strengthen support items, which are items that support character development, and the stronger the support items are, the more advantageous the character development environment can be.
[0036] The player management database 51 also stores a history of missions completed for each player related to special transfers. For example, a mission ID and whether or not a reward has been obtained are managed in association with the player ID.
[0037] The server data storage unit 50 also includes a mission database 52, and data related to the recruitment conditions and rewards for the special transfer game function is stored in the mission database 52. In this embodiment, for example, the difficulty level, the number of times limit, recruitment requirements, recruitment conditions, rewards according to ability rank, and the like are stored in association with the mission ID.
[0038] The server game processing unit 60 performs processes such as managing players and characters using various types of identification information such as player ID, individual character ID, and character type ID, and calculating game results in response to requests from player terminals 40, and is realized mainly by the control unit 21 and communication unit 23. The server game processing unit 60 also performs processes such as setting missions, setting reward details for each character, and granting rewards for character transfers, and includes a mission setting unit 61 (an example of a specific condition setting unit), a reward content setting unit 62, and a reward granting unit 63.
[0039] The mission setting unit 61 performs processing to set missions related to special transfers. In this embodiment, there are four levels of difficulty for missions, from 1 star to 4 star, and the mission setting unit 61 sets a total of four types of missions, one type for each level of difficulty, from multiple types of missions registered in the mission database 52. In this embodiment, the special transfer game mode can be executed for a limited period of seven days, and the mission setting unit 61 performs processing to update the missions every 24 hours.
[0040] The reward content setting unit 62 performs processing to set the content of the reward that can be obtained when a player transfers a trained character that the player owns in the special transfer game mode. In this embodiment, the unit references the status of the trained characters registered in the character list of the player management database 51, extracts characters that meet the recruitment conditions for each mission from the trained characters linked to the player ID, and sets the content of the reward based on the status of the character, linked to the mission ID and individual character ID.
[0041] The reward granting unit 63 performs processing to grant a reward corresponding to the character to be transferred based on an input made at the player terminal 40 to decide the transfer of a trained character that meets the recruitment conditions corresponding to the mission.
[0042] In this embodiment, a cool down period occurs from the time an input is made from the player terminal 40 to decide to transfer a character that meets the recruitment conditions corresponding to a mission until the reward can be received. The reward granting unit 63 also performs processing to manage the cool down period from the time the transfer of a trained character that meets the recruitment conditions is decided until the reward is granted. During the cool down period, the player terminal 40 is controlled so that it is not possible to transfer a character related to a new mission.
[0043] In this embodiment, the cool down time is set to, for example, five minutes. When the reward granting unit 63 receives a transfer request from the player terminal 40 requesting the transfer of a character related to a mission, the reward granting unit 63 starts managing the cool down time by linking it to the player ID. Each time the reward granting unit 63 receives a notification from the player terminal 40 that the special transfer game mode has been selected, the reward granting unit 63 determines whether the cool down time has ended. If the cool down time has ended, the reward granting unit 63 deletes the character to be transferred from the character list in the player management database 51, adds an item equivalent to the reward to the item list in the player management database 51, and notifies the player terminal 40 of the end of the cool down time, the deletion of the character, and the granting of the reward. When the player terminal 40 receives notification from the server 20 that the cool down time has ended, the deletion of the character, and the granting of the reward, a transfer completion dialog box is displayed indicating that the mission related to the special transfer has been accomplished.
[0044] Next, in the player terminal 40, as shown in FIG. 3, the terminal data storage unit 70 and the terminal game processing unit 80 work together to realize a function of providing an input interface that accepts input to designate a character owned by the player as a transfer target.
[0045] The terminal data storage unit 70 stores data for the terminal game processing unit 80 to perform various processes, and is realized mainly by the storage unit 42.
[0046] The terminal data storage unit 70 also includes a player data storage unit 71, which stores data such as a character list and an item list corresponding to a player ID. In this embodiment, when an application is launched, the player terminal 40 acquires a character list and an item list from the server 20, temporarily stores them in the player data storage unit 71, and executes various game processes. In this embodiment, if a change to the character list or item list is required in the execution of various game processes, the player management database 51 is updated and the player data storage unit 71 is also updated, and the contents stored in both are synchronized. Note that the character list and item list may be held as local data on the player terminal 40 side, and the player data storage unit 71 and the player management database 51 may be synchronized as necessary.
[0047] The terminal data storage unit 70 also includes a mission data storage unit 72, which stores mission data obtained from the server 20 and is necessary for progressing through the game for special transfers, such as a mission ID, recruitment requirements, recruitment conditions, characters that are available for transfer among the characters registered in the character list (transferable characters), and information on rewards that can be obtained when a transferable character is transferred. In this embodiment, for ease of explanation, a character that meets the mission recruitment conditions and is not in a locked state and is therefore available for transfer may be referred to as a transferable character.
[0048] The terminal game processing unit 80 performs processes such as starting a game when a game start condition is satisfied, executing a selected game mode from multiple game modes, progressing the game, generating an event when an event generation condition is satisfied, calculating the game result, requesting the server 20 to calculate the game result, obtaining the game result calculated by the server 20, and ending the game when a game end condition is satisfied, and is realized mainly by the control unit 41 and the communication unit 45. The terminal game processing unit 80 also includes an input receiving unit 81 that provides an input interface for receiving various inputs necessary for progressing the game.
[0049] The input receiving unit 81 performs processing to display a display screen on the display unit 44 according to the game mode and the progress of the game, and to provide an input interface that receives input from the player via the display screen.
[0050] When the special transfer game mode is selected, the input reception unit 81 transmits a mission acquisition request to the server 20 and acquires mission data including information (recruitment outline, recruitment conditions, transferable characters, and rewards for transferring characters) linked to a mission ID related to the currently set special transfer mission from the server 20. Then, the input reception unit 81 performs processing to display on the display unit 44 a mission selection screen, which is an input interface that accepts input for selecting a mission, based on the mission data.
[0051] In addition, when a mission is selected on the mission selection screen, the input receiving unit 81 performs processing to display on the display unit 44 a character selection screen (an example of a consumption target designation screen), which is an input interface that accepts input to designate a trained character owned by the player as a transfer target, based on the selected mission ID.
[0052] Furthermore, the input accepting unit 81 displays the reward details corresponding to the character designated as the transfer target on the character selection screen based on information about the transferable character linked to the mission ID in the mission data. In this embodiment, the reward details corresponding to the trained character owned by the player are set in the reward detail setting unit 62 of the server 20, and information including the reward details is linked to the mission ID and stored in the mission data storage unit 72. The input accepting unit 81 then displays a list of the trained characters owned by the player (a list of characters registered in the character list) on the character selection screen, and when a character that meets the recruitment conditions for the mission is designated, references the reward details for that character stored in the mission data storage unit 72 and displays an icon image, text, or the like indicating the reward details on the character selection screen.
[0053] The input accepting unit 81 also performs processing to display a transfer confirmation dialog box, which is an input interface that accepts input to determine the transfer of a character in a special transfer, on the display unit 44. In this embodiment, the input accepting unit 81 performs processing to display the transfer confirmation dialog box via a character details screen on which the detailed status of the character designated as the transfer target on the character selection screen can be confirmed. Then, when an input to determine the transfer of the character is made in the transfer confirmation dialog box, the input accepting unit 81 performs processing to send a transfer request to the server 20. In this embodiment, as described above, the reward granting unit 63 in the server 20 that receives the transfer request performs processing related to granting a reward. Then, when the reward granting unit 63 grants the reward, the input accepting unit 61 performs processing to display a transfer completion dialog box on the display unit 44, and notifies the player that the reward has been granted.
[0054] 2. Control method of this embodiment The control method of this embodiment will be described below by taking as an example a case where the game program of this embodiment is applied to a game application of a player terminal 40 provided as a smartphone.
[0055] The game program of this embodiment is configured to provide multiple types of game functions. In the main game function, the training function (an example of another game mode), a character to be trained is selected from multiple types of characters. The character's status changes as the game progresses, and when a predetermined completion condition is met, the character's status is finalized and training is complete. This trained character can race against characters trained by other players in a race function, another game function. In this embodiment, the number of characters that have been trained (the number that can be registered in the character list) is predetermined, and once the upper limit of the number of characters that can be registered (e.g., 200) is reached, new characters cannot be trained using the training function. Therefore, it is necessary to delete trained characters from the character list to free up space. In addition, in the information processing system 10 to which the game program of this embodiment is applied, a special transfer function can be executed as a game function that is available for a limited time.
[0056] The special transfer function provided by the game program of this embodiment allows players to obtain rewards according to the status of the character being transferred by transferring a trained character that meets the recruitment conditions set out in the mission.
[0057] Before explaining the special transfer function, we will briefly explain the development function for developing characters that can be transferred.
[0058] In the training function, the player can select one character from multiple types of characters to train. Each of the multiple types of characters that can be selected for training has its own initial status. Furthermore, characters to be trained acquire unique skills (unique skills) according to their type from the start of training, and the effects of each unique skill when activated are different. Furthermore, the multiple types of characters that can be selected for training have growth correction rates for parameters such as speed, stamina, power, tenacity, and intelligence set according to the character, and parameters that are easy to increase are set for each type of character.
[0059] Once a character's training target is selected and character training begins, the character can be trained by issuing training instructions for each of the 72 total turns. Specifically, when training instructions are issued related to parameters such as speed, stamina, power, tenacity, and intelligence, the parameters will change and skill points will be acquired depending on the training results. A turn can also be consumed by issuing a command to enter a race, which will result in parameter changes and skill points being acquired depending on the race results. Furthermore, if the conditions for an event are met during training, an event will occur, increasing the number of skills that can be acquired and causing parameter changes. The aforementioned skill points are used to allow the character being trained to acquire skills, and skills can be acquired by spending the skill points possessed from a list of available skills.
[0060] After 72 turns have been completed, the conditions for completing the training are met, the character's status is confirmed, and the character whose training has been completed is registered in the character list. In the training function of this embodiment, a training goal is set according to the character being trained. For example, if the training goal has not been achieved after a set number of turns have elapsed, the conditions for completing the training are met at the point when the training goal is not achieved, even if 72 turns have not been completed, and the character's status may be confirmed. Furthermore, when the status is confirmed, a title is granted based on the race record of the trained character. Each title has its own granting condition, and all titles that meet the granting conditions when the status is confirmed are granted. For this reason, multiple titles may be granted to a single trained character.
[0061] Next, the special transfer function in the game program of this embodiment will be described.
[0062] First, with regard to the special transfer function, missions are periodically updated on the server 20. FIGS. 4 and 5 show an example of the mission settings when the special transfer function is enabled. In this embodiment, the special transfer function is enabled for a limited period of seven days, and the server 20 updates the mission settings once a day at a predetermined update time (e.g., 12:00). For example, if the mission for the first day is as shown in FIG. 4, at 12:00 the following day, it is updated to the mission for the second day as shown in FIG. 5. The mission settings are also updated at the predetermined update times on the third day and thereafter, and in this embodiment, the mission settings are updated a total of six times.
[0063] In this embodiment, as shown in FIGS. 4 and 5, one mission of each difficulty level from 1 star to 4 star is selected for each day's mission settings. Some missions have recruitment conditions set in association with a character's distance suitability, parameters, and possessed skills, while others have recruitment conditions set in association with the character's race performance during training. For example, the mission with mission ID "34001" shown in FIG. 4 is a mission whose recruitment conditions include distance suitability, parameters, and skills, while the mission with mission ID "54001" shown in FIG. 5 is a mission whose recruitment condition is race performance. The number of missions set may differ for each day, and the distribution of difficulty levels need not necessarily be uniform.
[0064] FIG. 6 is a diagram showing an overview of the game progress regarding the special transfer function.
[0065] First, when a special transfer game mode is selected on the player terminal 40, the player terminal 40 acquires data (mission data) relating to the mission settings and the reward details when transferring a character registered in the character list from the server 20 (step S101).
[0066] Specifically, a mission acquisition request is sent from the player terminal 40 to the server 20 based on an input to select the special transfer game mode. Upon receiving the mission acquisition request, the server 20 first references the player management database 51 and extracts characters that satisfy the recruitment conditions for the mission set at the current time (the time the mission acquisition request is received) from the character list linked to the player ID of the sender of the mission acquisition request. Character extraction is performed for each mission ID, and the status of the characters registered in the character list is referenced to determine whether each character satisfies the recruitment conditions linked to the mission ID. Note that character extraction and reward setting for characters are not performed during the cool down period described below.
[0067] For example, for the mission with mission ID "22003" shown in FIG. 4, it is determined whether the distance suitability and speed of each character satisfy the recruitment conditions.
[0068] In this embodiment, there are four distance suitability categories: short distance, mile, medium distance, and long distance, and all characters are classified into one of eight levels of suitability for each category: S, A, B, C, D, E, F, and G. The suitability level is in the order of S>A>B>C>D>E>F>G, and the higher the suitability, the easier it is to demonstrate abilities in a race simulation. Regarding distance suitability, there are initial settings for suitability for each category for each type of character to be trained, but the suitability level may change due to game events during training, etc.
[0069] In the mission ID "22003" shown in Figure 4, one of the recruitment conditions is that the distance suitability in the mile category must be "A" or higher, so characters with a mile suitability of "S" or "A" will meet this condition.
[0070] In this embodiment, the parameters of speed, stamina, power, tenacity, and intelligence change during character development depending on training results and the like, and are set to a value within a range of 0 to 1200 when development is complete, with the parameters being classified into one of 14 levels: SS+, SS, S+, S, A+, A, B+, B, C+, C, D, E, F, and G. The parameter levels are in the following order: SS+>SS>S+>S>A+>A>B+>B>C+>C>D>E>F>G, and running speed, acceleration, endurance, etc. are calculated in the racing simulation based on these parameters.
[0071] In the mission ID "22003" shown in Figure 4, a speed of "B" or higher is specified as one of the recruitment conditions, so characters with a speed of between "SS+" and "B" meet this condition.
[0072] In this embodiment, a character that is determined to satisfy all of the recruitment conditions for each mission is extracted, and the reward to be given when the extracted character is transferred is determined.
[0073] In this embodiment, character evaluation points are used to determine rewards for characters who meet the mission recruitment requirements. These evaluation points are calculated based on predetermined criteria for each parameter (speed, stamina, power, tenacity, and intelligence) and each possessed skill when character development is completed using the development function. The sum of these points is used to rank the character. In this embodiment, 14 levels of evaluation points are provided: SS+, SS, S+, S, A+, A, B+, B, C+, C, D, E, F, and G, with the highest evaluation points being SS+ > SS > S+ > S > A+ > A > B+ > B > C+ > C > D > E > F > G.
[0074] In this embodiment, the reward level associated with a mission ID may be one level or multiple levels. When there is one level of reward, the evaluation score used to determine the reward is set to 0 (equivalent to G rank), and a reward is associated with a character that meets the recruitment conditions, regardless of the character's evaluation score. In the example shown in FIG. 4, mission IDs "34001" and "13002" correspond to a case where there is one level of reward. When there are multiple levels of reward, evaluation score standards are set according to the level, and the reward content that meets the highest standard in terms of the character's evaluation score is associated. In the example shown in FIG. 4, mission IDs "22003" and "41006" correspond to a case where there are multiple levels of reward (three levels). For example, when associating reward details for mission ID "22003," if the evaluation points of character A extracted as meeting the recruitment conditions are "5000," then reinforcement points x 5000 and in-game currency x 10000 will be associated as reward details when character A is transferred for mission ID "22003." Note that instead of referencing evaluation points as in this embodiment, reward details may be associated by referring to rank based on evaluation points, parameters such as speed, possessed skills, titles, various aptitudes such as distance aptitude, and any other information related to the character's status managed in the character list.
[0075] Once the extraction of characters that meet the recruitment conditions and the matching of reward contents for the extracted characters are completed as described above, the server 20 transmits mission data to the player terminal 40, which includes the mission settings and the results of matching the reward contents to the character list.
[0076] When the acquisition of the mission data from the server 20 is completed, a mission selection screen is displayed on the player terminal 40, and an input for selecting a special transfer mission is accepted (step S102).
[0077] FIG. 7 is a diagram showing an example of a mission selection screen displayed on the player terminal 40. As shown in FIG.
[0078] The mission selection screen displays mission banners 201 to 204 corresponding to four types of missions based on mission data obtained from the server 20. Each mission banner displays the recruitment requirements linked to the mission ID, allowing players to understand the outline of the mission. Each mission banner also displays the number of times the mission can be performed, the expected level corresponding to the difficulty of the mission, the deadline for accepting the mission, and so on. Note that while this embodiment describes an example in which only missions with a one-day acceptance deadline are set, there may also be missions with an acceptance deadline of two days or more.
[0079] Additionally, on the mission selection screen, a badge icon 210 is displayed for missions in the character list that contain characters that meet the recruiting requirements. Whether or not a character meets the recruiting requirements can be determined by, for example, whether or not a badge icon flag is set, linked to the mission ID of a mission in which a transferable character exists in the mission data obtained from the server 20. Whether or not a character meets the recruiting requirements may be determined on the player terminal 40 side by, for example, referencing the character list in the player data storage unit 71 and determining whether or not all characters meet the recruiting requirements. Even if a mission contains characters that meet the recruiting requirements, if all characters that meet the recruiting requirements are locked, the badge icon 210 is not displayed. In the example shown in FIG. 7 , the badge icons 210 are displayed for the mission banners 202 and 204, allowing the player to instantly understand that the missions corresponding to these mission banners are achievable. Mission banners corresponding to missions for which no characters meet the recruiting requirements may be grayed out.
[0080] Furthermore, in this embodiment, mission banners are displayed in order of mission difficulty on the mission selection screen, but the display order of mission banners on the mission selection screen may be such that mission banners for missions that satisfy the recruitment conditions and for which transferable characters exist (mission banners with badge icons 210) are displayed at the top. The display order of mission banners may also be set based on the deadline for accepting a mission or the number of times it can be performed. Missions with 0 number of times it can be performed may also be displayed lower than missions with a remaining number of times it can be performed. Missions with 0 number of times it can be performed may also be displayed with a stamp to indicate this, or may be grayed out.
[0081] When a tap input is made on any of the mission banners 201 to 204 on the mission selection screen, the display screen transitions from the mission selection screen to a character selection screen, where a character is selected from the character list and an input is accepted to designate the character as the transfer target for the special transfer (step S103).
[0082] 8 to 10 are diagrams showing examples of character selection screens displayed on the player terminal 40. FIG.
[0083] The character selection screen has a recruitment requirements column 301 that displays the recruitment requirements corresponding to the mission banner, as well as a recruitment conditions column 302 that displays the recruitment conditions corresponding to the mission, allowing users to check in detail the conditions that the character must meet in order to receive a reward.
[0084] The character selection screen also displays a list of characters that have been trained and are owned by the player and are registered in the character list, with each character being displayed with a rank badge attached to the character icon corresponding to the character type ID. This rank badge indicates the character's rank, which is assigned in accordance with the evaluation points when the character's training is completed, and the character's ability level can be confirmed based on the displayed contents of the rank badge. However, the character's rank indicated by the rank badge indicates the result of an overall evaluation of the character's status, and individual parameters such as speed cannot be ascertained, but these parameters can be confirmed on the character details screen, which will be described later.
[0085] Furthermore, on the character selection screen, the character icons of characters that are determined not to satisfy the recruitment conditions for the currently selected mission are displayed in gray, and the character icons of characters that are set to a locked state, such as when they are currently running in a race, are not subject to extraction when matching rewards on the server 20, so characters in a locked state are displayed in gray with a locked badge 305. Note that the character selection screen may be configured to display a list of only the character icons of characters registered in the character list that satisfy the recruitment conditions for the currently selected mission.
[0086] Furthermore, on the character selection screen, tapping on any character icon places it in a designated state, and the designated character icon is displayed with its descriptive text emphasized. The character selection screen also displays the rewards that can be obtained if the character corresponding to the designated character icon is selected as the transfer target. In the example shown in FIG. 8, the icon 306 corresponding to the enhancement points and the icon 307 corresponding to the in-game currency indicate that the rewards to be obtained are 8,000 enhancement points and 10,000 in-game currency. The rewards may also be displayed as text rather than as icons.
[0087] Furthermore, when the designated character icon is changed on the character selection screen, the rewards that can be obtained when the character corresponding to the newly designated character icon is selected as the transfer target are displayed, as shown in Fig. 9. In the example shown in Fig. 9, icon 306 corresponding to the enhancement points and icon 307 corresponding to the in-game currency indicate that rewards of 5,000 enhancement points and 10,000 in-game currency can be obtained.
[0088] Furthermore, when a grayed-out character icon is in a designated state on the character selection screen, the details of the minimum guaranteed reward for the selected mission are displayed, as shown in FIG. 10. In the example of a mission with a difficulty level of 2 stars shown in FIG. 10, a minimum guaranteed reward (in-game currency x 10,000) is assigned when the character's rank is less than 4,900 evaluation points (equivalent to C+ rank), and an icon 307 corresponding to the details of that reward is displayed. This makes it easier to understand the details of the minimum guaranteed reward corresponding to the selected mission. Note that even if a grayed-out character icon is in a designated state, the icon corresponding to the reward may not be displayed. Furthermore, even if a tap input is performed on a grayed-out character icon, the tap input may be treated as invalid, and the grayed-out character icon may not be set to a designated state.
[0089] Then, when a tap input is made on the details confirmation button 308 provided at the bottom of the screen when the character icon of a character that meets the recruitment conditions corresponding to the currently selected mission is in a designated state on the character selection screen, the display screen transitions from the character selection screen to a character details screen, and an input is received to determine the consumption of the character designated as the transfer target for the special transfer (step S103). Note that, when a character icon of a character that does not meet the recruitment conditions corresponding to the currently selected mission is in a designated state on the character selection screen, the tap input on the details confirmation button 308 is treated as invalid, and the screen does not transition to the character details screen. Also, when a character icon of a character that does not meet the recruitment conditions corresponding to the currently selected mission is in a designated state on the character selection screen, the details confirmation button 308 may be grayed out to indicate that the details confirmation button 308 is disabled.
[0090] FIG. 11 is a diagram showing an example of the character details screen.
[0091] The character details screen displays detailed status of the character that was selected when transitioning from the character selection screen. The character's status is displayed based on the data registered in the character list. For example, the character details screen allows you to check the various parameters such as title, speed, stamina, power, tenacity, and intelligence, course suitability, distance suitability, running style suitability, and skills.
[0092] In addition, a transfer confirmation button 401 is provided at the bottom of the character detail screen, and when a tap input is made on the transfer confirmation button 401, a transfer confirmation dialog box is displayed in the foreground and an input to confirm the transfer of the character is accepted (step S105). In addition, a screen return button 402 is also provided on the character detail screen, and when a tap input is made on the screen return button 402, the display screen returns to the character selection screen.
[0093] FIG. 12 is a diagram showing an example of the transfer confirmation dialog box.
[0094] The transfer confirmation dialog box includes a character icon of the character designated as the transfer target, a check box 502 for confirming the character transfer, a decision button 503 for confirming the character transfer, and a cancel button 504 for canceling the character transfer.
[0095] In the transfer confirmation dialog box, a check mark can be switched on or off by tapping check box 502, and if a check mark is displayed in check box 502 and confirm button 503 is tapped, the character transfer is confirmed. If no check mark is displayed in check box 502, confirm button 502 is grayed out and control is exercised so that tapping confirm button 502 is not accepted. If cancel button 504 is tapped in the transfer confirmation dialog box, the screen returns to the character details screen.
[0096] The game program of this embodiment also features an inheritance feature for the character development function. This inheritance feature allows a player to set a previously developed character registered in the character list as a support character when starting character development, and to advance character development advantageously based on the character's status. The special transfer feature allows a player to transfer a previously developed character and obtain a reward, thereby deleting the character to be transferred from the character list. Therefore, in this embodiment, if a character designated as a transfer target has a history of being used as a support character, a message is displayed in the transfer confirmation dialog box, as shown in FIG. 13, informing the player that the character to be transferred has a history of being used for inheritance. This prevents a character that may be used as a support character in the future from being mistakenly designated as a transfer target.
[0097] Then, when a check mark is displayed in checkbox 502 in the transfer confirmation dialog box and the enter button 503 is tapped, a character transfer request is sent from the player terminal 40 to the server 20, and upon receiving the transfer request, the server 20 begins managing the cool down time (step S106). The display screen of the player terminal 40 returns to the mission selection screen, and as shown in FIG. 14, for missions in which the cool down time is occurring, the message "Negotiations in progress" is displayed in the corresponding mission banner. Also, during the cool down time, new missions related to the special transfer function cannot be performed even if there are characters that meet the recruitment conditions in other missions, and no badge icon is displayed on each mission banner.
[0098] Once cooldown management begins, the server 20 determines whether the cooldown (e.g., 5 minutes) has ended each time it receives a mission acquisition request from the player terminal 40. The end of the cooldown is determined, for example, based on the amount of time that has elapsed since it received a character transfer request from the player terminal 40. Furthermore, if the server 20 determines that a cooldown is occurring when it receives a mission acquisition request from the player terminal 40, it does not extract characters that meet the mission recruitment conditions from the character list or associate them with rewards. In this case, the server 20 responds to the mission acquisition request by transmitting mission data to the player terminal 40 in which the mission ID is not linked to a character individual ID.
[0099] When the server 20 receives the mission acquisition request from the player terminal 40 and determines that the cooldown period has ended, it grants the reward associated with the mission for which it has determined that the cooldown period has ended (step S107). Note that in managing the cooldown period, it is also possible to set the cooldown period to 0 so that when an input to confirm the character transfer is made in the transfer confirmation dialog box, the server 20 immediately determines that the cooldown period has ended and grants the reward. The length of the cooldown period can be set arbitrarily, and the system may also be configured not to manage the cooldown period.
[0100] In this embodiment, the item list in player management database 51 corresponding to the player ID of the sender of the mission acquisition request is updated by adding an item equivalent to the reward associated with the character that has become the target of consumption. Furthermore, when the cool down period ends, the character is transferred by deleting the character that has become the target of transfer from the character list in player management database 51 corresponding to the player ID of the sender of the mission acquisition request, and updating the character list. Once the server 20 has completed updating the item list and character list, it transmits this updated data to the player terminal 40 along with the mission data for the mission acquisition request.
[0101] Then, player terminal 40, which has received the update data for the item list and character list along with the mission data from server 20, updates the mission data stored in mission data storage unit 72 based on the received mission data, updates the character list and item list stored in player data storage unit 71 based on the update data for the character list and item list, and displays the transfer completion dialog box shown in Figure 15 on top of the mission selection screen to notify the player that the special transfer mission has been completed and a reward has been granted.
[0102] In the embodiment described above, with regard to the special transfer function that allows players to obtain rewards by consuming and transferring trained characters registered in the character list, rewards can be obtained when characters that meet the recruitment conditions set for each mission are transferred, and the content of the rewards obtained when characters are transferred is set based on the status of the characters that meet the recruitment conditions, thereby increasing the variety of rewards that can be obtained and attracting the interest of players.
[0103] In particular, in this embodiment, the character status information related to the mission recruitment conditions is different from the character status information related to the setting of rewards. Specifically, the mission recruitment conditions are set based on the character's status parameters such as speed, various aptitudes such as distance suitability, and possessed skills, while the reward content is set based on the character's status evaluation points (or a rank based on the evaluation points). Therefore, according to this embodiment, since training to improve a specific status in order to meet the mission recruitment conditions does not necessarily result in a good reward, various ingenuity is required in character training, which can also increase the player's interest in the training function.
[0104] In this embodiment, the character selection screen, which is an input interface that accepts input to designate a character as a transfer target, displays the details of the reward corresponding to the character designated as a transfer target. In this embodiment, the player can select a transfer target while checking the details of the reward through the character selection screen, thereby improving input convenience for the player.
[0105] Furthermore, in this embodiment, on the character selection screen, among the characters registered in the character list, characters that do not meet the mission recruitment conditions are displayed with their character icons grayed out, and if that character icon is in a designated state, the player cannot proceed to transfer confirmation. This prevents unnecessary screen transitions from occurring when the player is selecting a character to be transferred via the character selection screen. Note that the same effect can be achieved by controlling character icons that are grayed out on the character selection screen so that they do not become designated, or by not displaying characters that do not meet the recruitment conditions on the character selection screen.
[0106] In this embodiment, the server 20 transmits the reward setting results for transferable characters in response to a mission acquisition request transmitted from the player terminal 40 when a game mode with the special transfer function is selected. However, the server 20 may respond to the mission acquisition request by having the player terminal 40 acquire the extraction results for characters that satisfy the recruitment conditions. When a mission is selected on the mission selection screen of the player terminal 40, the input receiving unit 61 may transmit a mission selection notification including the mission ID of the selected mission to the server 20. In response to the mission selection notification, the server 20 may transmit the setting results for the reward details for the transferable characters to the player terminal 40. Furthermore, the reward content setting unit 62 of the server 20 may only extract characters that satisfy the recruitment conditions but not set rewards for the characters when receiving the mission acquisition request. Instead, based on the reception of the mission selection notification, the server 20 may set the reward details for the transferable characters linked to the mission ID and transmit the setting results to the player terminal 40. Furthermore, the process of setting the reward details for the transferable characters may be performed when a tap input is made on a character icon on the character selection screen. For example, when a tap input is made on a character icon on the character selection screen, the player terminal 40 sends a reward setting request including the character individual ID of the character corresponding to the character icon to the server 20, and upon receiving the reward setting request, the reward content setting unit 62 of the server 20 sets the content of the reward by referring to the status of the character corresponding to the character individual ID included in the reward setting request, and transmits the setting results regarding the content of the reward to the player terminal 40 in response to the reward setting request.
[0107] In this embodiment, when setting a reward for a character who meets the requirements for a mission, the reward content is set uniquely based on the character's status, but the reward content may also be set by performing a predetermined lottery process in a manner that corresponds to the character's status. In this case, it is possible to adopt a mode in which the type of reward to be selected varies depending on the status of the character who meets the requirements, or a mode in which the probability of selecting a reward varies depending on the status of the character who meets the requirements.
[0108] If the reward to be obtained when a character is transferred is determined by lottery, the reward items may be individually selected by lottery, and the item that is won in the lottery may be associated with the character as the reward. Alternatively, a lottery may be held for a set of reward items, and the set that is won may be associated with the character as the reward.
[0109] In addition, in this embodiment, an example has been given in which a cooldown is generated as the period from when the transfer of a character that meets the recruitment conditions of a mission is decided until the reward is granted, but it is also possible to generate a cooldown as the period from when the transfer of a character is decided and the reward is granted until the next mission can be performed.
[0110] Furthermore, if there are no transferable characters on the character selection screen, for example, if there are characters that meet the recruitment conditions but all of those characters are locked, a button that guides the player to the training function may be displayed, and tapping on that button may transition to the game mode of the training function. In this way, the player can quickly start training the character to be transferred using the special transfer function, thereby improving input convenience for the player.
[0111] In this embodiment, the process of setting the reward content for a character that satisfies the mission recruitment conditions is executed when a mission acquisition request is received from the player terminal 40, but when character training is completed in the training function and the status is confirmed, the process of setting the reward content may be executed by referring to the confirmed status. In this embodiment, the process of setting the reward content for a character that satisfies the mission recruitment conditions is executed by the server 20, but it may also be configured to be executed by the player terminal 40.
[0112] Furthermore, with regard to the server 20, the function of setting missions and the function of setting the content of rewards corresponding to characters may be realized on a single server 20, or each function may be distributed across multiple servers 20 and realized on separate servers 20.
[0113] Furthermore, on the character selection screen, characters to be displayed may be extracted according to the content of the reward, and a character to be transferred may be designated from a list of characters corresponding to the reward level. In this embodiment, since there are a maximum of three reward levels, categories of "large," "medium," and "small" may be set in order of the best reward according to the content of the reward, and a "none" category may be set for characters that are not transferable characters, and characters that have been trained and owned by the player may be grouped based on these categories, and character icons of characters to be displayed in the corresponding category may be displayed on the character selection screen.
[0114] 16 to 18 are diagrams showing examples of display of the character selection screen when characters to be displayed are extracted according to the content of the reward.
[0115] In this example, as shown in Fig. 16, reward selection tabs 310 are provided according to the content of the reward, and the reward content can be switched by tapping the reward selection tab, while the displayed character can be switched. For example, in the case shown in Fig. 16, "Large" is selected as the reward content, and an icon 306 indicating 8,000 enhancement points and an icon 307 indicating 10,000 in-game currency, which are the reward content corresponding to the "Large" category, are displayed, and the transferable character associated with that reward is extracted, and only that character icon is displayed.
[0116] When a tap input is made on a part of the "small" category in the reward selection tab 310, an icon 307 showing 10,000 in-game currency, which is the reward content corresponding to the "small" category, is displayed, as shown in Figure 17, and the transferable character associated with that reward is extracted, and only that character icon is displayed.
[0117] Furthermore, when a tap input is made on a body part in the "None" category with respect to the reward selection tab 310, a message saying "There is no reward to be received" is displayed as shown in Fig. 18, and characters that are not transferable characters, specifically characters that do not meet the recruitment conditions and characters that are locked, are extracted, and only their character icons are displayed. Note that when a body part in the "None" category is selected with respect to the reward selection tab 310, the details of the minimum guaranteed reward for the selected mission (here, the "Small" category) may be displayed.
[0118] Although the present embodiment has been described using an example of a game in which a player trains a character to race and consumes the trained character to obtain a reward, the functions of the information processing system 10 may be provided in other games. For example, the present invention may be applied to sports games such as baseball games and soccer games in which a player trains a character to participate in a race and consumes the trained character to obtain a reward. The present invention may also be applied to games of other genres, such as fighting games, action games, battle royale games, and role-playing games, in which a player trains a character and consumes the trained character to obtain a reward. Furthermore, the game content to be consumed is not limited to characters. For example, the present invention may be applied to games in which a player can obtain a reward according to the status of equipment (e.g., weapons, armor, etc.) or items by consuming the equipment or items. [Explanation of symbols]
[0119] 10 Information processing systems, 20 server, 40 player terminal, 21, 41 control unit, 22, 42 storage unit, 23, 45 communication unit, 43 operation input unit, 44 display unit, 50 server data storage unit, 51 player management database, 52 Mission Database, 60 server game processing unit, 61 mission setting unit, 62 reward content setting unit, 63 Reward Granting Department, 70 terminal data storage unit, 71 player data storage unit, 72 Mission data storage unit, 80 terminal game processing unit, 81 input reception unit,
Claims
1. A program for a game in which a player consumes game media owned by the player to receive a reward, a specific condition setting unit that sets specific conditions that the game medium must satisfy in order to receive the reward; a reward content setting unit that sets the content of the reward in association with the game medium owned by the player; an input receiving unit that provides a consumption object designation screen that receives input for designating the game medium owned by the player as a consumption object; causing a computer to function as a reward granting unit that grants a reward associated with the game medium based on an input for deciding to consume the game medium specified through the consumption object specification screen; The specific condition setting unit: updating the specific conditions at a predetermined timing; The input receiving unit A program that displays a list of the game media that meet the specific conditions on the consumption object designation screen and displays the contents of the reward associated with the game media designated as the consumption object.
2. A program for a game in which a player consumes game media owned by the player to receive a reward, a specific condition setting unit that sets specific conditions that the game medium must satisfy in order to receive the reward; a reward content setting unit that sets the content of the reward in association with the game medium owned by the player; an input receiving unit that provides a consumption object designation screen that receives input for designating the game medium owned by the player as a consumption object; causing a computer to function as a reward granting unit that grants a reward associated with the game medium based on an input for deciding to consume the game medium specified through the consumption object specification screen; The specific condition setting unit: setting the specific condition that limits the number of times the reward can be obtained; The input receiving unit A program that displays a list of the game media that meet the specific conditions on the consumption object designation screen and displays the contents of the reward associated with the game media designated as the consumption object.
3. In claim 1 or 2, The input receiving unit A program that makes it impossible to designate, on the consumption object designation screen, any of the game media owned by the player that does not satisfy the specific conditions as the consumption object.
4. In any one of claims 1 to 3, There is another game mode in which the status of the game medium changes according to the progress of the game, and the status of the game medium is determined when the progress of the game meets a predetermined completion condition; The specific condition setting unit: A program for setting the specific condition in association with the status.
5. In any one of claims 1 to 4, There is another game mode in which the status of the game medium changes according to the progress of the game, and the status of the game medium is determined when the progress of the game meets a predetermined completion condition; The reward content setting unit, A program that sets the content of the reward based on the status determined in the other game mode.
6. In any one of claims 1 to 5, The reward content setting unit, A program that performs a predetermined lottery process based on information linked to the game medium and sets the content of the reward corresponding to the game medium.
7. An information processing system for a game in which a player consumes game media owned by the player to receive a reward, comprising: a specific condition setting unit that sets specific conditions that the game medium must satisfy in order to receive the reward; a reward content setting unit that sets the content of the reward in association with the game medium owned by the player; an input receiving unit that provides a consumption object designation screen that receives input for designating the game medium owned by the player as a consumption object; a reward granting unit that grants a reward associated with the game medium based on an input that determines consumption of the game medium specified through the consumption object specification screen; Including, The specific condition setting unit: updating the specific conditions at a predetermined timing; The input receiving unit An information processing system that displays a list of the game media that meet the specific conditions on the consumption object designation screen and displays the contents of the reward associated with the game media designated as the consumption object.
8. An information processing system for a game in which a player consumes game media owned by the player to receive a reward, comprising: a specific condition setting unit that sets specific conditions that the game medium must satisfy in order to receive the reward; a reward content setting unit that sets the content of the reward in association with the game medium owned by the player; an input receiving unit that provides a consumption object designation screen that receives input for designating the game medium owned by the player as a consumption object; a reward granting unit that grants a reward associated with the game medium based on an input that determines consumption of the game medium specified through the consumption object specification screen; Including, The specific condition setting unit: setting the specific condition that limits the number of times the reward can be obtained; The input receiving unit An information processing system that displays a list of the game media that meet the specific conditions on the consumption object designation screen and displays the contents of the reward associated with the game media designated as the consumption object.
9. An information processing method for a game in which a player consumes game media owned by the player to obtain a reward, comprising: a specific condition setting step for setting a specific condition that the game medium must satisfy in order to obtain the reward; a reward content setting step of setting the content of the reward in association with the game medium owned by the player; an input receiving step of providing a consumption object designation screen for receiving an input for designating the game medium owned by the player as a consumption object; a reward granting step of granting a reward associated with the game medium based on an input for deciding to consume the game medium designated through the consumption object designation screen; Including, In the specific condition setting step, updating the specific conditions at a predetermined timing; In the input receiving step, An information processing method in which the consumption object designation screen displays a list of the game media that meet the specific conditions and displays the contents of the reward associated with the game media designated as the consumption object.
10. An information processing method for a game in which a player consumes game media owned by the player to obtain a reward, comprising: a specific condition setting step for setting a specific condition that the game medium must satisfy in order to obtain the reward; a reward content setting step of setting the content of the reward in association with the game medium owned by the player; an input receiving step of providing a consumption object designation screen for receiving an input for designating the game medium owned by the player as a consumption object; a reward granting step of granting a reward associated with the game medium based on an input for deciding to consume the game medium designated through the consumption object designation screen; Including, In the specific condition setting step, setting the specific condition that limits the number of times the reward can be obtained; In the input receiving step, An information processing method in which the consumption object designation screen displays a list of the game media that meet the specific conditions and displays the contents of the reward associated with the game media designated as the consumption object.
Citation Information
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